Combat Medic Archive

Thread: My findings on the CM class, please send this along to the dev's (constructive)

FuriousPhil
Wed Sep 03, 2003 8:53 am
#1

I would like to start out by saying that I PvP almost exclusively. I am also anear master pistoleer so keep these things in mind.


1. Poisons and diseases still get resisted WAY to much while in pvp and even pve. Anyone have actual figures on how poisons and disease resist works?


---Applying disease to a mastered hybrid or elite class is like trying to stay dry during a rain storm...this coupled with the fact that I have to get up close (40m) to throw in the first place almost always results in me getting knocked down continuosly then incapped and eventually gettin a deathblow.


2. *******Poisons and diseases ARE effective WHEN they land but stop working after I incap someone which is why the best tactic is to land a disease then die and hopefully the player isn't smart enough to duel his buddy and die...so then whats the point?


3. Disease and poisons are a great tool to use during PvE to accompany another form of damage (like using pistols, carbines etc) but what about the folks that don't have a damage supplement?


4. Poisons and diseases wear off when a player logs. I have this this so many times it's rediculous. Land a disease (finally) only to see the LD over the players head then to have them log back in 3 minutes later with TEF and get me, without the poison/disease icon of coarse.


5. The 13 componanats for ranged e's are STILL not fixed. I mean, come on, how freakin long does it take to edit the code for that?


6. Area diseases still need 800+ combat medicene use to work......I have never even used them becuase of this.




Anyone else feel free to add to this...please try to keep this constructive I'm gonn apost the thread on the SWG General board as well since the devs don't seem to read in the profession forums.






Furious George----Master Combat Medic
I've stopped arguing with idiots, they only bring me down to their level and beat me with experience.
Agent001
Wed Sep 03, 2003 9:25 am
#2

Pretty much all that is already in the correspondant thread. Go check it out first.
Zarlor
Wed Sep 03, 2003 9:45 am
#3

And if it ISN'T in that thread, post it there. If you read it you'll see that I am not the CM correspondent and as such I'm not going ot sift through every single thread on this forum to find all the issues you guys want to bring up. So help me to help you, by keeping it all consolidated in one place.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
threehairsleft
Wed Sep 03, 2003 10:51 am
#4

Just a few corrections:


(1) Poisons and disease will stay on the person, even after an incap (unless it times out... which is rather long). It even stays after a person clones.


(2) The reason it seems like it doesn't work is because after they get up from an incap, they still have some time to recover before it starts ticking again.


(3) /quit does not get rid of poisons if they log back in right away because their avatar remains in the world. They have to /logout, or /quit and wait several minutes. Either way, you have forced them to leave the game for enough time to remove the threat, or give your group an advantage.


As to balance, I think expert professions with a range knockdown should kill a combat medic if they can't get into range to land a poison. Combat medics already dominate any profession without a range knockdown or good range damage.

Elenora
Wed Sep 03, 2003 10:59 am
#5






threehairsleft wrote:

Just a few corrections:


(1) Poisons and disease will stay on the person, even after an incap (unless it times out... which is rather long). It even stays after a person clones.





Cloning does remove poisons/disease


doesnt do anythign abotu wounds u get from disease tho...


but they do go when u die...


also there is a 5 min timer on dots after u incap




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
threehairsleft
Wed Sep 03, 2003 11:05 am
#6

I would recommend you test it.


2 days ago, I was out near bestine, died to a combat medic with mind poison, cloned at the nearest cloning center, and the mind poison was still there. I then incapped at the cantina, and the hospital since no doctors were around to cure the poison.


So here goes: poisons applied, 1 incap followed by deathblow, clone and run to cantina and incap, connection dropped but I logged back on right away, get up, run to hospital, another incap, find a novice doctor but he says he needs fuel to make the cure and incap again. Incap one last time before the poison disappears. Find out from the doctor that for some reason he couldn't apply the cure.


I bugged it as I don't believe a clone should have poison transferred, however, I am pretty sure it is reproduceable if you try.

MichaelF77
Wed Sep 03, 2003 1:26 pm
#7

> I bugged it as I don't believe a clone should have poison transferred,
> however, I am pretty sure it is reproduceable if you try.

Yes it's reproducable 100% if certain condition is met (not gonna tell it here to avoid exploiting), if you know how - /bug it please as I did, because it can severely ruin someone's gameplay (imagine having 500-a-tick for 15 minutes - ouch! you will be looking forward to suicide)



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
threehairsleft
Wed Sep 03, 2003 2:47 pm
#8

It was funny because I died 3-4 times in the city after cloning and people were wondering what happened to me. First time was in the cantina, getting my battle fatigue healed. I did a couple of heals and got incapped. The dancers were wondering what happened to me.


Next 2-3 times was in the hospital. People were asking me to heal their wounds, and then poof, I flop on the floor.


Yes, it does ruin gameplay.


Is there anyway for the victim to avoid this M77? Or is this something you just have to take?

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