Combat Medic Archive

Thread: Combat Medic Issues Thread: Data Gathering

vortexala
Tue Mar 09, 2004 6:19 pm
#1




Well, It's about that time to list our issues in one place. I was going to simply create a listing based off of what I've read here on these forums, but have decided to instead open it up to everyone here for discussion.


So, lets gather together a set of issues facing our profession, as decided upon by those within the profession. I'm going to start with Pahds excellent 'State of...' post and we can either add to, or remove, items from the list. This is just to gather together the issues, we can break them out later and hash out the wording to everyones approval in subsequent posts


Simply state if you agree with an issue or disagree, and also state what other issues you'd like to see added.


Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.


The Issues List:


1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them.

2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.

Issues 1 and 2 can be discussed here


3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats.

4. No Incap from Poisons. Some would like this changed back to the way it was.

5. Faction Points. We would like FP for utilizing our skills.

Issues 3, 4 and 5 can be discussed here


6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue)

7. Flamethrower/On Fire Cure(Docs got this one)

8. Usefulness of Disease needs to be examined.

9. PvE damage needs to be examined.

10. Healing while mounted

11. DoT Duration vs Tick Intervals needs to be examined.

12. Experimentation:Full experimentationon CM Stim components is desired.

13. Increased Range for /mindheal

14. Damage Mitigation of some form for CMs


The Bug List:


1. Range

2.LOS

3. Z-Axis

4. Damage DoT+Wound DoT=Incap

Message Edited by vortexala on 03-22-2004 03:37 PM

Message Edited by vortexala on 03-22-2004 03:41 PM



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
JudasTyberius
Tue Mar 09, 2004 8:44 pm
#2

Please Add - Lack Of Developer Communication



Ledo Valasio - Master Bounty Huh?
Adune
Tue Mar 09, 2004 10:04 pm
#3



The Issues List:


1. Interdependency: CM's also create dependency on Docs. Any player without doc in PvP is quickly killed via area poison. This needs to be addressed re: Interedependency as well.

2. Money: Disagree. On Bria, it's very difficult to buy CM stims, there are so few people selling, so the return on selling CM meds is very high.

3. Resources: Disagree. Every elite crafter has rare resource types. Packs are already extremely effective with the current resources. To make the rare resources common, and give them amazing stats would unbalance things more.

4. No Incap Disagree. Poisons, esp spiderblood poisons are brutally damaging. To add incap to them would be abusive in PvP.

5. Faction Points. Agree. I rarely see any FP. It's the darn snipers that steal it all.

6. Cures vs Poisons/Diseases. Agree. Cures are woefully inadequate at curing poison/diseases. Either add an AE cure to doc or CM, or reduce the recast time on cures to .5 sec to 1 sec.

7. Flamethrower/On Fire Cure(Docs got this one)

8. Usefulness of Disease Only in PvE. In PvP, disease is very useful.

9. PvE Agree somewhat. Because poisons are rarely resisted, it if's made too powerful, Poisons could turn PvE into a joke via the smart use of AE's.

10. Healing while mounted Not familiar with this issue, can't comment.

11. DoT Duration vs Tick Intervals Agree. Poisons tick too fast, and disease a tad too slow. Both last much too long in PvP, and not long enough in PvE.

12. Experimentation:Agree somewhat. The heals need a big boost, but the bombs are already powerful enough.

13. Increased Range for /mindheal: Agree, and go farther. Make mind heal viable.

14. Damage Mitigation Agree, somewhat. CM should have some ranged defense, but it can't be too much, or CM/elite combat hybrids become too powerful.


The Bug List:


1. Range-Duh, agree

2.LOS -Absolutely Agree

3. Z-Axis-The same as LoS really

4. Damage DoT+Wound DoT=Incap-Yes, but there's a case to be made for making this bug a feature instead.







Bug add:


6)CM's can poison & disease while swimming in bodies of water. Standing 70m from shore, a CM can AE people on the beach without fear of being attacked.
7)CM stuff can be stacked in very dirty ways

Message Edited by Adune on 03-09-2004 11:09 PM




Adune, Master Armorsmith
ARR Armor, Strongbadia, Naboo
krais99
Tue Mar 09, 2004 10:08 pm
#4

Add on the ability to poison 20+ people at one time. We simply should not be able to do that..


Also, when throwing ranged stims on planets with large gorges, such as Dathomir, our range will state that we're 20m from our target, but when we try to use a ranged stim, it will state our target is out of range. I still have this happen from time to time. Same holds true in large groups such as Coronet cantina.. I'll be standing 5m from my target, throw an area heal, and it'll say that target is out of range.


Gilean
Pappi
Tue Mar 09, 2004 10:28 pm
#5



krais99 wrote:
Add on the ability to poison 20+ people at one time. We simply should not be able to do that..
Also, when throwing ranged stims on planets with large gorges, such as Dathomir, our range will state that we're 20m from our target, but when we try to use a ranged stim, it will state our target is out of range. I still have this happen from time to time. Same holds true in large groups such as Coronet cantina.. I'll be standing 5m from my target, throw an area heal, and it'll say that target is out of range.
Gilean





i don't mind the 20 people part as much as the range part... fixing the 64m "hard cap" on poisons/diseases would be reasonable.

the stim "out of range" thing is really annoying too, would be great if it's fixed




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
Asbalon
Tue Mar 09, 2004 11:13 pm
#6

Might not be a CM anymore but.. who cares:

1.) Interdependency: Agree. One thought would be a subcomponent that docs need for thiere cure packs... *shrugs*

2.) Money: Agree. Nothing made me more mad than the fact that as I was a Master CM and able to take on some hard missions, I only got these mini things because it only looked at my rifel skills.

3.) Resources: Disagree. While resorces are rare and only spawn at low rates... Imagine the Poisons that could be created with them. But!: this only holds true to the current HAM system. What happens after the revamp *shrugs*

4.) No Incap: Disagree. I know I just made alot of enemys. But fact is I understand the fustration about the incap dance. Its happend to me to, and I would have loved to kill the peeps doing it to me (only bad for them was: they didn't DB me... and the poison ran out at the same time my TEF disapeard.. hihi no FP for them ).

5.) Faction Points: Agree. By the love of the Tuskens I agree!

6.) Cures vs Poisons/Diseases: Disagree. I belive CM's and Doc will have to test alot as soon as the new Publish hits live. Now that Cure packs have an effectivness rating, and seem to work against the Potency of the poison... it might be that cures are not so strong afterall. I would like to know what Potency can be cured by which effectivnes in one shot. Then depending on those results one can decide if this need looking into (this statment only is meant for the case: that this test has not been done recently).

7.) Flamethrower/On Fire Cure: Agree. Yes I personaly would have liked to have seen it at Master Medic *shrugs*.

8.) Usefulness of Disease: Agree. Diseases as they stand seem to be for taking out the enemy for extensive time after a battle (while they heal thiere wounds). For PvM it is totaly useless.

9.) PvE: Agree! Nough said *grin*

10.) Healing while mounted: Agree. I hate it when I drive right in the middle of a spawn and start shooting at me and I can't do a thing about it till I'm out of range. But!: This should only work for healing oneself. I don't want to ever see the posibility of CM's throwing Poisons (they count as a "Heal" for the game mechanics as much as I know) while on a vehicle!

11.) DoT Duration vs Tick Intervals: Agree. To long of Tick intervals (10 and 40 seconds? in 20 seconds the battle is over for you if you don't watch out) and too long overall duration. The only people that are having fun with 10minutes lasting diseases are the entertainers.

12.) Experimentation: Disagree/Agree. I'm spilt on this matter. Yes I would have loved to craft fully operational ABEC's myself. But then again its our dependancy on the Doc profession. If there was atleast a dependancy the other way around aswell....

13.) Increased Range for /mindheal: Disagree/Agree. Can't really say I'm for or against it. Never was a problem for me personally.

14.) Damage Mitigation: Disagree. Jepp just got more enemys. No. Sorry thats the way I feel. CM is a heavy offensive class. If it gets defenses aswell it will only become stronger to a point that its offensive abilitys need to be reduced (thus not decreasing the overall power of the profession... just moving some from offense to defense). My opinion.


Bug list:

1.) Yes!
2.) Yes!!
3.) Yes!!!
4.) and Yes!!!!

Gee gawd these bugs are giving the CM's one hell of a bad reputation or one rough ride. Get ride of them allready!



Jaylin Redstar, Gorath Galaxy
Doing wierd experiments on wookies since October 2003
Master Rifelman, Master Doctor
Former Master Combat Medic

Morganite
Tue Mar 09, 2004 11:45 pm
#7







vortexala wrote:

Well, It's about that time to list our issues in one place. I was going to simply create a listing based off of what I've read here on these forums, but have decided to instead open it up to everyone here for discussion.


So, lets gather together a set of issues facing our profession, as decided upon by those within the profession. I'm going to start with Pahds excellent 'State of...' post and we can either add to, or remove, items from the list. This is just to gather together the issues, we can break them out later and hash out the wording to everyones approval in subsequent posts


Simply state if you agree with an issue or disagree, and also state what other issues you'd like to see added.


Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.


The Issues List:


1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them. doc's should need subcomponents from us, just like we do from them. (Maybe the odd dispersion mech, or maybe needing an infection amplifier in a cure pack?

2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims. More viable sales options would make this a lesser issue... Maybe give us inoculations for poison/disease resists possibility's??? Let the MCM sit beside the MD in theed, giving out innoculations with buff's..

3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats. I wish all resources spawned at least once every few months with decent stats, why would you use copper when it was crap, you would find a way to use aluminum if copper was always crappy.. (for example)

4. No Incap from Poisons. Some would like this changed back to the way it was. Should incap, no reason why it shouldn't.

5. Faction Points. We would like FP for utilizing our skills.Would love to get fp's from pvp instead of always loose them..

6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue) needs to be tested to determine if this is true.

7. Flamethrower/On Fire Cure(Docs got this one)

8. Usefulness of Disease needs to be examined.agreed, possible removal in leiu of better mind healing options..

9. PvE damage needs to be examined. very much so, all a MCM has is pvp, he cant do much pve solo with his mcm skills.

10. Healing while mounted Ranged healing is ranged healing, mounted or not. Fix our issues, but allow us this perk, we get so few perks...

11. DoT Duration vs Tick Intervals needs to be examined. 6-10 ticks is plenty, space them closer together, and give us something usefull for pve please...

12. Experimentation:Full experimentationon CM Stim components is desired. Answer me this, why does an area poison need a dispersial mechanism, but an area effect healing stim (which in theory does the same thing, only heals instead of hurts) does not?

13. Increased Range for /mindheal add a intelligent means of mind healing thru our ranged and area stims, give us this perk at it's best, in counter of doctors buffs for the other stats... Let entertainers make components we can add to our stims to heal mind as well. (interdependency...yay!)

14. Damage Mitigation of some form for CMs yes, I might not throw at max range then run away if i had some kind of dizzy/kd/stun defenses, not to mention some damage mitigation. Let's face it, CM is not a dabble-friendly class, when was the last time we heard complaints about the CM dabbler?


The Bug List:


1. Range

2.LOS If I never again become stopped from throwing a stim/poison/whatever by some dead log that comes up to my knees, when the animation of my throw clearly shows the dead log wouldn't be a factor in my toss.....

3. Z-Axis: I disagree, a area gaseous affect isnt stopped by a turn in a hallway or a set of steps/ramp, the pressure which creates the initial "explosion" to indeed give us an area effect that would expand down stairs, or around corners. Thru walls is another matter, dont tell me it couldnt have come thru the door, I came thru the door!

4. Damage DoT+Wound DoT=Incap






Message Edited by Morganite on 03-09-2004 10:47 PM



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Srednii
Tue Mar 09, 2004 11:50 pm
#8

1. Interdependency: agree. CM's rely on docs for components, on crafters for resources. Nobody relys on CM's for nuthin.

2. Money: agree. Selling poisons and diseases is fairly limited, and requires massive outlays of cash for top notch resources before you can ever see any returns.

3. Resources: disagree. Scarcity of resources is the only thing that keep FotM players from building top notch poisons/diseases right off the bat.

4. No Incap: agree... kinda. As things stand now no incap is needed. But if they nerf poisons and diseases enough in pvp to balance everything, then I would like to see incaps come back.

5. Faction Points:. agree. Stupid riflemen get all the kills, get all the faction. No faction for healing, none for poisoning. sucks.

6. Cures vs Poisons/Diseases:. agree... kinda. Single cures vs singe poisons are overpowered. Doc can cure faster and longer then we can poison. This only becomes unbalanced when you have 1 doc trying to cure multiple poisoned people. Of course if they give docs area cures then we reach the point where 1 doc nullifys a CM without any problems.

7. Flamethrower/On Fire Cure: meh. Sucky that docs got ANOTHER battlefield ability, when all CM's have is ranged heals (woooo). but don't really care much.

8. Usefulness of Disease: agree. in pve definately. Disease in pve is uselsss.

9. PvE: agree. Damage in pve is negligable at best.

10. Healing while mounted: neat idea, but would have to seperate healing/poisoning. no poisoning while mounted.

11. DoT Duration vs Tick Intervals: no opinion. lasts too long in pvp, nowhere near long enough in pve.

12. Experimentation: agree. god I hate having crappy components for our heals.

13. Increased Range for /mindheal: agree. Tho giving range to a useless ability just makes a ranged useless ability. Fixing it and giving it range would be nice.

14. Damage Mitigation: agree. But not for things like melee or ranged. I would like to see esoteric damage mitigation like poison/disease mitigation. Or resistance to status effects.




------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
PanzerGR
Tue Mar 09, 2004 11:55 pm
#9






Srednii wrote:

14. Damage Mitigation: agree. But not for things like melee or ranged. I would like to see esoteric damage mitigation like poison/disease mitigation. Or resistance to status effects.







as a non-CM i would not mind seeing a group poison/disease resistance of soem kind given to CM's (nonstackable...so you couldnt have like 5 CM's giving 100% immunity or anything like that). Id even rather give CM's soemthing liek this rather than SL's.






"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

Sarkyn
Wed Mar 10, 2004 3:52 am
#10



vortexala wrote:

The Issues List:
1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them.


/disagree. I have absolutely no problem with having a dependency on others. But, I also think every combat class has a dependency on Doctors & CM's already. Without us, they're toast. This is probably fine but misperceived.


2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.

/agree (with a caveat about missions, not player-sales). I think we can make money already, personally. CM stuff on Chimaera is really rare, my markup on my CM stuff is 3x what my markup on my Doc stuff is. Obviously this will vary, and perhaps fixing the mission difficulty problem would allow that avenue to riches to open up for CM.


3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats


/disagree. This is fine. Resources being rare (or with seemingly contradictory stats) is part of the crafting system. Touch it at your peril, we could end up with a massive imbalance in both the economy and on the field of war.


4. No Incap from Poisons. Some would like this changed back to the way it was.


/agree. Illogical semi-nerf.


5. Faction Points. We would like FP for utilizing our skills.


/agree. Very much so.


6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue)


/abstain. This is very hard to decide upon without *numbers* (see my addition to buglist below).


7. Flamethrower/On Fire Cure(Docs got this one)


/agree. Not really our issue.


8. Usefulness of Disease needs to be examined.


/agree. But only in that the tickspeed needs to be quicker. Let it do less, but let it do it more often. Let the disease *creep* over their bar like a plague, not wipe them out in one tick.


9. PvE damage needs to be examined.


/agree. /agree. /agree. The current method of clearing lairs (say, like when I want to place a harvester) is "Area-Poison, Area-Disease, Armour-On, Wait-5-minutes. Shoot to finish." Its laughable.


10. Healing while mounted


/agree. It's only really a "nice to have" though, not a "Must have".


11. DoT Duration vs Tick Intervals needs to be examined.


/agree. /agree. /agree (writes macro to type "/agree" 100 more times). Give us more regular ticks and less per tick, and people will stop moaning about nerfing us. Its the "wham you're out" factor of our poisons that bugs people so much.


12. Experimentation: Full experimentation on CM Stim components is desired.


/disagree. Why remove a dependency that works, and makes sense?


13. Increased Range for /mindheal


/agree. Let's try "Increased usefulness for /mindheal all round". Its a use-once-a-week at the moment.


14. Damage Mitigation of some form for CMs


/agree, sorta. I can't say I'd mind having it, but I'd rather have other stuff. And I am ware that it will beget nerf calls.


The Bug List:

1. Range
-/agree
2. LOS
-/agree
3. Z-Axis
-/agree
4. Damage DoT+Wound DoT=Incap
-/disagree. We have to be able to kill people somehow!





Add to this:

5. Poison/Disease Damage does not show up in Combat Spam.(why is this not our no.1 issue?! How do people do their min-maxing without having the statistics to see how much damage you are doing?)
6. Throwing Poison/Disease does not queue in Combat Queue properly (How much easier would our life be if we could stack heals, with throwing poisons, with combat moves *properly*, like all the gun-based combat classes can).

Additional Suggested changes:
1. Ditch the animation - give us a timer, fair enough. But why the silly over-arm bowling thing?




I hope this helps you, I don't envy the Correpondants job. If you need any more information or opinions, don't hesitate to ask. I'm passionate about both my Master classes, and I'm happy to help with crafting/tests/trials or whatever



Dr. Soo Chee
12pt Master Doctor, 12pt Toxicologist
BlueDog Corp Member and Supporter of Ferocious Kittens
Medicine/CM Vendor:
Corellia, BlueDog Mall -2000 -4660 (everything medical)

Princess Leia: "Darth Vader?! Only Soo could be so Bold"

garb0
Wed Mar 10, 2004 4:27 am
#11

Make CM class as a combat class when getting missions. then we will get better missions and then the money issue is sorted.



garbo - [mash]
Aspiring Bounty Hunting Pistoleer
vortexala
Wed Mar 10, 2004 6:48 am
#12

Thanks for the input so far, keep it coming



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Rchuno
Wed Mar 10, 2004 8:20 am
#13







The Issues List:


1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them.


I do not mind having Docs make my schmatics for me. Most will whip one up in just a couple of minutes for maybe like 1k or something. I realy don't see the problem here. I small PvE groups hitting Kimos they love having a CM there to hit everyone with area heals.


2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.



I just run missions with large groups. They bring in the big money missions I provide the area heals to those who need um. This is incredibly easy money (and fast too).


3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats.


Again I see no problem here. Sure we don't have the greatest of resources all the time but heck I have fun with the poisons I have now.


4. No Incap from Poisons. Some would like this changed back to the way it was.


I don't know. I like the Disease + Poison incap myself. But I think that we would get too much grief if we were to have just poisons incapp.



5. Faction Points. We would like FP for utilizing our skills.


I realy agree here. I have no FP although I can do as much to put these guys down as the next guy.


6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue)


I realy don't care if the cures are more powerfull. I just hit 5 people. (average for a single throw) So it will take a while for that doc to clear the poison off of everyone.


7. Flamethrower/On Fire Cure(Docs got this one)


Let them have it. I don't mind. So they go find a doc that should be hanging out behind the battle lines.


8. Usefulness of Disease needs to be examined.


They allow us to incapp =-) That is their purpose for me. Then again I throw my disease then my poison so that the disease incapp comes sooner. Besides if you hit someone for say 150 mind wounds to a secondary they are hurting.


9. PvE damage needs to be examined.


Ummm I don't understand this issue. I can take out most MOBs as a master doc/cm already. Ohh and I am a wookiee. I just hit um and jump on my speeder keeping the agro but out of range.


10. Healing while mounted


This would be fun but I don't think that it is needed. I don't realy care to tell the truth I would rather be on my feet so that I can move and change direction more quickly.


11. DoT Duration vs Tick Intervals needs to be examined.


I like them the way they are. Maybe reduce the duration to say 8 ticks or something for PvP but in PvE it seems fine to me right now.


12. Experimentation:Full experimentationon CM Stim components is desired.


This would be nice but I just hire someone to make the schematics up for me. I don't buy my components just the schematics to make them.


13. Increased Range for /mindheal


Only because the rest of our healing abilities are ranged as well. Give mindheal as is to docs and give us a ranged mindheal.


14. Damage Mitigation of some form for CMs


We don't need no Damage Mitigation. I'm already fine without it. (again I am a wookiee so I don't get armor already) Besides I would want (in my dream world) to have melle damage mitigation... but we are a ranged class so I guess that is just a dream.


The Bug List:


1. Range


Good lord this one needs to be fixed. This accounts for a full 1/3 of the NERF crys that we hear. Besides we aren't supposed to be able to throw that far.


2.LOS


I still have yet to experience hitting someone whilst I can't see them. I can't hit them if they are behind a tree or house unless it is from the AE of hitting someone else in which case it works as it is intended to.


3. Z-Axis


Mustard gas bomb on top floor means everyone in the building gets hit not just those on that floor.


4. Damage DoT+Wound DoT=Incap

There is a problem here? I thought that it was being argued for that damage DoTs (poison) could incapp in and of themselves.











****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
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