Commando Archive

Thread: Possible solution to Fire DOT

SilverDaemon
Sat Sep 27, 2003 1:48 pm
#1

I'm a commando and i like the class very much. I'll Admit im not one of the old schoolers, I got my prerequisites and waited. In my mind there was no sense in grinding out exp with a broken class. Anyway to the point. I was defending Bestine to the best of my ability and was fairing pretty well for someone without full composite. Then a rebel flamed me, watched me drop, but did not DB me. Matter of fact a few rebels passed me by as i lay there. I was wondering to myself why the heck they werent sending me off to the cloning tanks. My incap wore off and i promptly ran to the med center where their intentions soon revealed themselves. I sat there in the med center burning like the olympic torch with a skilled doctor trying to address my wounds. Every time the dot would kick in i would incap and my wounds would double. By the time I finally burnt to the core and was sent to the cloning tanks i had about 2/3 wounds. Now I love setting enemies on fire as much as the next guy, but as i sat there smouldering I couldn't believe that there was no counter to this. Keep in mind i was in bestine on tatooine thus no water to douse myself in. My suggestion would be to implement a wound pack to get rid of the fire effect. They have stims to get rid of practically every other status change, why not fire? I'm not saying every character should carry around a fire extinguisher with 20 charges and make the DOT obsolete. Just make something, maybe give it a prereq of 15-20 medicine use to keep everyone from using it. Any thoughts on this??



Silverdaemn (in game name)
Sunrunner
Smuggler 3424, Pistoleer 0002
bikebum
Sat Sep 27, 2003 1:55 pm
#2

I have watched this happen many times and wondered myself what they could do about it. Personally I feel that after a person is incapped our DoT effect should end. Unfortunately it appears to me that the same code for dots applies to buffs too. In other words, if you incapped and were not DB'd, your spices, doc buffs, or whatever would disappear if they made the dots disappear.



I will say I have yet to have this happen to me and don't plan on any PvP until the revenge TEF is eliminated anyway. I just don't like seeing people on fire in a med center with a master doctor unable to help them.

apulieus
Sat Sep 27, 2003 1:58 pm
#3

I think there should be a roll command that puts out the fire.



Utilizing this would put out the fire, but the character would be stunned and unable to attack or healwhile doing this. Not sure what would be a good length of time for them to roll though.

MaDCoW8Me
Sat Sep 27, 2003 2:05 pm
#4

fire is easy to put out just jump in a lake and dont pvp on tatooine hehe




Aipest Geera
CC Extraordinaire
SilverDaemon
Sat Sep 27, 2003 2:12 pm
#5

You'd think the Imperial Architect's could install a fountain in Bestine. Evaporation be damned.




Silverdaemn (in game name)
Sunrunner
Smuggler 3424, Pistoleer 0002
MaDCoW8Me
Sat Sep 27, 2003 2:36 pm
#6

maybe we can see a new profession emerge, the fireman.


/extinguish1 and /headsmash might work well with an equipped extinguisher.




Aipest Geera
CC Extraordinaire
Falator
Sat Sep 27, 2003 3:45 pm
#7

You could always pick up tka heh. I hear that even meditate4 can heal wounds extremely fast.


I don't really like getting hitwith a fire dot and not being able to do anything about it, but i also don't like being hit with a disease or poison (I am working on getting meditate higher lol) and not being able to do anything about.




Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
GekoAkBar
Sat Sep 27, 2003 5:07 pm
#8

An easy solution to this problem would be to let a character use 20-50 units of water to put himself out.






Steki Ak'Bar
SHC - Spaceball High Command
Commando/Creature Handler
"Evil will always triumph, because good is dumb" - Dark Helmet
CooperHawkes
Sat Sep 27, 2003 5:47 pm
#9

/firerole


or something like this ... the person would role for arround 20 seconds on the ground .. if he is attacked during that time thefirerole will be canceled


thats how i would solve the problem ...

SilverDaemon
Sat Sep 27, 2003 7:59 pm
#10

Yeah thats my plan actually. Im already novice fencer 0010, but am going to drop that whole line and work towards meditation. Seems like that would ease the need for medic skills as well.


With luck instead of yet another nerf they will think about adding some content like the idea's posted here. Good ideas all. (Fireman lol the new bandwagon class)




Silverdaemn (in game name)
Sunrunner
Smuggler 3424, Pistoleer 0002
Tamrael
Sat Sep 27, 2003 10:25 pm
#11

If you combine TKA Meditate 4 with CH 1-1-0-0, in theory you can drop Medic completely. You should never take damage due to the tanking creature, and if you DO take hits, you can heal yourself off quickly afterwords.



--Tamrael Megassi
Commando, Flurry Server
"I shall kill you..... with DEATH!" --Supervillian Rictus
MonikaTSarn
Sun Sep 28, 2003 2:58 am
#12

I'm biases a bit, because I am a doctor/commando, and I leveled doctor by healing up people I burned myself before - but I see no problem here at all.


Wounds are part of pvp, many special attacks give wounds. Half of combat medics attacks are diseases, with the sole intention of giving wounds.


Get a GOOD doctor - not a newbie medic or a novice doctor with crappy b woundpacks. If somebody can heal 300 wounds or more in one application, you will never have to die from a fire dot.






Monika, Akinom, Mokina T'Sarn

The Combine, www.the-combine.net
SilverDaemon
Sun Sep 28, 2003 8:24 am
#13

Only so many master docs to go around, andsome seem..... reluctant, to help someone injured recently in pvp. I suppose i can't blame them. You have to remember that since the fire dot has been revamped, injuries are rampant. One master doc during a raid is already overwhelmed by those that need attention, but i guess in the same sense there arent that many that survive a flamethrower blast AND make it to the med center.



Silverdaemn (in game name)
Sunrunner
Smuggler 3424, Pistoleer 0002
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