Development Cycle Archive

Thread: IC 1-4: Combat Roles; Combat Medic

Achilles467
Wed Feb 18, 2004 4:45 pm
#261


Xytroncore wrote:

The food is good, I've seen 25+% poison/disease resist food...that's a 1 in 4 chance to resist poison, regardless of the potnecy of the poison. That's not bad...I'm still waiting for a 1 in 4 chance to not get hit in the head for 1000 damage by a riflemen, too bad I'll never get that now will I?





There is food that increases Dodge by 25%. Do your research first.



_________________
Diomedes "Carl" Godshill
Captain, Imperial Army
Flight Officer, Imperial Inquisition

Hate has made me powerful
Achilles467
Wed Feb 18, 2004 4:47 pm
#262

Not to mention food that decrease attack dmg by up to 30% for like 20 or so attacks (CM poison/disease not affected).



_________________
Diomedes "Carl" Godshill
Captain, Imperial Army
Flight Officer, Imperial Inquisition

Hate has made me powerful
cyberotter
Wed Feb 18, 2004 9:39 pm
#263

i think combat medic should be the only person allowed to heal in combat, this would make combat medic serve a much bigger role in battles.



NERF BUFFS!!!!
"why back in my day when u threw a grenade at somebody by gravy they died" war veteran
Nibi
Wed Feb 18, 2004 11:03 pm
#264

I would like to see the Mayor have a little more control over his city. Players set mine fields,houses and so on just outside city borders. The worst is mines. Anyway when the city expands you find yourself with a mine field in the city limits wich does not decay or need maintenance and blows up your people.. so all you have to do really is just set up mine fields outside a young city and there you go just stopped it from growing period.Or houses that are not placed the right way blah blah


I suggest the mayor be given eviction rights. Say you give the player 14 days to remove the offending structure and if not the structure is redeeded and the player can retrieve it at a terminal in city hall or outside it because the player may be banned from the city. Because it really sucks not being able to do anything about certain structures inside your own city borders and other players know this weekness and exploit it.



I would also like to see a mass email button on the city terminal so the mayor can email his residents in one shot



There are 2 sure things in Life:

Death and Game bugs


Nibi
RhenGordon
Thu Feb 19, 2004 12:12 am
#265






Nibi wrote:

I would like to see the Mayor have a little more control over his city. Players set mine fields,houses and so on just outside city borders. The worst is mines. Anyway when the city expands you find yourself with a mine field in the city limits wich does not decay or need maintenance and blows up your people.. so all you have to do really is just set up mine fields outside a young city and there you go just stopped it from growing period.Or houses that are not placed the right way blah blah


I suggest the mayor be given eviction rights. Say you give the player 14 days to remove the offending structure and if not the structure is redeeded and the player can retrieve it at a terminal in city hall or outside it because the player may be banned from the city. Because it really sucks not being able to do anything about certain structures inside your own city borders and other players know this weekness and exploit it.



I would also like to see a mass email button on the city terminal so the mayor can email his residents in one shot





Hey Nibi, post check. While I think your ideas on mayor are interesting, I think they might be better suited over on the Mayor forum.



Glad too see ya over here though, got any ideas for the Combat medic class? There are plenty floating.




>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Angetenar
Thu Feb 19, 2004 12:23 pm
#266






Zarlor wrote:


I'm sorry, but what you suggest is actually impossible. The top level of damage for a poison that I've heard of is around 750 using some really rare resources and you likely will not find that kind of a poison but on a very few select servers, and only a few select CMs will have it. So obviously your mind must be at the most, 750. In most cases the top-end poison is more likely to hit around 600.



I disagree. My mind is 1000. I had a chain cloning CM throw consecutive area poisons at my groupthat dropped my mind to 1 on its first tick.




-Baccaror
Webels do it with the lights on.
bgm
Fri Feb 20, 2004 7:50 pm
#267

This isn't a clarification - it is a complete change of story. At one point you have someone somehow droping multiple poisons on you - poison, die, clone, poison, die, clone, poison, die, clone, etc, etc, - all within one tick. In the other story you have one person hitting you for 1000+ points in one tick. Which is it?


My toon has been either medic/cmsince the first day Naritus came online. I am by no means an uber character, but I have never seen any poison, even asingle-target poison,that hit for that much damage at one time. And I have even been complimented in PvP for the poison strength that I am throwing around.


And to think that an area poison, with its MUCH reduced damage, did that much to you in one tick. Yeah, right...


The one thing that most people seem to be forgetting is that, although we might be master CM, we tend to go ahead and take other combat professions. Myself, I took master Pistoleer. So when I throw poisons, they are always health-related so I can back it up with a health bleed and a health shot. Yeah, maybe fan shot/stopping shot spamming depending on my mood.


But even if they dropped a mind bleed on you with rifle - even this would not account for that much damage in one tick when using the weaker area poisons.



Micyb - MD/MCM Isido Eba - MRang/MRifle Seurat Eba - MSW/MBE

"Ask not for whom the Bone bones. It bones for thee!" - Bender the Magnificent
Fud25
Fri Feb 20, 2004 11:27 pm
#268

Yeah the poison tactics need to be nerfed or fixed. The range is ridiculous. The radius istoo. Don't have to work at getting your poison out there.


I'd like to see med packs created so you can use them to heal mind, without incurring mind wounds. Of course those mind heal packs would probably be expensive and complicated to make, but at least you're rewarded with something extremely useful. Whether you make it ranged or not, is debatable.






________________________________________________________________
Colonel Fauz Tran
Back for the 21 Day Trial.... Join us..... on the dark side.... we have cookies!

Kavedawg
Fri Feb 20, 2004 11:33 pm
#269






Angetenar wrote:





Angetenar wrote:





Zarlor wrote:


I'm sorry, but what you suggest is actually impossible. The top level of damage for a poison that I've heard of is around 750 using some really rare resources and you likely will not find that kind of a poison but on a very few select servers, and only a few select CMs will have it. So obviously your mind must be at the most, 750. In most cases the top-end poison is more likely to hit around 600.




I disagree. My mind is 1000. I had a chain cloning CM throw consecutive area poisons at my groupthat dropped my mind to 1 on its first tick.









To clarify, on 3+ seperate occasions, this CM burst ran within range of our group and threw an area poison that, each time, dropped my mind from full to 1 in one tick.





There was a post on the CM boards that a poison was made which would do 1000 damage in one tick, but that poison was made with special dropped components, you were probably hit witha simularpoison. Poisons made with crafted advanced components, which use very rare resources,usally cap out at 750 damage per tick.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
bgm
Sat Feb 21, 2004 12:34 am
#270

This is a very difficult thread to read and remain constructive, so I apologize beforehand. For here we have all of these posts from individuals who have never suffered through the thankless and frustrating profession of CM except for a possible holo-grind - who have never experienced the poverty of a class with no inherent way of making money except for the "generousity" of those they help ( don't pee yourself laughing at that one ), who have never burned through stacks and stacks of resource-expensive stims on pets in PvE and received not one point of xp, who have never experienced a class where the grind due to resource dependency never ends ( with no inherent way of obtaining those resources ) - who have never spent most of the battle in a dirt-nap with an enemy standing over them screaming "don't db the healers, don't db the healers."

First, to the point of being a combat class - yes, we are a combat class. And for at the very least these reasons:

1. rt fun m. From the day the game launched, CM's have been the casters in this game with a role clearly defined. We are specifically the combo of cleric/necromancer. Don't like it? Don't think it is "star warsy?" As long as there are CH's in the game ( most of those portrayed as ch-types in the movies turned into actual food for their creatures, lol ), as long as BH and smuggler can take faction, as long as rebels and imperials are the same and fight the same - as long as there are Imperial wookies - don't complain that for some reason we don't belong in the game. I can explain a CM long, long before you can explain why the Imperials would allow a wookie in their ranks, why a BH would care either way to the point of taking faction, or why the Emporer would allow a criminal into the ranks of his law-and-order world. Hire, yes, allow to be an Imperial - no. But for me to toss a gas-grenade with a radius of effectiveness from the point of grenade impact ( and not around my person ) with a strength dictated by concentration around that point of impact ( area vs. single-target poison/disease ) - this I can explain quite easily. Actually, I think I just did.

2. most importantly, we have to take a combat-class as a pre-requisite. And not only do we have to take the 15 skill point kick to the hooty-hoo to take Novice Marksman, we must also climb the one tree that is the most difficult of all of the marksman trees to climb. A novice combat medic actually requires more combat experience - not just being around combat, but the actual firing of a weapon and the shooting/killing of things - than novice pistoleer, carbineer, or rifleman as each of these prereqs can be completed long before you have support 2. We do NOT get combat xp for combat healing. And yet a novice CH who has potentially never seen combat has much more ability to earn a living and compete in PvE and PvP than the novice CM that had to earn all of that combat xp. And they spend way fewer skill points to get it. I know this as my alt is a CH/Ranger/Rifleman as I got really tired of being poor. Yes, quite amusing the first nerf call in this thread was from a CH. If we want to whip out the nerf bat, even though it was already adjusted well once and I don't want it to be nerfed, let's talk about a class that requires so very few skill points to earn, can still be dabbled in while still being decently effective, is not resource intensive with resources easily replaced ( even my budding CH has some wicked BE pets ), and yet is so completely dominating in PvE and makes gaining other professions like my rifleman and ranger so, so, so much easier...

Someone mentioned that we should get nerfed as only one of our trees deals with poisons/disease. Not true. To be an effective CM with poisons and disease, you must complete at least 3 of the 4 trees. One to get the ability, another to get the speed, and another to get the skill to use the better poisons/diseases. Really, you need to get Master before you are really a good poison/disease dealer as this is where you get that last big addition of CM effectiveness and CM usage . I don't see the room for dabbling that is so rampant in other professions, like, say commando where so many only take enough of the class to get flame 3 or enough of BH to use the LLC. All in all, CM and Doctor are two of the more intelligently designed classes actually as they do discourage the dabbling that has enabled so many of the uber templates that are running around today. I am so sick of seeing master architects/dancers/doctors/etc with flame throwers.

Surely everyone will now agree that the LoS and range complaints are due to bugs, yes? And have they not been fixed? I am pretty sure LoS has as I have gotten the "you cannot do this because you cannot see your target" message. If not, cry for nerfing the devs, not for nerfing the profession.

As my parting comments for CM, may I say the following in the genuine hope this game survives passes SW:Battlefront and WoW:

The motto of the CM ( at least my motto ) is "First to incap, last to die." To improve this class, I believe this should be addressed. One idea that I wouldn't mind seeing would be some sort of defensive bonus either available entirely at master or spread over master and the top bubbles for each tree. It can't be large, and certainly shouldn't compare to those received for mastering the pure combat roles, but should be something to offer some relief. But I think as we are suppossed to be a character that spends a great deal of time running around avoiding hazards on the battlefield, this is not unreasonable to think we might have gained a little more elusivensess that the average shmuck out there. The CMs need to be able to stay alive.

To make the CM more valuable, I think that the ability to drag incapped should be moved up to CM. Certainly the ability to drag an incapped player off of a hectic, crazed battlefield requires some combat experience, yes? You just don't throw anyone out on the battlefield and ask them to navigate back through the hazards dragging that much dead weight, would you? This is not currently mandated in its current place in medic. As it stands now, I can get that ability quickly by healing entertainers in the cantina or by using one of the many tumble-to-standing macro toons that have sprouted up everywhere asking for tips. Yeah, it should probably be a trait all combat characters should be able to get at some point, but if it is going to be a medic skill, it should be a combat medic skill.

The radius of an area poison/disease should start smaller and require experimentation to increase. Radius of heals should stay as is.

CM medical xp should be different from general medical xp. It should be adjusted so there is a bonus for damage healing due to combat and a penalty for damage healing otherwise. I must admit that I, too, am guilty of entertainer healing even at CM. Wound healing xp should remain the same I think.

The ability to heal poison/disease should also be a CM trait. If not a full heal, then at least a treatment that nullifies the effect for some time at which time we can reapply the treatment if we wish up until we either run out of mind, treatments, or it is cured. But really, we know enough to make them, make them deadly, but not heal them? Odd. At least we should have the ability to immunize - an effect like a buff offering a varying degree of resistance ( that would also give us some means of making credits and being a sustainable class - yea ).

A lesser form of Revive, like CPR, where you bring the toon back but with very few points or maybe some wounds or a state like dizzy, is also a trait I would expect a CM to have. Like CPR in RL, it should have a timer. As the brain begins to go after 4 minutes, so too should our effectiveness or ability to perform CPR on a player be time-based. It should require very quick attention and we should probably be vulnerable while performing it. But you wouldn't shoot us while performing a life-saving duty, would you? LOL, yeah, right. I don't think it should take resources but instead be a skill like drag incapped. And yes, I am sure some of the doctors might cry fowl, but they can do so while bathing in the sea of cash they have earned applying buffs in front of the Coronet starport. I feel for them, I really do.

I would love to see as a faction perk - an expensive faction perk - the ability to buy a schematic to make a limited number of stims that also heal mind. The stims themselves would be non-transferable, would have a limit to how many you could have in your inventory at any one time, and have a high usage requirement, possibly even requiring an overt status to use. And maybe have it tied in to a quest some how. And maybe make them contraband as they are based on old Jedi science and designs...

It is no doubt this game really suffers from the fact that there is no difference between Imperial and Rebel and that there are no classes specific to either ( or in the case of BH and smuggler - neither ). Really, just the fact that the professions are so generic is hurting us - like the fact that Imperials can't be shock-troopers, just rifleman and identical to their rebel counterparts. As to this discussion, CM should have been a dual class. As an Imperial, with its ends justifies the means attitude, should have come the ability to deal poisons. But as the Rebels really would not, or at least should not, have stood for this, a rebel CM would have had the alter-ego ability to heal poisons. Schematics would have required the same components to make.

As to the dot damage, I totally and completely agree that we should suffer reduction in PvP just like other dots do. I would like some consideration taken as to the fact that, again, we use a ton more resources for our weapons than any other combat class does and that the poison has no other use and cannot be spammed like other combat weapons can. So maybe a 60% reduction instead of 75% perhaps. Or even better, make poisons/disease more powerful in PvE and then slash them 75% in PvP. But we should still have to take another class, which thanks to the marksman requirement is really limited to those off of the marksman tree, to be truly useful as a main combatant in PvP.

The game should also have gas masks as previously pointed out. For armors like composite and ubese that have a full-face helmet, they should be able to have gas-filtration built in to the helmet like other resists but introduce the same tradeoff decisions as any other resist you might try to build in to an armor. For others it should be in place of a helmet with the tradeoffs that go with that. I do not see where a shirt/pants/etc should offer any poison/disease resists. It should be a gas-mask/helmet.

These are my thoughts on CM. But fret not, young nerf-child, for in the end my opinion matters so little. For I am all but a forgotten memory. You see, I have this gift for being attracted to the most absolutely frustrating combinations of race and class any game has to offer. For example, in EQ, I chose an Erudite Wizard. Can you remember how much that sucked? In this game, my choice was CM - and a wookie at that. When this game first launched and we only had bone armor, sure, wookies were all right. But now, seeing my little puny Bothan tank mobs with nary a scrath taking blows that would have destroyed my great big wookie because my overgrown chihuahua can wear the 76% kinetic-resist ubese armor - with the bothan as a riflemen with none of the close-range/melee bonuses my pistoleer wookie has?!? That seeming contradiction should cause great mental stress and pain to all those who consider it. Don't allow your mind to linger there too long.

For me, always fighting to play Chewie in those games of Star Wars played in my elementary years specifically because he was a bad-**s no one messed with, seeing wookies suck so very much in this game is just heartbreaking. How can you disgrace such a proud and strong race so?

I hope it gets better for the rest of you. As for me, I'll peek over from time to time from FF. Goodbye, dear Miycb, and goodnight.



Micyb - MD/MCM Isido Eba - MRang/MRifle Seurat Eba - MSW/MBE

"Ask not for whom the Bone bones. It bones for thee!" - Bender the Magnificent
munkeyp
Sat Feb 21, 2004 4:38 am
#271

With the poison thing going down I would say give a CM the area heal on poisons too. If you can make the poison you sould have the rights to heal it too. A CM sould have the makings to heal any thing that happens on the battle field. If it be bleeding/stun/etcbut no way sould a CM have the res. CM are there to be front line healers with the little bit of damage that we can do in poisons.


The gas mask thing is a good thought. If you dont like the poison the get a helm that will do what a gas mask could. But then you have to remember that you are not protected in the head from shots.





Munkey

master commando
master medic
master marksmen
Tucari
Sat Feb 21, 2004 5:11 am
#272

I think a combat medic should be exactly that. A Combat Medic. They are suppose to provide medic support during battle by healing the team she/he belongs too. Forget the disease and poisons. These should be left to a Chemical Warfare Profession.


They should be uber healers out in combat w/ the abilities to heal all aspects of the hams. The /mindheal needs to be revamped and should have a crafting component like the range or area range heals.


And just like the Doctors, the Combat Medic is the one who really needs the Rez packs. They need them to raise their fallen team members when theydie in battle.


Just like in real life, the Combat Medic is a support to the team. Yes, they carry a side arm or a M-16, but their job is mostly healing and tending to the wounded. They don't go around and poison and disease people. That's what a Chemical Warfare Specialist does. Not the Medic.


Re-cap:

These are the abilities the Combat Medic should have, and they should be uber.


1) Range and Area Heals for Health, Action, and Mind. They should be able to make all the components. The Mind Heals are not to be confused withthe Dancers or Musicians abilities. Mind stimscan only heal the mind ham, nothing more.


2) Range and Area Heals for Poison and Disease. Not the other way around (i.e., Range and Area Poison/Disease).


3) And the ability to craft Resurection packs. Don't forget, Doctors are not the Combat Medic, they provide their specialities in hospitals or back in a camp. Not duringbattles.Basically, both Professions should have the ability to Rez. Especially the Combat Medic.




Other than the above mentioned, I enjoy my role (other char, Anise-Faya)as a Master Combat Medic and a Master Doctor on the Flurry Server. I just think the Combat Medic role needs to be exactly that. They are your healers out in the field like Hospital Corpsmen in the Navy and USMC, and Army Medics out in the Field.
smitbr01
Sat Feb 21, 2004 9:04 am
#273

!ATTENTION!



cry nerf all you want... but here is a better idea to Fix our so called "overpowered" Combat Medics



#1

Combat Medics should be allowed to craft "Gas Mask A-C" which give a certain amount of defence to poisons... Combat Medics get a poison resistance mod spread throughout the proffession, which is a multiplier of the Gas Mask however everyone can use Gas Masks.

Area Poisons/Diseases affect EVERYONE in the experimented area INCLUDING the Combat medic which will give more use to Gas Masks. Gas Masks will have a Decay which drops like armour does to Damage, but with the poison/disease instead, ie. 500 mind poison is dropped, the 1000 condition gas mask is dropped to 500 condition (Low Condition to Deal with people being over resistant to poison/disease). Single Poisons act like darts instead of tossed stims, which give them a *LOW* Chance of being Dodged, but not blocked or counterattacked... dodge only because u can only really "dodge" darts in RL


#2

My Other idea is to keep CMS as they are but give Doctors either the Schematic for an Area Poison/Disease heal (which wont heal disease/poison in one shot) or give them the inate ability to "Area Heal Poison/Disease" but give them mind wounds like a Combat Medics "Mind Heal". Nerf down Disease a little bit... or maybe just nerf down the maximum hits for disease *IF U MUST*




anyway... hope it helps... stay safe and have fun (if u can with all the nerfing around here)



-=Ugok Baal=-
The Fishy Out of Water and in your face!
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