Development Cycle Archive

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

SiliconSmiley
Thu Mar 11, 2004 7:22 pm
#313

And yet again I must admit I'm picking foot fur out of my teeth. There is new chef food that provides defense against poison and disease.


/takefootoutofmouth

/walkawayquitely


Ewrrl



Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

JerMoo
Thu Mar 11, 2004 10:08 pm
#314

I must say Im dissapointed with thelack of defintionbetween Combat Medic and Doctor. It seems both are becoming Combat medic roles just one has the ability to heal all senarios and one have the ability to heal some and hurt where it lacks the ability to heal. I would like to see the professions aligned more to what they are meant to be, or what I assume they were meant to be. It seems to me that a Doctor should have a better chance at healing, like stim D,E's(for wounds and damage)and a CM should be only around the C range. However their heals are upped a notch when you apply the area effect to them. That way the CM is still effective for healing just in a different way. Also they can cause poison/disease which helps the group offensively.


I believe this is all good, the problem seems to lie in the area that mind poison/disease is something that can only be cured by Docs, and only one at a time, and on top of that the wound damage has to be healed byan entertainer.well where are you going to get an entertainerin battle? I believe that the role of Master CM and Doc should be rearranged and defined a bit more.


I think CM should be able to heal and cure all but in a lesser way than a doc, like said before, the difference is that they have an area effect. I would like to see CM given the ability to set up a field hospital in the battle field. This would allow the group to set up a camp that is a hospital a good distance away so injured parties could come here so a doc can properly heal them. The CM's could stay in battle and do average(not minimal) healings and curing(including area cure disease/poison) this would allow the CM to minimize damage for as long as possible but when situations got really bad the group or some of the group could fall back for the proper healing from a doc, or even get another buff. But by adding area cures the CM in one group could negate the CM in the opposing group. Now CM can help prevent the CM in the other group from being the decisive factor in battle. Also still allow docs to cure too, just not area. Maybe give the CM a chance to fail to cure some or all of the group too, where a doc can only cure one at a time but not fail. This helps create a balance between the twoprofessions and alsokeep CM from just stalemating each other. Maybe a CM will poison/disease a group, the other then will cure but a probablilitywill be thrown infor failurewith a timer that will causesome good harm to the group if hte CM fails to cure. Thiswillforce the group to fall back to thedocs for definite cures, or eitherlose.


I just think medics should be the lower rung of the ladder where they can do curing on a small scale, Docs are master healers. Just not tailored for the Combat setting, and Combat Medics are the missing link. The ones that are set for battle but aren't as effective as docs due to the Combat environment. They are good at doing what they can, and can do all that a doc does just not as well but make up for their lack of effectiveness with the area heal/cures. I think this would help battles continue for much longer and give each team the chance to keep coming back and forth without it being the one with the most docs and CM's win. Make the professions work together, but keep the CM in combat, and the doc where he is meant to be. I just don't like how both seem to be Combat professions. They should be tailored for each role, but a CM could help the doc in the field with the Field hospital, and maybe the field hospital can only be attacked once a percentage of the team is inside. So the opposing side can't just go in and kill the healers, the only way they can get inside is if a large percentage of the team is inside being healed. This would be the equivalent of destroying a bases outer defenses before being able to enter. If you cripple the team so bad that they must retreat in the hospital then you can go in and finish the job, but you can't have a few guys camping the hospital killing the wounded or healersas they are being healed or waiting to heal. Also I think its necessary for CM to be the one with Field Hospital option. It makes a team use all of the professions, and makes the all work together before they are as effective as they are meant to be otherwise they are weaker than the group that doesn't have the full force. If a doc shows up to battle he's not going to be as effective in battle as a CM, a CM isn't as effective as a Doc at healing but is more effective in battle due to his ability to heal a lot at once with areas. The doc needs the CMs skill to set up a field hospital, where as the CM needs the Doc to be in the hospital because it does him little good and it helps him keep his men healthy in battle.


Just my thoughts on the whole thing, sorry for the length. Hope it makes sense.


dickspade
Fri Mar 12, 2004 5:18 pm
#315

I beg to differ with the point that you bring up. I have been a master combat medic for the past two and half months and I have had several PVP fights. EverytimeI seem to drop faster than my area poisons and diseases take effect. Most of the time I have observed that my role is a support and not something that would be on the same level of Bounty Hunter or Commando. In order for my to at least defend myself, I have had to go with a branch ofrifleman. As a core profession Combat medic is a weak profession. But since we all have the ablitiy to pick and choose which of the professions we can use each character is weak or strong. I have seen in my travels a mix of Creature handler and Teras Kasi Artist as well as a Ranger/Medic/Two handed Sword Specialist.

If anything needs to be changed in the many different professions is the simple fact tha
Drakforge
Sat Mar 20, 2004 8:46 pm
#316

1. COmbat medics should get a shorter range then 90m. Combat medics THROW thier weapon, range of a throw is around 20-30m max!


2. Defence abilities should applyi.e Dodge, block, counter attack, range defence and so on.


3.Chance to resist poison or diesease shoudl apply! there is no way to resist or block this 90m area of effect 200-300 per tick poison and disease.. that makes the game not fun.


So as many others are boycotting PVP for this very reason on my server.. sending the GCW to shame (as if it is at all any real effect on the game seeing how the GCW is just player vrs player with no effect on the GCW period).


I personally am following that band wagon.. and if the end game is PVP.. well this is the end of this game.



Been there... Done that..
*Kauri*Interpid*Test Center*
Ehecu
Sat Mar 20, 2004 10:11 pm
#317



Drakforge wrote:
1. COmbat medics should get a shorter range then 90m. Combat medics THROW thier weapon, range of a throw is around 20-30m max!
2. Defence abilities should applyi.e Dodge, block, counter attack, range defence and so on.
3.Chance to resist poison or diesease shoudl apply! there is no way to resist or block this 90m area of effect 200-300 per tick poison and disease.. that makes the game not fun.


1. I agree with your reasoning, but three things: One, we CANNOT throw 90m. I repeat, CANNOT. If someone is hitting you from that far away then you're lagging terribly. Second, we have a whole line devoted to rage. Yes, an entire line just for distance, so I think we should have about 50 so we can stay out of the "kill zone." Third, Master Brawlers have a 25m posture down attack, even unarmed. If you can hit someone with your arm/leg from 25m away, throwing should be like 300m. Of course melee range is screwed up, but still, consider that before you nerf our distance too far.

2. I completely agree. We need to be more mobile. Mobility includes not getting shot ;( Personally I think ranged defense would be most fitting. Also, I personally wouldn't mind giving up some damage on poisons (only a little, not like 200 or w/e) in exchange for some defenses.

3. There is a chance to resist poison/disease, and it's quite great actually. Thing is, when you get hit by a master, they have [b]master[/b]ful poisons, which have such high potency that yes, it is very rare that you'll resist it, but it is very possible, even with the best of the best poisons. Furthermore, there's food that gives you a good chance of resisting poison. Keep a stack or two with you if you're an active PvPer. EXPECT CMs to be at raids, base, player city, and NPC city, and eat some before you move in.



Ehecu
Rebel Alliance
Warrant Officer Second Class


"Yes I know my enemies, they're the teachers who taught me to fight me."
JerMoo
Mon Mar 22, 2004 8:36 am
#318

I agree with ehecu. Good reasoning and good points. I would also be willing to give up a bit for more defenses, but as you said not a substaintial ammount. CM's are meant to be support, and I take pleasure in the fact that yes if I pvp you you'll incap me or even db me, but in the end your dead too cause my poison/disease combo comes with a slow but hard punch. So Combat classes win, but we get our kicks too.


It is also a good point that why are people crying about our range when TKA is KD/Dizzying from 25-30m? The main thing is that the system is all whacked, and if you nerf us to the point that everyone is talking then what good are we. If your group has docs then CM's are renders somewhat useless or at worst kept under control, but if your group doesn't then shame on you for not covering your arse. That seems more than fair to me.


Each profession should have an advantage over a certian other profession, this creates unbalance in a good way, but the advantages should be in a full circle so that when you have a complete group the odd are more or less even(each character has a task because he/she can exploit certian other classes, butall the while watch out for the class that exploits them). the war is thena tactical one and each class in a group must work together to be sucessful.When one group has somehting the others lack then they can exploit it for a quick kill. Thats war period - exploit the others weakness period. SWG needs to focus more on this fact rather than nerfing one profession and sending the unbalance to another profession so they can get nerfed in X amount of time.


CM needs tweeking not nerfing.


Getoc
Thu Mar 25, 2004 7:33 am
#319

CM's need 75% reduction like all others and a decreased maximum range which is way under any firearm range



Get'toc : Elder Jedi - Farstar day 1 player - Proud of wearing the 'Teras Kasi Elder Titile' to honor the coolest profession there has ever been in SWG . Black Epsilon Pilot Ace .

Xanea : Trader - Master Shipdesigner and RSF Pilot Ace / Xaneas Shipyard at Arakeen on Lok (closed atm because of spaceloot sickness)

Sharres : Spy by nature and RSF Pilot Ace , Smuggler Pilot Ace , Black Epsilon Pilot Ace and acutal Corsec Pilot Ace
troyalgood
Thu Mar 25, 2004 4:30 pm
#320

best way to balance combat medics is to give doctors an area cure. and also allow doctors to throw the cures from inside bases like combat medics can.which byshould be at the top of the fix list. something the docs can administer like a buff that prevents or atleast dramatically reduces the poison and its duration. i can go to my doctors office right now and get innoculated for diseases.


otherwise, get rid of the 600- 800 tick poisons (which is flat out rediculous). whoever came up with that spider venom idea should be fired if they havent been already. as far as nerfing poisons with the 75% reduction, thats fine. it will allow me to free up some skill points. i think at the most, poisons should tick for 300 at the most using the best resources. which i beleiveshows as 150 on the stats. right now you have combat medics taking out several elite combat classes by himself. but if you nerf the poisons, give them some decent unstackable defenses to balance. not really dodge, but maybe something like ranged defense where people miss alot.


btw i am a combat medic and i know i am very overpowered. if you arent a doc or have a very good doc in your group, you are no match for a combat medic. 1 combat medic can keep 10 doctors busy. not only that but he can do that from well over 64m, and from inside a base.


also another idea i had was give combat medics mind wounds when they toss poisons, and double the delay. that would help cut back on the amount of poisons being thrown and atleast give doctors a chance to heal someone other than themselves.



_______________________________________________________

If not for recycled rumors, catty appraisals, and sarcastic asides, how would we ever make interesting conversation?


Kilwaith/Law
troyalgood
Thu Mar 25, 2004 4:31 pm
#321


best way to balance combat medics is to give doctors an area cure. and also allow doctors to throw the cures from inside bases like combat medics can.which byshould be at the top of the fix list. something the docs can administer like a buff that prevents or atleast dramatically reduces the poison and its duration. i can go to my doctors office right now and get innoculated for diseases.


otherwise, get rid of the 600- 800 tick poisons (which is flat out rediculous). whoever came up with that spider venom idea should be fired if they havent been already. as far as nerfing poisons with the 75% reduction, thats fine. it will allow me to free up some skill points. i think at the most, poisons should tick for 300 at the most using the best resources. which i beleiveshows as 150 on the stats. right now you have combat medics taking out several elite combat classes by himself. but if you nerf the poisons, give them some decent unstackable defenses to balance. not really dodge, but maybe something like ranged defense where people miss alot.


btw i am a combat medic and i know i am very overpowered. if you arent a doc or have a very good doc in your group, you are no match for a combat medic. 1 combat medic can keep 10 doctors busy. not only that but he can do that from well over 64m, and from inside a base.


also another idea i had was give combat medics mind wounds when they toss poisons, and double the delay. that would help cut back on the amount of poisons being thrown and atleast give doctors a chance to heal someone other than themselves.



_______________________________________________________

If not for recycled rumors, catty appraisals, and sarcastic asides, how would we ever make interesting conversation?


Kilwaith/Law
troyalgood
Thu Mar 25, 2004 4:47 pm
#322






Ehecu wrote:





Drakforge wrote:




1. I agree with your reasoning, but three things: One, we CANNOT throw 90m. I repeat, CANNOT. If someone is hitting you from that far away then you're lagging terribly. Second, we have a whole line devoted to rage. Yes, an entire line just for distance, so I think we should have about 50 so we can stay out of the "kill zone." Third, Master Brawlers have a 25m posture down attack, even unarmed. If you can hit someone with your arm/leg from 25m away, throwing should be like 300m. Of course melee range is screwed up, but still, consider that before you nerf our distance too far.







you can throw (technically not, but will get to that) poisons farther than 90m using the area. its not lag.if you cant throw em 90m then you arentusing the full portential. as long as there is a target with in 64m, well 60 for my poisons,the poison can travel,so i hear, up to 112m. its called leap frogging and no its not an exploit.atleast to the csr's its not.

tkas hitting you from 25m away is lag.


there are a few experts on our serverthat can explain it more in detail. contact eightaces or calis. as for the brawler lag problems, talk to ovonn.



_______________________________________________________

If not for recycled rumors, catty appraisals, and sarcastic asides, how would we ever make interesting conversation?


Kilwaith/Law
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