Doctor Archive
Thread: With the new Venom that the Combat Medics got.. (Inquiry)
Page 1 of 2
Gaiden133
Sun Feb 29, 2004 9:22 pm
#1
I'm refering to of course by the Venom that can be utilized by the Combat Medics which can be gotten from the Geonosian Cavern Which ticks 1000+ and the areas are just as deadly(a little lower potent but still a pain)
I was hit by one by a MCM in Coronet, and in combat, roughly it took me about 2 heals to cure myself of it, but granted in that time, he was already stacking a huge disease and intensifying the Poison as time passed by. (He was a CM/Doc w/ Pistol skills) My question is, the Poison/Disease cures itself, does the factor of the Effectiveness experimented upon it makes it easier and faster to cure oneself of this new Venom disease? Since I used to be able to cure myself with the C Cures in just one shot, so now that it takes 2, I'm just curious, is it the "lable" of the C Cure or does the Effectiveness Percent matter when you experiment it in hopes of curiing this new Venom Faster? I would really like to know this and whether the actual gathering of high quality materials to push my cures to 98% Effectiveness really matters.
I was hit by one by a MCM in Coronet, and in combat, roughly it took me about 2 heals to cure myself of it, but granted in that time, he was already stacking a huge disease and intensifying the Poison as time passed by. (He was a CM/Doc w/ Pistol skills) My question is, the Poison/Disease cures itself, does the factor of the Effectiveness experimented upon it makes it easier and faster to cure oneself of this new Venom disease? Since I used to be able to cure myself with the C Cures in just one shot, so now that it takes 2, I'm just curious, is it the "lable" of the C Cure or does the Effectiveness Percent matter when you experiment it in hopes of curiing this new Venom Faster? I would really like to know this and whether the actual gathering of high quality materials to push my cures to 98% Effectiveness really matters.
Ytsniea-culsin
Sun Feb 29, 2004 9:34 pm
#2
You're telling me CMs just got more powerful? Brilliant work by the devs.
Gaiden133
Sun Feb 29, 2004 9:51 pm
#3
Yeap.. with the venom, and if you don't cure it instantaneously before the tick hits, say goodbye to some mind, it's potent stuff, no kidding. Check the Combat Medic forum on the part about the Venom, deadly stuff. Not complaining too much about it, just trying to find a solution for us docs, its why i asked this question.
Traigus
Mon Mar 01, 2004 5:01 am
#4
It is complicated. These things threw the normal cure balance way outa whack. This and other items in the cave that seem too powerful, have been brought up to the devs. TH was out last week, so it may take a bit for all the stuff to shake out.
-T
-T
Songe
Mon Mar 01, 2004 8:49 am
#5
I really hope something is done... I think it would go up to my number 2 priority now (after the buffs bugs of course).
Gaiden133
Mon Mar 01, 2004 3:45 pm
#6
Bleh, so there's no point in experimenting in effectiveness then. What a bummer. Might as well just toss all the experimentation points into charges then, I hope though that its possible if you can push for the Effectiveness of the cures to actually correspond with the power rather than just the B Cures > C poisons, A Cures > B Poisons, etc.. Since to me, it seems kind of a waste then to gather all the good materials and to have the experimental bar just useless.
MorvenDee
Mon Mar 01, 2004 3:56 pm
#7
Here's a previous thread on this topic:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=36349
I've seen it take three applications of C cure packs to cure this stuff.
Message Edited by MorvenDee on 03-02-2004 08:56 AM
Oloosi
Tue Mar 02, 2004 3:48 am
#8
My friends My friends your tell me a true Knob Medic Master Medic Master Doctor and Combat Medic 4/4/3/4 that theres a Venom out there that I can get? Hmmm Maybe now The impls on the server will stop calling me Medic Boy. LoL
taloncard
Tue Mar 02, 2004 8:24 am
#9
I am not screaming nerf the CM but when they can hit you with pre cave posion that kills your mind with 1 tick um problem. Not even a rifleman with the most powerful weapon can do that.
That and I used brandy and canaps to pump my willpower to 2596 and it still couldn't recharge my mind fast enough to cure myself.
No offencee to the devs but if they are gonna balance out professions they should balance them all out at once. This one at a time thing is makeing some professions too whimps and some too uber!
So can we get a resource that will pump up our meds? Something that make a pack have mutiple uses? I.e a rez pack that rezes and heals all stats. or a stimpack that heals mind too. Make it an optional addative just like cooks and other professions have, a rare one at that so you most likely cannot make factory runs fo it. Or a schmatic for a mind heal stim with limited uses like the other loot.
Please
That and I used brandy and canaps to pump my willpower to 2596 and it still couldn't recharge my mind fast enough to cure myself.
No offencee to the devs but if they are gonna balance out professions they should balance them all out at once. This one at a time thing is makeing some professions too whimps and some too uber!
So can we get a resource that will pump up our meds? Something that make a pack have mutiple uses? I.e a rez pack that rezes and heals all stats. or a stimpack that heals mind too. Make it an optional addative just like cooks and other professions have, a rare one at that so you most likely cannot make factory runs fo it. Or a schmatic for a mind heal stim with limited uses like the other loot.
Please
ZeligtheLiar
Tue Mar 02, 2004 8:28 am
#10
Ytsniea-culsin wrote:
I gotta have more cowbell.
Oh my god, I died laughing when I read this. That's one of my favorites!
Sorry, off subject there... what was the topic- right, Yeah, combat medics are too powerful!
Ruda Erev, Naritus
MyT_Chicken
Tue Mar 02, 2004 8:38 am
#11
Traigus wrote:
It is complicated. These things threw the normal cure balance way outa whack. This and other items in the cave that seem too powerful, have been brought up to the devs. TH was out last week, so it may take a bit for all the stuff to shake out.
-T
Why does it seem that this game just keeps getting more and more and more complicated? I just don't understand why they keep adding stuff to the Test Center, actually testing the stuff, KNOWING its to powerfull, but still putting it live. Could you please explain this to me. What is the point of the test center ifthe broken/overpweredstuffstill goes live? Seriously I would like to know why it takes the general public on live servers to kick this stuff back in the Dev's face. If you could please explain this to me, because I sure as hell do not understand it. This is just getting retarded at this point.
Happymob
Tue Mar 02, 2004 9:41 am
#13
First thing that the devs need to do is display the power on cure packs. We know how powerful the poisons are, but we really have no idea how powerful the cures are that docs are using. How many people really focus on gathering great flowers, greens, and inert gas? How many docs experiment on charges because in the past the charged-experimented cures were always "good enough"? What are the quality of subcomponents used (and just as importantly, do they even play a part in cure crafting)?
I suspect that there is an imbalance problem, but until we can see the cure's power to do some real testing, guessing about it is somewhat hopeless.
Page 1 of 2