Doctor Archive

Thread: Request for Doctor heal range increase

alioninwinter
Tue Jan 13, 2004 4:27 pm
#1

Simple request, simple reasoning.



Doctors have 6m healing range - melee HAD 6m attack range. Melee had 6m ranged increased to 10m because of latency issues where you could be 1m from your target and get an *Out of Range* message. Doctors still suffer from this inability to effectively heal moving targets which are inside of 6m (even while at 0-1m). Doctors should have their heal range increased to 10m like melee did to fix this issue. This range increase is minor and in no way will effect the combat medic profession.


Please consider this as one of your top 5 issues next time around!


Thanks.


Fellow Master Doctor




==================================================
Master Dragger, Drunken Friar
Gabriev
Slick79
Tue Jan 13, 2004 5:21 pm
#2

i like this logic



Oxewi Afi
day two Carbineer/Doctor
Songe
Tue Jan 13, 2004 5:37 pm
#3

/agree



------

Novice Lekku Stomper
Zarlor
Tue Jan 13, 2004 6:12 pm
#4

You know the funny thing is I brought this up when the Devs first mentioned that change on the Correspondents forum, and I got an indicator that it was likely that the melee change would also affect our healing range in the same way. Apparently it's not the same code, though. It's definitely on the issues list, of course, though. It's also ont eh Medic issues list, so even though I don't think it could make it into the Top 5 for Docs on this go around, you still might get it there on the Medics list, so go vote on the Medic forum!



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Cakins7005
Tue Jan 13, 2004 6:14 pm
#5

The overpowered elite medical profession wants to become even more powerful. Combat Medics spend more skill points than you and yet get fewer special abilities. Compare ranged stims and poisons to Buffs, Revives, bonuses to medical assembly and medical experimentation, cure states, easier to find resources......



Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
Zarlor
Tue Jan 13, 2004 6:20 pm
#6

He's not talking about real ranged stimming, he's just talking about fixing the stupid latency issues where the range for stimming is simplyu too small to effectively cover client/server lag problems that we have all too much of. 10m just doesn't even come close to comparing to the ability of a ranged and/or AoE stim.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
RhenGordon
Tue Jan 13, 2004 6:38 pm
#7






Cakins7005 wrote:
The overpowered elite medical profession wants to become even more powerful. Combat Medics spend more skill points than you and yet get fewer special abilities. Compare ranged stims and poisons to Buffs, Revives, bonuses to medical assembly and medical experimentation, cure states, easier to find resources......





Cakins,


Compare doctor to Combat Medic? There is no comparison, two different professions with totally different needs and play styles. Combat Medics have their place as much as doctors do and they both are elite professions.


I have both mastered and I love it.




>~~~~~~~ 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VTmoon
Tue Jan 13, 2004 7:08 pm
#8






Cakins7005 wrote:
The overpowered elite medical profession wants to become even more powerful. Combat Medics spend more skill points than you and yet get fewer special abilities. Compare ranged stims and poisons to Buffs, Revives, bonuses to medical assembly and medical experimentation, cure states, easier to find resources......





WOW, what kind of doctors have you been hanging around buddy??


Idiots like that make me laugh, and I'm a CM/DOC too. So, stop crying and join the medical community or OUR OVERPOWERED ELITE RACE OF DOCTORS WILL DESTROY YOU, MUAHAHAHA!!


Seriously, are comparing a combat person to a healer?





Mono Noke
.......:::: Proud ex-Leader of Oasis ::::.......
.......:::: DarkLord of The Troll Order ::::.......
.......:::: Colonel Of the Imperial Army ::::.......
- Bike Repair, Perfect LS Tools @ Crystal Oasis Dantooine, -4295 6915
Cakins7005
Wed Jan 14, 2004 12:27 am
#9

Many debate on whether combat medic is a support class or a combat class. It is rather crappy at both of them in my opinion. Doctor ismuch more powerfulsince they can make lots and lots of cash while combat medics make no money from combat medic skills. Doctors can cure every stat ailment that a cm can inflict and buff, revive, make better meds to sell, etc. The doctor profession can serve as a way to make a combat class more powerful. Examples include Doctor/TKM, Doctor/Swordsman, Doctor/Carbineer. Cm on the other hand is not good to go with another class. Lol, you need the doctor's crafting line tree to make components for the best poisons.




Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
Nibiru420
Wed Jan 14, 2004 7:33 am
#10

I have both mastered too, and anything to keep that stupid ranged stim "animation" and pause from happening when only 8meters from the target is good for me.


Takes away from combat medic? I don't think so.





----
Pogo,
Master Doctor, Master Combat Medic, Crappy PvP
Kauri Server

"Her bouquet cleaved his hardened shell, and fondled his muscled heart ...
He imbibed her glistening spell, just before the other shoe... fell"
-An Unknown 20th Century Poet
IlyaMasool
Wed Jan 14, 2004 8:39 am
#11



Cakins7005 wrote:

...Doctor ismuch more powerfulsince they can make lots and lots of cash while combat medics make no money from combat medic skills....






Used to be true for me until about 5 weeks ago.

Now my profit from CM equals if not exceed those I make from my Doc stuff.

As a rule Non-crafting CM have more cash from mission than Docs. But non-crafting Docs make cash from buffing so they are both equally pretty loaded.

You atta kick start yor CM business again. It is whole new ball game.
Gallion
Wed Jan 14, 2004 1:26 pm
#12

not anymore. The components for poison and disease have been moved over to the CM crafting tree.

The original issue stated here really is a MEDIC issue, not doctor. There is nothing about doctor that increases damage healing ability in any way above that of a medic aside from the ability to create more powerful stimpacks (master medic can use stim Es, just can't make them).

Ultimately, this change would be good for all healing professions. When I was a CM, I liked to use regular stims whenever possible as they cost me fewer resources to make.
_Macabre_
Wed Jan 14, 2004 1:29 pm
#13

This isn't taking anything away from the CMs any more than increasing melee range to 10m took away from ranged combat professions. It's just a kludge for network latency issues that make any short range skill extremely frustrating to use in practice. Anything that requires two objects to be close together just doesn't functionwell in the game.I'd much rather have the latency issues resolved but that is not a reasonable expectation at this point. Right now you can put someone on /follow and cannot heal them. Frequently you'll go up to a corpse and try to /revive while it's right at your feet and get out of range errors.


You can't even sit on a chair without sliding 15m away from it a few seconds later. Ever been standing right on top of your vehicle and get the "too far to mount" message? If you have another suggestion to fix all theseissues other than a small range increaseI'd love to hear it.




Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
Page 1 of 1
Previous Next