Doctor Archive

Thread: Doctor problems with defense mechanics implemented on September patch...

Merrin
Fri Sep 12, 2003 4:37 am
#1

Now that Defense Modifiers are working, and movement incurs a large penalty vs accuracy, I am finding that my Doctor field skills have been reduced to self only.

1. Everyone now moves to take advantage of the defensive bonuses, especially if there are Commandos around.
2. Moving targets will almost always be "out of range" to heal.

I'm a Combat Medic using AE Stim Cs, so I can't really input anything on the healing part, but I can say that my state cures(poison, disease, dizzy, blind, etc) are effectively self-only now. I think state cures need to be given more range to counter this...currently it is next to impossible to cure people. If they stand still to get cured, they get burninated by Commandos and BHs, if they keep moving, the Doctor's short range healing skills are effectively useless.

On an unrelated note, I saw a Pikeman +block+ a rocket yesterday.



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Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
#starsider @ stratics.frws.com
Nerf Image Designers!
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Lucreel
Fri Sep 12, 2003 7:11 am
#2

Good point. I haven't run into this problem *yet* simply cause I haven't been out with groups enough to need to do much in the way of state heals. I hope they consider this issue.


As an aside - I wonder if there are any Commandos running around with flamethrowers, named Trogdor. LOL

Happymob
Fri Sep 12, 2003 8:06 am
#3

Perhaps the way doctors heal needs to change. People have become used to doctors chasing them. Perhaps the doctor needs to stay behind the main battle and people need to get used to running to the doctor.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


HoTron-rex
Fri Sep 12, 2003 8:26 am
#4

burninate the peasants


you're right though, doc cures are almoast impossible to apply unless the patient comes to us. perhaps this is the way it should be. if the patient is dumb enough not to know about the state on them and the availability of a doc in the field, their loss...




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High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
GotharMarath
Fri Sep 12, 2003 8:27 am
#5

I find using the /follow command in one of my F-Key spots helps. Just select the person and tap follow and you are usually within 8M. Of course, that is not the ridiculous 6M youneed to be, but it is closer and a fairly easy technique.



Gothar Marath
I used to keep my nose to the grindstone in hopes of succeeding through hard work and persistance. Unfortunately I have been grinding so long, the stone has burned through most of my face and into the back of my skull.
Starphire
Fri Sep 12, 2003 8:53 am
#6

AMEN TO Happymob !!!!!!!




Starphire Elation Tesra Elation - Master of All Proffessions

Cancel your ALTs in protest of to many bugs!! TO MANY BUGS!!!
I cancled mine until the big bugs are fixed!
Lucreel
Fri Sep 12, 2003 10:06 am
#7

Hello, I thought I'd add another comment to my previous one. My tactic in groups is to hang back and /drag incapped/dead players to me, for the most part. I have /drag hotkeyed so I can do it quickly. When I drag the incapped player to me, I at that time take care of state problems, then hit the player with a stim and they can go back on their way. If they are dead, I /revive them and hit them with a stim. During combat, CM's are supposed to be the primary damage healers, so I mostly leave that to them. I hang back and try to care for the fallen. As for dizzy/blind/stunned - those effects seem to be such short duration that they mostly aren't worth worrying about.


Sometimes, if I feel the group is doing well enough, I will try to go up by the main melee and heal/healstate people, but mostly I just hang back and /drag. It really works pretty well for the most part, especially in larger groups.

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