Medic Archive
Thread: Holo's General response to remaning professions (ignore other thread)
Sorry I'm late reposting this... had a few RL issues.. and I had expected them tio post it themselves.. like they did with other professions...
We got lumped with a bunch of other people in 1 big thread on the discussion board.
I am generally dissapointed in the way this has all turned out... as are many other people. I really would have liked a point by point on our actual list.
As a warning... these are badly written... there are a lot of loose words in here. They could mean anything. There are several mentions of "ranged stims" in a few places where "normal stims" also fit... and there is a big mystery of /healmind... which may be implimented on the dev's server (not TC)... to see if it is too exploitable... also please note we will not be getting any of these really soon (see first line). The answers themselves are not too bad...
Parenthetical (these comments) comments are mine.
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Healing tasks that aren’t making it in this update, but are on the list as high priorities:
·Look into making healing go into the combat queue 100%.
(yay)
·Investigate /healmind within standard stimpack range and given the error "No Valid Medicine Found" when you have plenty of ranged stimpacks.
(err? general issue... not just with /healmind (huh?) and ranged stims.)
·Investigate making disease packs more useful.
(ok)
·Investigate making /medicalforage more useful.
(yay)
Medic/Doctor
·Add smarter find medicine code.
(this seems to mean macros yanking random stims and inventory issues)
·Make disease packs instigate combat.
(good)
·There was a request to investigate /healmind within standard stimpack range giving the error "No Valid Medicine Found" when you have plenty of ranged stimpacks. This is fixed.
(err ? general issue also a reprint of issue higher up on list.. but now listed as fixed).
Combat Medic
Combat Medic is losing out in this update, I fear. The top thing that we see to do is to investigate making CM Support line more useful.
The manual mentions terrain negotiation. We’re adding some terrain negotiation and also burst run efficiency.
(yay)...
(There have already been some fixes to components and AE/ranged packs for CMs...as well as crafting changes. (Not that CM's don't need more work).
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Ok, torches are stacked to the right, pitchforks to the left.
Ready!
Set!
Rant!
-T
(dives under a table)
But typo in the title? Traigus, look up!
why should medical actions such as /healdamage queue with combat actions? /healdamage and the like already have casting delays, so they should act the same whether or not you are in combat. or make a separate medical queue or something like that. /applypoison and the like aggresive skills should be combat skills and queued in the combat queue.
PersonallyI think Holo just screwed up the command and meant either /healddamage or /healwound or both. I doubt he's ever really bothered with trying out a medic before.
As for the queue issue, it's because the heal commands ALREADY queue up in combat. Holos response means theya re lloking to make sure that you actually SEE where the in combat queue your heal actually is so you will have a better idea of when it will go off.
Now whether or not heals should be in the queue at all is a seperate issue. Personally I agree that if I normally hit a heal, in most cases I would prefer that it go off right then. Sometimes I don't mind too much on waiting. I would suggest that IF a heal must go into the queue, that it be popped straight to the front of the queue as a priority action over any other actions queued.
I don't care what they do with the queue. .as long as it is visible and consistant.
I can deal with a queued heal.. since I don't spam 70 actions. .I'm usualyl 2 or 3 ahead. .and if I really need to I can clear the list to get a heal in fast.
I can play it now... the way it is.. but it really isn't clear.
If they make heals bump queue (like stance changes) that's fine.. if they make them list up (like most other things) that's fine too... but at least we'll know where they are.
Right now heal placement is kinda like religion.. we pray it hits who we want when we want. Personally, I count silently to myself, and live with my hand on the clear queue button.
-T
(off to do medical procedures on on of my compoters...CLEAR! ...zap!....)
i've got a medic/combat medic/doctor friend who i drag along with me when he's on...and he rarely enters combat, and never willingly. with all the talk of the combat queue, are you actually fighting the mob? i can definitlely see the probelm (i've picked up medic to heal myself when he's not around), but then again, i never have more than 2 actions queued EVER, because unless 1 is a heal, i'm dead (carbineer talking here...i hear that the melee's, esp, tka's, have it as bad/worse)
i guess what i'm trying to say is, really: are you a purely medic/non-combat class taht is healing, and if so do you try to peace-out of a battle if it gets initiated when you don't want to, so that you can heal faster/more accurately?
The only problem I can see with the queue is that given the current timer mechanism and our inability to predict when we actually can lay a heal without actually trying first means that we'll have to spam our combat queue with heals and then clear them from the queue once we actually get it in. All the more reason to have some graphic indicator of our timers. Hope they can think of a way around this to make it more user friendly.
The reason is that your standard attack also goes into the queue invisibly. If you are lucky you get your heal in right as your standard attack cleared the queue. If not then you standard attack queued itself up right before your heal, and you have to wait. Any variation of time between those two situations cause the variance in heal speeds from there.
That's why so many medic professionals reccomend geting the fastest pistol possible, to keep your wait times down to a minimum.