Medic Archive

Thread: Return from absence

Meretseger
Fri Apr 29, 2005 8:48 pm
#1

Sorry all about the length of absence in adding more details, lately my ISP been having a large number of problems and been dropping me at a regular basis, making CU testing on the side of impossible.. and now lithium is playing bad games with me and keeps either halting my posts, denying me access or just fails to let me do anything but look at other posts. So.... hopefully that's out of the way and I can get things updated (and get up to speed myself.. wheee..)

But first off,


  • What are the issues thatpeople having with the Medic profession?

  • Do you like/dislike what has happened with the profession?

  • Is it easier or harder?

  • Is it more enjoyable?





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"Live life to the fullest, moderation is for Monks"
***EX-MEDIC CORRESPONDENT***

Sytem
Fri Apr 29, 2005 10:46 pm
#2

-My main issue is getting medical xp. So far from what I understand, the best way to get medical xp is to group yourself with some lvl 80 peopledoinglvl 80+ missions, and while they/you are in combat you heal them.. I only see the xp if I heal them in combat. So far thats the only way I can find to get good med xp.. I dont like it at all. Seems like everything for xp revolves around this level/group thing..


-I like some aspects of it, but for the most part I dont whats happened


-Much harder


-No
Jagii
Sat Apr 30, 2005 1:41 pm
#3





Issues
1.) Enhancers: I have yet to see enhancers for bacta shot or stabilizers. Is this the way it's supposed to be? They would really be helpful.
2.) Enhancers II: It would be nice to be able to set it so that when you use /bactaspray or /bactatoss, it will automatically use an enhancer. It's a little goofy having to reload enhancers into my toolbar all the time.
3.) Pre-CU medical clothes: As far as I can tell, the injury treatment and wound treatment mods didn't convert. Will they be converted into

healing/cure/augmentation efficiency mods, or will I have to buy new bio-engineered clothes?
4.) Bacta spray: Seriously, thevisual effecthas to be DRAMATICALLY reduced. It's friggin' ridiculous.
5.) Stabilizers: I haven't been able to heal any states using stabilizers. What is the expected success rate of this ability?

6.) Diagnose: I was with a group in the Death Watch Bunker yesterday, and as I was healing, the diagnose window would occasionally pop up for the person I healed. I wasn't able to isolate the cause - but I do know that the only healing I was doing was /bactashot (wiithout enhancer) and /bactatoss (with and without enhancers).


Likes
1.) Healing Power: I feel that medics do an appropriate level of healing. Doctors and combat medics are still significantly better than medics, as they should be.
2.) Healers are targets: I like how the AI seems to attack healers more often.


Dislikes
1.) Medicine-less healing.
2.) Getting healing experience only in combat. I supppose this restriction exists to stop lame exploits, but it still feels dumb. (On a related note, I feel that doctors should get experience for healing wounds. Or are we afraid that people will exploit this?)


More enjoyable?
Well, healing in itself doesn't seem to be much different. HOWEVER, I do like how combat players are more dependent on healers. In the old system, I never really used my medic skills much except for when my group went unbuffed or without mega armor.


= Andrew

Chilastra.Palacek

Message Edited by Jagii on 05-02-2005 09:23 PM



"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
Nema0879
Mon May 02, 2005 4:33 pm
#4






Jagii wrote:





3.) Pre-CU medical clothes: As far as I can tell, the injury treatment and wound treatment mods didn't convert. Will they be converted into

healing/cure/augmentation efficiency mods, or will I have to buy new bio-engineered clothes?






According to the tailor forums .... green bit from the BE correspondent









NJ62 wrote:

3) Do old modded clothes work, or are they useless if the underlying tissue has been changed?


useless. I posted this in the bug thread in the now deleted forum, but I got a red-name'ed reply saying that they have not done any such conversions (presumably for both skill tapes and bio-modded clothing) but that they would consider doing such a thing at some point in the future.






yes I just spent a fair bit of time deleting close to 100 pieces of BE'ed clothes ... meh ... seems that medics will now have one set of clothes for healing, and one forenhancing as the tissues will be able to do either augmentation/cure efficiency or healing efficiency.




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Jagii
Mon May 02, 2005 9:22 pm
#5

"Do old modded clothes work, or are they useless if the underlying tissue has been changed?
Useless...they would consider doing such a thing at some point in the future."

Excellent. Friggin' excellent.

= Andrew
Chilastra.Palacek




"There's nothing to talk about, Becky. I'm ugly, boys don't like me, and that's it!!"
Golrok
Tue May 03, 2005 5:06 am
#6

Do medics recieve XP if they're in a camp?

Arcanon
Thu May 05, 2005 11:19 pm
#7


Golrok wrote:
Do medics recieve XP if they're in a camp?



If the target they are healing damage on is in combat, then yes.


As for the original questions:
* What are the issues that people having with the Medic profession?
Medics get useless mods (bio-suppression in the ranged healing line and augmentation efficiency in the augmentation line up till box 4)

* Do you like/dislike what has happened with the profession?
I like... getting xp for healing myself and the fact that healing has a consequence with agro.
I don't like how medic takes a lot of skills from the elite medical profs (bacta toss, bacta spray, nutrient injection), how many of the mods aren't used for actual healing, and the amount of agro you get for healing.

* Is it easier or harder?
Both, in a way. You get xp for healing yourself, but you can only get xp in combat where you can easily get agro for healing.

* Is it more enjoyable?
I find it more enjoyable, but I like working in a group.

Message Edited by Arcanon on 05-06-2005 01:31 AM



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Andur_R
Fri May 06, 2005 10:50 am
#8

Let's see.


I have not had any issues really using my Novice Med skills with any of my 3 characters.


I mostly like the re-org. The only thing I dislike is that I cannot heal wounds now unless I stick to it to become a Novice Doc. I will probably end up surrendering my med skills on all characters as I am more built up in other professions with each. So Ill stick to being Artisan, Marksman and Brawler and pilots with all 3.


It's harder and more challenging.


Not really because I cant tend wounds as a Medic. I dont mind hacving to heal in the field rather than med center....but isnt the med center kinda of a moot point now?





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Kazic Daane = Lowca (Smuggler)(Imperial Pilot)
Jacleen Willowoak = Eclipse (Spy)(Freelance Pilot)
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Diad Itasko = Naritus (Bounty Hunter)
CasualMaker
Fri May 06, 2005 11:23 am
#9



Andur_R wrote:

Not really because I cant tend wounds as a Medic. I dont mind hacving to heal in the field rather than med center....but isnt the med center kinda of a moot point now?





No kidding. Healing wounds in a Med Center should give XP without combat, or heal more, or both.



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