Artisan Archive

Thread: Crafting

greaser5150
Mon Jul 18, 2005 10:11 am
#40

Heya all.

What should I be looking for with my resources when crafting? OQ? Is there a thread some one can point me out to?



-Tox-
Lotifo
Mon Jul 18, 2005 10:24 am
#41


Just take a look at the schematics (either in the crafting tool or your datapad) - that'll show you which stats are needed.
Gortz
Tue Oct 04, 2005 3:11 am
#42



Ive got loads of old enhancer and nutrient injectors etc from old skool when doc and medic did the buff pack stuff...


Can anyone (and yes ive searched the forums) give me a clear simple definition on what the medic/doc crafted stuff does...?


I know Bio engineer does some or most of it now.


but if can see my thinking - i dont need to buy off a BE for ages as got all my old crafted buff stuff, crates and crates of it!


Just trying to work out what and how to use it?


Also is the crafting lines in med and doc worth doing - even if to get master in either/both?



___________

Gortz - out of hospital and fine now - sausages

Wolfebane - went reb for a while for those that may know this name
Gortz
Tue Oct 04, 2005 3:41 am
#43

Ok so the crafting lines in doc and medic are of no use?


Also then if i got crates of the BE stuff from old times - how do i use em? and what exactly do they do?





___________

Gortz - out of hospital and fine now - sausages

Wolfebane - went reb for a while for those that may know this name
Gortz
Tue Oct 04, 2005 4:38 am
#44

Does anyone know the answers to these?


Seems a server wide thing......





___________

Gortz - out of hospital and fine now - sausages

Wolfebane - went reb for a while for those that may know this name
CasualMaker
Tue Oct 04, 2005 6:41 am
#45



Gortz wrote:

Ok so the crafting lines in doc and medic are of no use?

Also then if i got crates of the BE stuff from old times - how do i use em? and what exactly do they do?





There is no more crafting line in Doc, and no requirement to take Medic crafting aside from what is in the Nov Medic box. The crafting line in Medic feeds into BE, as it always has.



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
Gortz
Tue Oct 04, 2005 7:09 am
#46






CasualMaker wrote:





Gortz wrote:

Ok so the crafting lines in doc and medic are of no use?


Also then if i got crates of the BE stuff from old times - how do i use em? and what exactly do they do?








There is no more crafting line in Doc, and no requirement to take Medic crafting aside from what is in the Nov Medic box. The crafting line in Medic feeds into BE, as it always has.





Ok cool now we talking...


Just checking into yes my bad the doc "old" crafting line is now a buff line from i can work out. thanks.


Is master medic worth having though? from what i can work out its a no.


Sorry for questions been like 7months since i last played so it all weird and new to me.


The old buff packs that have turned in injetions and ehancers what they for? I never seem to use em or any of my old crafted stuff when healing/buffing etc...






___________

Gortz - out of hospital and fine now - sausages

Wolfebane - went reb for a while for those that may know this name
CasualMaker
Tue Oct 04, 2005 10:24 am
#47



Gortz wrote:

Is master medic worth having though? from what i can work out its a no.

Sorry for questions been like 7months since i last played so it all weird and new to me.

The old buff packs that have turned in injetions and ehancers what they for? I never seem to use em or any of my old crafted stuff when healing/buffing etc...





I haven't a clue, really. Pre-CU I was a 0004 crafting Medic only. That isn't much use anymore, so I respecced into NovDoc to get back the wound healing.



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
Gortz
Wed Oct 05, 2005 2:13 am
#48

ok for any other confused Pre Cu docs....



Nutrient enchancers and endorphine injectors - ie what your old buffs packs will turn into....


These do buff your colleagues - give a strd buff in raising health and action only, for 40mins or so with a 10% bonus to yourself and a 5% to others.


Kinda like a weak buff - mine were at 800 effeciency dont know if thats good or not but the 40mins seem quite nice.


You need to drag the actual pack into ur hotbar to use rather than use the icon.


Same for stims - can get a bigger better heal this way.


Yes forget medic line crafting - doesnt really do any good as a doc unless going BE.


I found pre CM line also handy for the area heal as seems like gone back to the times of people running when getting smacked silly.





___________

Gortz - out of hospital and fine now - sausages

Wolfebane - went reb for a while for those that may know this name
Gortz
Wed Oct 05, 2005 2:19 am
#49

I also found CM and Doc need to work together now.


No more rivalry...


As the area heals needed to keep peeps standing in a grp but its us docs who will get em back to fighting health.


So i see cm's as the last save guys and we go in and heal back to fighting.


Without em some of the grp drop and without us the guy has to heal himself or wait for the cm to heal but it takes longer to do, rather than one big hit heal from us.


When in the centre of a load ofmobs every moment counts so in my view were both needed in a grp. WE can both do each others role but not as good as the real mc'coy.





___________

Gortz - out of hospital and fine now - sausages

Wolfebane - went reb for a while for those that may know this name
c-mot
Wed Oct 05, 2005 4:03 am
#50

u dont need the enhancers, your buff packs turn into, to buff now. the enhancers will add around 5 minutes to the buff duration - thats all. no increase in power.

some of the old packs were converted to stabilizer and disinfection enhancers. they are useless as they either seem not to work (stabilizer - same result with/without enhancer) or have no real use (diseases are bugged - they dont do anything atm).

the pre-CU stimpacks were converted into bacta jab enhancers. they are useful, even thou the use is some kind of buggy (have to be in toolbar - target system is not always working properly).

the prerequisite for doctor is now medic 4040 - for cm its medic 0400 + marksman 0004. u dont need master medic - if u want to improve your heals add CM4000 tpo your master doc for more healing efficiency and the improved versions bacta toss/spray.





Master Medic[Elder Doctor · Elder Pistoleer]@ Chimaera
Master Medic[Elder Doctor · Teras Kasi Elder]@ Gorath
Master Smuggler[Elder Combat Medic · Elder Pistoleer]@ Gorath
Master Bounty Hunter[Elder Creature Handler · Elder Rifleman]@ Eclipse
Master Medic[Elder Combat Medic · Elder Bounty Hunter]@ Lowca
we never forget
Gortz
Wed Oct 05, 2005 4:32 am
#51

Ah cool someone whos tried and tested and willing to share info cool


Pretty sure they added some health all be it minor......anyway the extra time is still worthwhile.


Just not worthwhile to buff in mass - like in old days and charge for it...


Yeah knew about the pre-reqs for Doc and CM was saying to take the cm line just for a small area heal of sorts as people are staarting to run again when they get mobbed and a doc with no ranged heal is tough.


But then before u had to CM to get ranged so thats a good thing really..


Sticking just with doc as my template wont allow for CM 4xxx but good to know thanks...



Thanks for relpy and info mucho appreciated





___________

Gortz - out of hospital and fine now - sausages

Wolfebane - went reb for a while for those that may know this name
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