Bio Engineer Archive
Thread: Bio-Engineer CU testing
Halthron
Sat Apr 02, 2005 3:28 am
#27
supersparc wrote:
Of note, this thread states CH gets 80 levels of control in the CURB
clicky
At the moment, BEs still have +100 to DNA sampling at master.
Dreetham
Sat Apr 02, 2005 7:03 am
#28
As others have noted our BE assembly and experimentation mods have been changed to medical mods. Will those mods still apply to pet and tissue crafting or do we only have mods to med crafting now?
Fion13
Sat Apr 02, 2005 12:25 pm
#29
11 exp points is a bug
Skill window showing Hunting 4 req is a bug I believe, other professions reqs have also not been updated (at least on the skill window) either.
Crappy XP is a bug (it hasn't been adjusted yet)
Mob difficulty/dmg hasn't been adjusted yet accept for CU accept the few low lvl types on tat.
Skill window showing Hunting 4 req is a bug I believe, other professions reqs have also not been updated (at least on the skill window) either.
Crappy XP is a bug (it hasn't been adjusted yet)
Mob difficulty/dmg hasn't been adjusted yet accept for CU accept the few low lvl types on tat.
Halthron
Sat Apr 02, 2005 12:34 pm
#30
Hmm...
Bug... bug... bug... hasn't been adjusted yet...
I feel better now. This is the Sony we're used to
Bug... bug... bug... hasn't been adjusted yet...
I feel better now. This is the Sony we're used to
Aleskander
Sat Apr 02, 2005 6:22 pm
#31
Halthron wrote:
Hmm...
Bug... bug... bug... hasn't been adjusted yet...
I feel better now. This is the Sony we're used to
Dorelli
Sun Apr 03, 2005 8:25 am
#32
This was valid yesterday (2 april 2005) - from opening skill tree and looking ... just for those who cannot get onto TC5 for the CU testing:
Medic Tree
------------
novice:
augmentation efficiency +5
bio-suppression efficiency +5
healing efficiency +5
med assembly +10
med experimentation +10
------------
novice:
augmentation efficiency +5
bio-suppression efficiency +5
healing efficiency +5
med assembly +10
med experimentation +10
recipes: ...
food and chem crafting tool
instant stimpack - A
bacta shot (for someone with medical skills to heal self or others)
food and chem crafting tool
instant stimpack - A
bacta shot (for someone with medical skills to heal self or others)
There is Medical Augmentation & Medical Support Trees leading to Doctor (master medic no longer req)
Ranged Healing leads to Combat Medic (master medic no longer req)
Organic Chemistry Leads to BE
Ranged Healing leads to Combat Medic (master medic no longer req)
Organic Chemistry Leads to BE
Organic Chem I: BEC, LS, med assem +10, med exp +10
Organic Chem II: dispersal mech, solid deliv shell, ass +10, exp +10
Organic Chem III: chem release mech, inj amplifier, stim B, ass +10, exp +10
Organic Chem IV: adv BEC, adv LS, Resilience Compound, ass +10, exp +10
Organic Chem II: dispersal mech, solid deliv shell, ass +10, exp +10
Organic Chem III: chem release mech, inj amplifier, stim B, ass +10, exp +10
Organic Chem IV: adv BEC, adv LS, Resilience Compound, ass +10, exp +10
(OBVIOUSLY this means that doctors will have to come to BE's for the best stims as they won't have enough exp points to make the best anymore - BE's will be granted another 5 points of experimentation over organic chem's 5).
BE Still requires the Hunting Tree of Scout NOTE: MAYBE THIS IS NOT TRUE!!!!
The skill tree still pops up with wanting hunting 4 but we haven't got any elite trainers now and Arthur (I think) said not so he is almost certainly right.
BE Engineering Techniques Tree grants medical exp +10 and med exp +10 on each box filled in. AND this is where the new medicines are found - I will try and write down their names as soon as I can get back on.
The other trees and recipes seem unaffected as far as I can tell. The values required to gain each level still ask for the same old levels of BE crafting xp. DNA harvesting is +25 at master so that is unchanged.
We are now using medical experimentation which has the neat side-effect that all our old doctor pals will of course GIVE us their old crafting clothes (yeah right).
Stim A's will be usable by ANYONE but you can only use them to heal yourself - not to heal others. I was making CRAPPY ones that healed 60 points. The ones handed out when you 'spawn' healed 250 points and they are NOT available off the frogs. Nor are the resources to make them, although you can get heavy harvesters to get power and resources yourself.
The new stim A's will take BEC and LS as OPTIONAL ingredients. Usability? Now depends on your combat level.
Medics have a skill called bacta shot/jab/toss - these are more powerful/less powerful variations of the same sort of thing. The novice medic one allows you to heal yourself or another player for about 250 points but it is slow between heals (I thought). I was able to work up to Bacta Toss which is ranged Healing II (leading to CM) and was pleased to use it to heal someone 30m away for 250 points.
Sorry if someone else has already posted this,
Dorelli - master BE - bloodfin
Dorelli - novice medic/brawler - TC5
PS. Don't take this as definative - I seem to be prone to 'error'
Message Edited by Dorelli on 04-03-2005 02:03 PM
droid327
Sun Apr 03, 2005 12:03 pm
#33
I'm worried about the newdynamic-leveling mission creatures...although itd be nice to have a hunter group be able to pull missions for CL128 dwarf nunas if Tat Avian is in good spawn (it appears that harvest gains are based on the level of the creature so far), being able to scale any missionable creature to within the min/max range of the zone might lead to more overpowered pets. Of course that depends on how pet crafting works, I havent seen anything to make me believe its been addressed at all yet on TC.
neverAFK
Sun Apr 03, 2005 11:09 pm
#34
Dorelli wrote:
(OBVIOUSLY this means that doctors will have to come to BE's for the best stims as they won't have enough exp points to make the best anymore - BE's will be granted another 5 points of experimentation over organic chem's 5).
I dont think that Doctors and CMs need to use stims any more. They should have inherent healing ability granted now.
(OBVIOUSLY this means that doctors will have to come to BE's for the best stims as they won't have enough exp points to make the best anymore - BE's will be granted another 5 points of experimentation over organic chem's 5).
I dont think that Doctors and CMs need to use stims any more. They should have inherent healing ability granted now.
vortexala
Sun Apr 03, 2005 11:29 pm
#35
neverAFK wrote:
Dorelli wrote:
(OBVIOUSLY this means that doctors will have to come to BE's for the best stims as they won't have enough exp points to make the best anymore - BE's will be granted another 5 points of experimentation over organic chem's 5).
I dont think that Doctors and CMs need to use stims any more. They should have inherent healing ability granted now.
This is correct. As of last testing I did, on Saturday(using the / commands before they got disabled), Doctor and CM abilities were just that. Abilities. They were usable without any items. BE's will simply craft enhancers(read: powerups) for CM/Doc abilities.
Note:I'm guessing on the CM stuff...but none of the abilities I used with the / commands required any items, at least the ones that were working. Some of the abilities weren't implemented yet.
Happymob
Mon Apr 04, 2005 9:08 am
#36
Also note that there are 3 other "instant stim" schematics, with the best ones int he BEtrees.We obviously don't know how goodan "Instant Stim - D" will be, but I have a feeling this is where most of the money will be at in medical crafting since there will always be combat characters who don't want to maintain any medic (and for those who have medic but want to keep these in their inventory for larger, emergency healing).
Dorelli wrote:
Stim A's will be usable by ANYONE but you can only use them to heal yourself - not to heal others. I was making CRAPPY ones that healed 60 points. The ones handed out when you 'spawn' healed 250 points and they are NOT available off the frogs.
FlyMoe
Mon Apr 04, 2005 9:59 am
#37
Maybe this was posted somewhere before and I missed it, but what resources does it take to make the instant stims? I have a feeling that getting meat will be a pain in the arse in the future, so it might be a good idea to start saving up for all the resources now. Does anyone know what kind of resources we should be starting to save up for?
ArthurDentOnBria
Mon Apr 04, 2005 10:03 am
#38
FlyMoe wrote:
Maybe this was posted somewhere before and I missed it, but what resources does it take to make the instant stims? I have a feeling that getting meat will be a pain in the arse in the future, so it might be a good idea to start saving up for all the resources now. Does anyone know what kind of resources we should be starting to save up for?
We have no way of knowing at this point.
Dorelli
Mon Apr 04, 2005 10:13 am
#39
The A's take the same as the stim A's do now - but with a BEC and LS that are optional. I'm betting that, and this is a WILD guess, that it will be the same as the current stim B's, C's and D's (is there a D now) but with ... no that doesn't work. grrrrr.
On the same note - thanks for the correction - didn't realize that doctors and CM's would be healing by a skill. This makes sense tho.
AND - i guess this means we won't be able to use people stims on pets now huh?
-- Dorelli