Bio Engineer Archive
Thread: Med Component Crafting Questions/Issues
I can't speak for the Combat Medic (pre-CU) components, but some of the old Doc components are much better than the ones we can currently craft (Adv Liquid Suspensions used to cap at 200 and now its at 75, I believe) and arguably Adv Biological Effects Controllers as while their power has gone up by over 40 points the # of charges possible was drastically reduced. Adv CRDMs are largely unchaged except that the power seems to be about 1pt lower than what I used to get but I can get 2 charges. Adv Solid Delivery Shells have MUCH higher power post-CU (not sure of the cap, but its well above the old cap of 75). I get the best results on my stims by using pre-CU ABECs (with maxed charges) and pre-CU ALS's.
As for the CM crafting suit....I can only say that I really feel for you. CM crafters really took it in the shorts on that.
If I hadn't just sold my old crafting suit last night I'd offer it to you. But there was a guy who REALLY wanted it and as I'm leaving I couldn't turn down his offer. However, if you're going to keep playing and stick with BE let me know. I have a lot of resources (and even some nice pre-nerf schematics) I'd be happy to sell. Send me an in-game email if you're interested.
Message Edited by WineGuyJr on 05-16-2005 12:50 AM
I deleted my old CM components this weeked ![]()
I havent had the heart to delete my venom yet.
The ONLY advantage that former CM crafters had, is that they should have stockpiles of the ingredients that are used to make all med enhancers. Now if enhancers were only useful....
List of post-CU medical items
MataHairy wrote:
I deleted my old CM components this weeked
I havent had the heart to delete my venom yet.
The ONLY advantage that former CM crafters had, is that they should have stockpiles of the ingredients that are used to make all med enhancers. Now if enhancers were only useful....
Yeah, well, y'all are confirming what I feared. I guess I'll have some very tidy factories here in about 30 minutes. I wish there was a way to reclaim the ingredients that I put in the stuff, but Isuppose I'll just have to suffer knowing that I'm throwing out about a million credits worth of resources. ARGH!
also the devs really did a cut and paste job on the DOC components
ALS now has charges
Experimental Points for Charges are UT (well some of it)
guess what brainsurgeons! Water and Berries dont have UT, so what is that all about huh?
Same in the Chems, meat and liq pet, have DR not UT . god damn monkeys!
As a now defunct 12PT CM Crafter with what seems to be a forever useless crafting suit and comps, I feel your pain. Millions of credits down the tubes. I have an MBE as well and yes, crafting is much different in the comps and extensively more resources. So it goes i guess. I'll just keep crafting w/ my MBE to satisfy my crafting itch, hope there is a doc willing to give up their suit cheap and hang my CM suit on the wall as a reminder of 'days gone by' .../sigh
I still have in my inventory 4 520 venoms... just can't do it, I crafted my 400 venoms into poisons pre CU which converted into just crappy 750 stuff after CU. SO all that money invested in CM pre CU I just bent over and took it like a man.
MataHairy wrote:
I deleted my old CM components this weeked
I havent had the heart to delete my venom yet.
The ONLY advantage that former CM crafters had, is that they should have stockpiles of the ingredients that are used to make all med enhancers. Now if enhancers were only useful....