Bounty Hunter Archive
Thread: What provides better healing Medic 0200 or 0020 and why?
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Ohetie
Tue Aug 16, 2005 7:08 pm
#2
i believe its 0020, because the more healing efficiency you have the better you heal.
Kyrillos
Tue Aug 16, 2005 7:12 pm
#3
0020 gives you +10 healing efficiency, which will add roughly 130 points to your heal amount.
0200 gives you Bacta Toss, which allows you to heal yourself more quickly in a given time period, since each different heal special is on its own timer. You'll be able to push the button for Bacta Toss while the Bacta Shot button is still recycling.
Both are viable options imo. For Jedi hunting, the extra heal at 0200 is probably the better option, assuming you get + healing efficiency mods like the BE shirt (which DOES work).
Hnglka
Tue Aug 16, 2005 10:05 pm
#4
Kyrillos wrote:
0020 gives you +10 healing efficiency, which will add roughly 130 points to your heal amount.
0200 gives you Bacta Toss, which allows you to heal yourself more quickly in a given time period, since each different heal special is on its own timer. You'll be able to push the button for Bacta Toss while the Bacta Shot button is still recycling.
Both are viable options imo. For Jedi hunting, the extra heal at 0200 is probably the better option, assuming you get + healing efficiency mods like the BE shirt (which DOES work).
one caution though, bacta toss has a very short but very distinct "self root"
Shammroc
Tue Aug 16, 2005 10:05 pm
#5
Thanks for the feedback. I currently have medic 0020 with +25 heal mods, but was thinking of switching to medic 0200.
Zaax
Tue Aug 16, 2005 10:08 pm
#6
i am sry , and i feel realy dumb askign this, seeing i was a doc for over a year and CM for 3 months, but the only BE shirt mods post CUi have found are cure and aug, no heal efic, you are saying cure efic helps a CM? every tailor i asked, answered that there IS no heal efic mod for clothing.
Hnglka
Tue Aug 16, 2005 10:13 pm
#7
Zaax wrote:
i am sry , and i feel realy dumb askign this, seeing i was a doc for over a year and CM for 3 months, but the only BE shirt mods post CUi have found are cure and aug, no heal efic, you are saying cure efic helps a CM? every tailor i asked, answered that there IS no heal efic mod for clothing.
they don't know what they are talking about
DivNotDed
Tue Aug 16, 2005 10:14 pm
#8
Zaax wrote:i am sry , and i feel realy dumb askign this, seeing i was a doc for over a year and CM for 3 months, but the only BE shirt mods post CUi have found are cure and aug, no heal efic, you are saying cure efic helps a CM? every tailor i asked, answered that there IS no heal efic mod for clothing.
Refer to this to see what is available as of today CLiCkY
Q1: What kinds of bonuses can be placed in bio-engineered clothing?
A1: Here are the kinds of bonuses that can be placed in bio-engineered clothing, followed by the names of the tissues that give those bonuses. (the first tissue gives a smaller bonus, while the second gives a larger one)
These are tissues that are put into Synthetic Cloth:
Musician/dancer battle fatigue healing (Myoflex, Enhanced Myoflex)
Augmentation/cure efficiency (Passive Biosensors, Active Biosensors)
Wild/vicious creature taming (Passive Tranquilizers, Active Tranquilizers)
These are the tissues that are put into Reinforced Fiber Panels:
Healing efficiency (Neutron Enhancers, Pathway Agents)
Unarmed damage/terrain negotiation (Confidence Cloth, Fear Release)
Camouflage/maskscent (Scent Camouflage, Scent Neutralization)
Surveying (Visualizers, Crystallization Circuitry)
Ranged/melee defense (Toughened Fibers, Tensile Resistance)
***Note: The following tissues and modifiers are broken at this time: surveying, melee/ranged defense, and medical augmentation.
The following tissues and modifiers are useless: creature taming and battle fatigue healing.
Unarmed damage modifiers only work with no weapon equipped (not even a vibroknuckler).
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