Combat Medic Archive

Thread: Future concerns about skill enhancements Non Cms using ranged stims

JoramHH
Tue Aug 12, 2003 10:55 am
#14

Anyway, I could have sworn I read in the upcoming patch notes that ranged stims will require a range stim skill which will alleviate that problem. I'm at work right now and don't have time to research it. Can anyone else confirm?
CarverOrmazd
Wed Aug 13, 2003 11:55 am
#15

Range. Range range range. As a novice CM, I find that I can barely heal any farther away than I can with a non-ranged stim. If someone wants to put on eight or ten skill mods for CM range, CM use, and then go out and purchase the CM range stims that I'm making, they should be free to, but don't forget that they'll need an awful lot of points in skill modsfor range in order to make the theory even worth it.



Carver Ormazd
Founder of the Rebel Underground
Today, Smuggling Armorsmith
(Former Master Rifleman, Medic, Doctor, CH, Scout, Merchant, Marksman, Tailor, etc.)

Vendor @ 3400, -7075 on Tatooine, south of Mos Eisley in Echo Base.
VizGul
Thu Aug 14, 2003 12:10 am
#16

I have a problem with it.



Novice CMs should get a cert to use any Ranged Stim. I don't want to see Master Medics and Doctors using Ranged Stims when they didn't have to lose the extra 22 points to get to Novice CM.




Yolos
Master Doctor
Master Combat Medicine Crafter
SoTR Pharmaceuticals
/waypoint 636,1739
Keren Naboo
Elenora
Thu Aug 14, 2003 12:13 am
#17

actually its 35 if u wanted to get Cm fora doctor...


29 for ranged support and 6 for novice CM so u can save 35 points




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Elenora Kaadara Naboo Ahazi
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