Combat Medic Archive

Thread: 65m+ range Not a Bug

JudasTyberius
Sat Apr 24, 2004 11:53 am
#14

At the time, I was under the impression that the skill mod limitation to 64m was so that Master Combat Medics did not have the ability to extend the range of their meds EVEN FARTHER. Nobody should be able to throw a poison 108m.


The limitation to 64m seems to be specifically limiting range based on tapes and other skill mods, essentially meaning that MASTER is as good as it gets.


It also implicitly states that 48m experimented is the new limit, giving the 96m max.


To equate a 48m hard capped limit to a Master Combat Medic throwing to a maximum range of 64m implies that our Effectiveness has been limited to +33, for the purposes of range (48m * 1.33 = 63.84m).


I would really like to hear Dev clarification on this issue, as right now I still don't believe this is a bug. It seems pretty clear that SOMETHING is wrong with the picture.


I reiterate that I wouldn't have a problem losing range over 64m, but the 4 second delay has to go at the same time, or we will be hurting.




Ledo Valasio - Master Bounty Huh?
JudasTyberius
Sun Apr 25, 2004 12:30 am
#15

That would be great.


I would like to ask - "Is our current maximum range going to change? If so, what is the expectation for future range limitations? Given a shorter range, will the 4 second 'root' animation be removed?"


As a follow-up - What about all of the 90m+ packs already out there? Will they be retroactively fixed?



Ledo Valasio - Master Bounty Huh?
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