Combat Medic Archive

Thread: It worked, and I had fun!!

CPTMidnite
Fri Sep 05, 2003 7:58 am
#14






Merrin wrote:

On Starsider I have no issues with getting close enough to land a long range poison...often people can't even see me on radar when they get hit by it due to the combination of lag and the range that I am attacking from. Well this is an assumption, I get no end of tells claiming I'm using invisibility hack etc.




again, the question i keep asking and people keep refusing to answer, what exactly do i experiment on in order to get that kind of range? what component and which category and what category when i am experimenting on the final product do i need to concentrate on to get this long range?



Ood Zarnell
Combat Medical Specialist
Elbikant
Fri Sep 05, 2003 3:02 pm
#15

Long range is ease of use, if memory serves. Make a stim and experiment each area individually to check for yourself. Or perhaps other CMs will post to confirm or disprove that Ease of Use affects range.


As for which component directly affects that, dunno, you could experiment by making various stims with the exact same resources and one extremely low or exremely high subcomponent. Do that three times, with a different high or low subcomponent and see which one has the best base range. There may be a little variance anyway, but that should pin it down, unless someone else has done this already and can tell you.




===================================================
Elbikan - Master Medic/Combat Medic, (0,3,3,4) Doctor, (3,0,1,0) Carbine

Kyrle - Master Artisan/Tailor, (0,0,4,0) Architect - Will be Master Armorsmith whenever they get around to fixing the stupid Schematic bug with Tailor and Armorsmith...
oveem
Fri Sep 05, 2003 3:22 pm
#16

you guys are lucky to have good resources but here on wanderhome i have below 400OQ everything, most are even below 100OQ so when im trying to kill a 10K HAM mob with 271 per tick i get killed.
PsionicHawk
Fri Sep 05, 2003 3:24 pm
#17

Long range is actually number of charges, you would get many charges and a long throwing range, unfortunatly this cuts out on potency and damage :/.



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Elbikant
Fri Sep 05, 2003 8:57 pm
#18

Yup Yup, Psionic is right, it's charges. Just made some poisons in game recently, so that's what you need to boost. If you have master CM you can boost the range fairly decently, though the poison will always be less effective in other areas, of course.




===================================================
Elbikan - Master Medic/Combat Medic, (0,3,3,4) Doctor, (3,0,1,0) Carbine

Kyrle - Master Artisan/Tailor, (0,0,4,0) Architect - Will be Master Armorsmith whenever they get around to fixing the stupid Schematic bug with Tailor and Armorsmith...
ShadowoftheVoid
Sat Sep 06, 2003 4:36 am
#19

just recently fought some dark jedi knights on dantooine...heavy armor, and 90% resist on everything with a 24-26k HAM...and a lightsaber that kills at 20m...and well after the 4th try it landed...and i stopped doing that..all it served was to keep it aggro'd on me...whereas using headshot2 or mindshot2 i bleed it for a 2-3k...and did a whopping 1k in poison damage...


so first time...was pets suicide charge...i move in plant the poison on 4th try and run...get killed 5secs later when its done annihilating a gurreck..it runs past me doing a hit of nearly 6k...net damage of 3k done...1k from poison..


2nd try...pets suicide in...we run around it firing in at again...i mindshot2 on it...it catches us one by one and lops our heads off (all with cool sound effects)...net damage done 8k....5-6k of which was bleed damage...


so i stopped using poison altogether..atm they dont do enough damage in pve cause they're geared more towards pvp which has much lower HAM's to deal with.


Haydiir Luceyn (Tarquinas) Master Medic/CM(2/0/2/3)/Scout(4/0/4/0)/Artisan(0/0/0/3)/Marksmen(4/4/0/4)/novice rifleman/pistoleer




Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
Elbikant
Sat Sep 06, 2003 3:35 pm
#20

I never used poisons until they fixed them, so all I use are C packs at master. My understanding is that C packs are the only ones even worth using though, which you can only use at master CM. So the fact thatB-posions won'thelp you kill dark jedis isn't surprising in the least. I still use C packs with basic components and no Doc exp on the components. (Use 'em until I run out, then will make newer/better ones) With those stims, I do at least 400 dmg per tic. Bleeds with a laser carbine/rifle are better, but the key is to stack them all. Also, against something with lots of ham and damage, you'd better use pets with high ham and armor, not gurrecks.


Basically, if you went CM for the poisons, you better go master. Otherwise just go CM for the ranged heals.




===================================================
Elbikan - Master Medic/Combat Medic, (0,3,3,4) Doctor, (3,0,1,0) Carbine

Kyrle - Master Artisan/Tailor, (0,0,4,0) Architect - Will be Master Armorsmith whenever they get around to fixing the stupid Schematic bug with Tailor and Armorsmith...
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