Combat Medic Archive

Thread: As a Master Combat Medic I have found....

WhiteRaven
Sat Jul 19, 2003 8:55 am
#14

It must be with /heal damage then, not heal wound lol.



also poisons and disease take far too long to react when they work. In PvP your usually dead before they make an impact.




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Igiu
Sat Jul 19, 2003 12:39 pm
#15






WhiteRaven wrote:

...


Ranged Stim Packs do not work at less than 7 meters.


...







They work just fine at less than 7 meters, but /healwound won't automatically use them thats all. Wether this is a bug or not I don't know, butI think you'll agree that it is desirable that /woundheal alteast picks regular stims over ranged ones as long as your subject is within range. That being said it would be nice if/woundhealwassmart enough touse ranged stims even at close range if thats all you have though



- Aram Al'Theeva / Eclipse
www.swg-prestige.com
FearTheGoats
Sat Jul 19, 2003 6:17 pm
#16

Almost master combat medic now. Besides crafting I have all but 1 box filled (master combat healing range).


I'm about to make stim Cs, but I heard about this factory component thing. Why is it they are continually trying to give us medics all the overhead and cost and hassle of artisans when we get none of the pay (selling what we make) of those professions?


As a combat medic, I firmly believe that my job is to be in the fight ...not in the home tending factories and other things I want nothing to do with, that's artisan work, and I'm not an artisan. I have no problem going to other planets to look for resources to buy (like Lokian wheat), I can handle that to an extent. At this point I have no desire to go above ranged stimpack B and just put all of my expirementing points into it's healing ability. If the poisons and diseases follow this same line then I'll do what I can with whatever doesn't take factories or whatever else.


The people who did beta and played doctors and combat medics are pretty much in the blame for this one ...they dropped the ball big time by not bringing up the very simple fact that we have all of the costs and none of the influx of artisans.


Still in the fight doin my job ..HEALING, never buying a house or a factory or wasting my time with things take away from my time learning and perfecting how to keep 20 people alive at once.




__________________________________________________


A man who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself.

-John Stuart Mill
Zesh
Sun Jul 20, 2003 5:45 am
#17

I personally have not found the range problem other people are reporting with ranged stimpacks. I've been lobbing Stimpack Bs at entertainers in the cantina for quite some time now... I seem to be effective just under 40m, but this was prior to my mastering CM. I've also used them in various other applications, all with no problem (lobbing in town, in combat, etc.)


-Rydia Rautari, M.D., MCM, MM


Starsider




-Rydia Rautari, M.D., MCM, MM
Dynamo City, Dantooine, Starsider
http://galaxies.dynamocity.net
Lorari
Mon Jul 21, 2003 1:14 am
#18

Could someone give me a basic rundown on this factory for the stimpack d's and higher?


I dont know if its a glitch, or if im just extremely blond.....but i spent an entire day of travel to get the type specific items required for the stimpack d's since i have a friend with a factory, but it would not allow me to make them. anyone with a step by step in laymens terms on what exactly needs to be done to make them would be greatly appriciated.


Thanks =)

inf-badguy
Mon Jul 21, 2003 2:58 am
#19

I couldnt agree more with goats. We belong in the field but are forced into using the factories for over 70% of our stim/diseases/poison packs. I do not see why they could not just allow the use of multiple components that arent identical. In the current setups, people do not tip enough to allow factory use. You are forced to run destroys and operate multiple harvesters which cuts heavily into actual time on the battlefield healing. Ideally none of the schematics really should require factory identical parts.




inf badguy - resident negro
inity goodguy - ugly purple rodian and heir to the snitch fortune


MycroftTHan
Mon Jul 21, 2003 5:24 am
#20






FearTheGoats wrote:

...The people who did beta and played doctors and combat medics are pretty much in the blame for this one ...they dropped the ball big time by not bringing up the very simple fact that we have all of the costs and none of the influx of artisans...






you seem to know very well, whatissues we were bringing up and which ones not, hmm? I just deleted the 2 pages i was about to post to flame you, but let me just tell you: you are very wrong. If half the ideas we had to solve the money issue were implemented, we would not be talking about this right now.


On the factory thing: why do you complain about something, you have not even tested yourself yet?


-µ-

Dupre2808
Mon Jul 21, 2003 7:40 am
#21

In beta these issues were brought up and there was nothing done about it. If the beta forums were still around you'd see that 90% of the existing bugs were there in beta but never addressed.


On the subject of crafting- Progressively better and better stims require more and more work because that's what sets a good combat medic apart from an ok one. Are you willing to scour the galaxy in search of parts to make advanced components? Or will you skimp out and use the cheap ones? Are you willing to learn how a factory works in order to make Stim-Ds? Or just be happy pushing around the crappy C's? The extra time and energy required to make quality components is what ALLOWS a combat medic to keep a group of 20 alive. Try it, just once... make advanced components, learn how a factory works, don't settle for using non-experimental stims. I did, and the first time I dropped a 1100 health/1100 action heal on someone I was a believer. You get out what you put in.


Mutaba - Combat Medic


Tasmen
Mon Jul 21, 2003 10:08 am
#22






Zesh wrote:

I personally have not found the range problem other people are reporting with ranged stimpacks. I've been lobbing Stimpack Bs at entertainers in the cantina for quite some time now... I seem to be effective just under 40m, but this was prior to my mastering CM. I've also used them in various other applications, all with no problem (lobbing in town, in combat, etc.)


-




I haven't had that problem either. I can use my ranged stims at pretty much any close range.




~~ Valina Raeta -- Master Combat Medic/Doctor/Pistoleer (Chilastra) ~~
~~ Selling Ouchless Band-Aids For Your Owwies~~
~~ -304,-5896 South of Coronet, Corellia ~~
~~ -4337,-2425 Just outside Imperial Outpost, Dantooine ~~
Tasmen
Mon Jul 21, 2003 10:10 am
#23






Lorari wrote:

Could someone give me a basic rundown on this factory for the stimpack d's and higher?


I dont know if its a glitch, or if im just extremely blond.....but i spent an entire day of travel to get the type specific items required for the stimpack d's since i have a friend with a factory, but it would not allow me to make them. anyone with a step by step in laymens terms on what exactly needs to be done to make them would be greatly appriciated.


Thanks =)






You need to use a personal crafting station (the kind people store in their houses) to make the schematic show when you want to create one. Then you just need parts from a factory (Liquid suspension and biological controllers).



~~ Valina Raeta -- Master Combat Medic/Doctor/Pistoleer (Chilastra) ~~
~~ Selling Ouchless Band-Aids For Your Owwies~~
~~ -304,-5896 South of Coronet, Corellia ~~
~~ -4337,-2425 Just outside Imperial Outpost, Dantooine ~~
eaglehawke
Mon Jul 21, 2003 10:48 am
#24

I am also a little upset about having to use factory components. I dont mind seaqrching for resources and crafting my medpacs. But having to buy factory components or build my own factory is stretching it. Its just not logical, who came up with this lame idea lol. There is just no logic to the whole thing and its expensive. Most of us already have harvesters and power generators and a house for our personal crafting station. Now we have to build a factory? All on the income of a doctor/medic? Guess I'll have to quit school and my job so I can spend more time on this game.
MycroftTHan
Mon Jul 21, 2003 11:05 am
#25

when you are making Stim C+, 1 set of harvester still produces more per day than you can use in 2


running a factory 24/7 still produces more, than you can use in a week


a single private crafting station can support more than 1 person, heck it could support 100. and if you realy need your personal private crafting station with you all the time, use a droid with a crafting module.



stop thinking that you have to gather all those components and start working together.

Elenora
Mon Jul 21, 2003 11:16 am
#26

sigh...people YOU DONT NEED A FACTORY


just buy the parts...


i have my own factory and u have about 300 BECs and CRDM, 250 liquid suspensions and 200 solid shell delivery ready to sell...


believe me im not the only one...


post on ur server board and find someone thats willing to sell you some...





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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
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