Combat Medic Archive
Thread: Mixed feelings on CM
Pahdbacca wrote:
Secksay wrote:
OK, I want in on this secret, man. I gotta find out how to throw a poison pack 90 meters! I can't throw past 29 meters and I'm 4/4/2/4 CM. I wanna know how that's possible.
Next, to figure out the solution. I thought the DEV's at some point were going to reduce the range to about 32 meter maximum to keep in line with other grenade type weaponry. That would solve the problem of the range issue.
First of all, you will never be able to throw 90 meters withough being a master CM. Throwing range is based on your CM effectiveness skill. The formula to figure out range is stim base x (1+(CM effectiveness/100)). The maximum range poisons can be crafted for is 48m. If a CM has the 4th box of range, their effectiveness is 75. 48m x (1+(75/100))=84m.
A master CM has an effectivness rating of 100 so can throw a 48m rated pack 96m.
The second issue for reaching 90m is the crafting of the poison. With 10 experimentation points using all advanced components, I can only reach a rating 48m by using all 10points experimenting for range (remember you have to put the points into charges to experiment for range.) A CM on the second box of crafting would never be able to craft a stim for 48m. It might be possible to get to 45m with only 8 points, but I have not tried.
To increase range of your poisons, make sure you spend all of your exp points (or at least until you max out) on charges when you make your dispersal mechanisms...this will not change the damage since DMs do not contribute to damage. On the final build, using non-ferrous with the highest combination of OQ and Conductivity are needed to increase range (I forget the exact percentage at the moment)...if need be and you want to sacrifice damage for range, then experiment on charges for the final build.
As it stands right now, the crafting 'nerf' may effectively gate ranged stims. The non ferrous resource on the final build is the only resourcs with a conductivity rating and is a very small proprtion of the final resources used. With a greater emphasis placed on having higher quality resources, I expect ranges to drop drastically. I am deeply worried as to what will happen to AoE and ranged healing stims, since they do not allow any of the sub components to be experimented upon for range. This is especially true for ranges stims C, D, and E becuase the non-ferrous used is limited to aluminum, which generaly has a much lower conductivity than copper.
Message Edited by Pahdbacca on 03-09-2004 03:22 PM
I dont think the problem is on the CM side of combat, what may need to be added is a chemical/bio suit made by armor smith to protect people, or ad a bio/poison layer to other armor. Composit used to be open to Stun attacks but now they can add a stun layer to protect peeps. This would be a better approuch than nerfing us add defence. Also doc's should be able to give an inoculation like they do a buff to protect.
They added a fire blanket for doc's to end a Fire Dot.
Message Edited by Paython on 03-09-2004 12:17 PM
Secksay wrote:
OK, I want in on this secret, man. I gotta find out how to throw a poison pack 90 meters! I can't throw past 29 meters and I'm 4/4/2/4 CM. I wanna know how that's possible.
Next, to figure out the solution. I thought the DEV's at some point were going to reduce the range to about 32 meter maximum to keep in line with other grenade type weaponry. That would solve the problem of the range issue.
Message Edited by Pahdbacca on 03-09-2004 03:22 PM
Thanx Pahdbacca! That was actually what I needed to know.
I completely agree that they should have added ranged experimenting on our subcomponents for Healing stims. It's almost as if they wanted us to throw Damaging Stims further than healing stims.
I hope they don't screw up the crafting too bad on that issue.