Combat Medic Archive
Thread: About those Ranged E Stims...
I've read quite a lot of flap on these boards about the typo in the required components for crafting ranged stim E's. Let's assume for a moment that it *is* very easy to fix, and lets even pretend that they fix it tommorow morning.
How many people would make them, at that point? I sure wouldn't. Why would you? Ranged D's heal for more than you ever need anyways. Even better - ranged area C's can have up to 1000-base heal and hit a massive area.
Who cares about the typo? The system needs to be tweaked a little before they spend any time fixing a crafting bug for what ammounts to a useless item. I'd like them to make ranged E's *useful*, before they make it possible to make them.
-C
Looks like someone beat me to this post ![]()
People stop complaining, if you use good resources for you Ranged D's than E's are not necessary and indeed overkill.
Like someone in this thread already said the only situation that the E's would benefit is a badly damaged pet and "perhaps" range, but i can't say this for sure as i didn't see a significant difference.
First and foremost on my list of CM issues that need to be addressed and fixed, is that the area diseaseC packs are unuseable. ![]()
if you are talking about the votes on the issue thread, #1 is more than just the 13 CDRM's:
1.Combat Medic Crafting/Schematics:
·13 Chemical Release Duration Mechanisms are listed as required for Ranged Stim Es. Please fix this apparent typo.
·CM Med Use on AOE diseases list somewhere in the 700-900 range. Please fix this down to the proper level. (Looks like a misplaced decimal or extra zero in a formula to me, since it seems that 1/10th the CM Med Use would be about right.)
·Advanced Resilience Compound does not load. Please fix.
·There are some concerns that resource differences between servers cause some servers to have very powerful DOT's while other servers get very weak DOT's. Guidance on the issue is requested. The concern here is that while some servers may have CMs in line with the damage being produced by combat classes (using less skill points to get there skills, it should be added) other servers are hampering CMs from being balanced simply because the resource selection available will not allow them to be competitive and/or useful. There is simply no way for CMs to gauge each other’s ability or how well balanced they may be since all of their skills rely on the resources used to make their items.
·CM’s don’t get to carry over experimentation points into the CM crafting line, and cannot use CM experimentation points on medic sub-components, sub-components only used for CM products. Suggestions are to either allow CM Crafting to give experiment points to the current subcomponents (if possible) or to med crafting (if not), or to give CMs their own unique components created using CM Med Crafting.
·Change poison/disease components to not use conductivity, etc when ingredients required do not have those stats.
·Way too many resources needed to function as a CM and/or way too many stat requirements are needed. A schematic pass is requested to help simplify things a bit on this front.
·CMs also request some form of Sample/Survey skill built into the medic tree
·Usefulness (or lack thereof) of "A" and "B" level CM Meds should be investigated.
·Weapon Medications like poison, that cause states like stun, dizzy, blind, etc., are requested for consideration.
I made a rangedranged stim E just to see what it was like. The major thing I noticed about it was that it had lots of charges, the one I made had 66 charges (I think it could have been even higher if I had experimented differently). The base heal amount is high enough that you can spent most or all of your experimentation points on other things. 66+ charge packs would be a real space-saver.
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Daota
Several reasons to use Stim-E's (ranged or normal) -
1) Pets need healing
2) Buffed players need healing
3) More charges than a Stim-C or Stim-D
4) 100% healing every time means I have more mind left for more heals. Anything less than the bigest stim I can make and use is simply additional risk.
I suspect that when you factor in the increased charges, the Stim-E might even be more resource efficient than the Stim-D (once they fix the typo of course).
Dude E's are whats helping eliminate AT-ST's at will. I'm getting 2.5k heals on pets as we pound down at-st's, or any tough mission in the game.
I wouln't be a CM without them.
I agree w/ Happymob, Stim E's are very viable, specialy when your group has 3k HAM from doc buffs, being able to heal them 100% saves a ton of mind, not to mention the additional charges alone are worth the craft.
I make nothing but standard Stim Es. If I could viably make the Ranged ones, that's all I'd use.
Sometimes it's overkill, but as others have pointed out there are plenty of situation where they are useful. Add in the hel variability and only with a Stim E will I be virtually guaranteed to take a buffed player from bottom to almost full heal in one shot. Doing it in one shot is very iimportant to me, as it means I will not need to heal that player again for a while meinign I can go on to heal someon, or something for pets, that needs it, or I can use my other skills to assist in combat. Only with a RangedE can I get that kind of guarantee while also providing me the flexibility of field positioning that is tactically superior.