Combat Medic Archive
Thread: Figuring out healing range
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ShufIrathe
Wed Aug 06, 2003 1:17 pm
#1
Ok,
I just made novice CM last night and built a ranged stim-A. I havent' had a chance to try it out yet. It has a base range of 15. How far can my target be away from me to heal them? And how does the treatment range tree affect this?
Elenora
Wed Aug 06, 2003 1:27 pm
#2
each lelve of ranged training will increase ur range...higher stims also have higher ranges...
as for calculating the exact range? im not exactly sure about the range calculation but at master medic and ranged D i heal at about 60m out
Gallion
Wed Aug 06, 2003 11:50 pm
#3
I haven't made a ranged stim in a while. Is range one of the areas you can experiment on directly or is it hidden under some bizarre location like ease of use?
Merrin
Thu Aug 07, 2003 1:00 am
#4
Healing range, which includes Poison and Disease as well, has two factors...
Crafting:
-Materials with high Overall Quality, Conductivity and Unit Toughness have the most range potential.
-Experimentation in "Experimental Charges" increases range.
Use:
-"Healing Range" is a percentage increase in the range of your stims/poisons/disease.
Application:
Say you have a Ranged Stim D with 26m range, and you are a Master Combat Medic(+100 healing range).
Healing Range = Listed Range + [Listed Range x (Healing Range/100)]
So in this case your healing range is 52m.
Hope this answers your question.
Crafting:
-Materials with high Overall Quality, Conductivity and Unit Toughness have the most range potential.
-Experimentation in "Experimental Charges" increases range.
Use:
-"Healing Range" is a percentage increase in the range of your stims/poisons/disease.
Application:
Say you have a Ranged Stim D with 26m range, and you are a Master Combat Medic(+100 healing range).
Healing Range = Listed Range + [Listed Range x (Healing Range/100)]
So in this case your healing range is 52m.
Hope this answers your question.
Elenora
Thu Aug 07, 2003 11:05 am
#6
hmm why can i toss Ds at 60m then? lol gotta check that calculation out...
thanks for the info
-Myrick-
Thu Aug 07, 2003 3:51 pm
#7
I'm pretty sure every +5 you have in range you get an additional meter. So, if you have a 20 range stimpack and a +15 that gives you 23 meters. This has looked pretty accurate to me.
DanLucky
Fri Aug 08, 2003 5:03 am
#8
Well, I made CM the other day and i made up a ranged stim-A. then I went out to find a target to test the range on. With no additional skills above the novice level and a stimpack range of 15, I was able to throw the heal 16 meters. And te one nice thing I am going to say about that is I have noticed that if you have ranged and normal stims in your inventory and you are close enough that it will use a normal stimpack.
Shuey
Fri Aug 08, 2003 2:02 pm
#9
I don't know if you should call it a bug. I think ranged stims are only supposed to heal ranged and the normal stims for normal distance.
Elenora
Fri Aug 08, 2003 2:05 pm
#10
not its a bug because i can manually click a ranged stim and heal someone standing next to me...
the problem occurs with people using /healdamage to heal and not directly clicking on stims
Shuey
Fri Aug 08, 2003 2:16 pm
#11
I think it is a bug allowing you to heal close range with a long range stim.
Elenora
Fri Aug 08, 2003 2:44 pm
#12
no ipretty surewe were meant to be able to heal at any distance...
Post_Beta_Tester
Sat Aug 09, 2003 12:17 am
#13
I've noticed that if you only have range stims in your inventory, you can not heal within the normal 5m stim range. Did anyone else encounter this bug/design feature?
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