Combat Medic Archive

Thread: Ranged Stim E is C-R-A-Z-Y

SkipDikman
Sat Oct 11, 2003 2:33 pm
#1

I made stim e's with a base heal rate of 1k. 55 charges per too!



Kavasiae
LorenZo'Andrews
Jedi
Combat Medic
Agent001
Sat Oct 11, 2003 5:53 pm
#2

Try making some area C's, they are more usefull for grouping, and can come close to the same level of healing, only do it to multiple people at once.
JudasTyberius
Sat Oct 11, 2003 6:03 pm
#3

I understand that. Try throwing an AOE Stim C 66m.

AOE C is the best there is for overall use, but the Ranged E is a super tool.



Ledo Valasio - Master Bounty Huh?
Agent001
Sat Oct 11, 2003 7:33 pm
#4

I can throw mine about 53m, so its not that much different
Cravyn
Sat Oct 11, 2003 9:13 pm
#5

Yeah area stim C's are the best when in groups and targeting players, but the Ranged stim E's are perfect for keeping all the creature tanks alive and in the front line. Use both, area C's on players ranged E's for the tanks. I have found that is very effective.



Cravyn Indi'ca: Master Combat Medic, Master Bounty Hunter- Bloodfin Galaxy.

Grieffer NaPalm: Master Smuggler, Master Bounty Hunter- Starsider Galaxy.

Ayastigi: Jedi Knight- Bloodfin Galaxy
JudasTyberius
Sun Oct 12, 2003 12:41 am
#6

My first attempt at Ranged Stim E has gottem me a stim with 63 uses per stack, 737 heal power, and a range of 33.

As a master CM, I can drop a 1500pt heal from 66m away.

:]



Ledo Valasio - Master Bounty Huh?
Helld0g
Sun Oct 12, 2003 4:23 am
#7

I hear ya!



Helldog
MentolTipps
Sun Oct 12, 2003 5:42 am
#8

I would just be happy if we could make our own components at the MD level.


Six experimentation point sux.




Sengran Fauxt

"Hey guys, they don't take Imperial credits out in the sandbox"
Casper118
Sun Oct 12, 2003 12:14 pm
#9

I wish they would allow us to craft Area Ds at Master <g>



There are 10 types of people in this world
Those that understand binary
And those that don't
Decease
Sun Oct 12, 2003 7:38 pm
#10

What determines heal distance? I cant seem to get mine past 20 or so, i get the base heal power over 1000, I just cant increase the range?



---------
Strategy - Rifleman/Fencer
Madison - Smuggler/Tailor
Goon Squad
Decease
Sun Oct 12, 2003 7:41 pm
#11

nevermind i figured it out, duh



---------
Strategy - Rifleman/Fencer
Madison - Smuggler/Tailor
Goon Squad
SyrahRydia
Mon Oct 13, 2003 2:07 am
#12

To me they are still not worth it. I decided to do a long range area for your comparison and this is what I came up with:


32 Range
601 Heal
24 AoE


Sure it's 136 power less then yours, but the AoE makes up for that.


Ranged Stim E's should only be 1 Chem in my opinion. This is the major turn off for me. Advance Chems require Herbivore meat which is a pain to get, and on the Radiant Server you end up having to pay anywhere from 10-25 CPU to get this. This makes Chems the most expensive component by far in any of my products (not to mention the Class 4 liquid which is also expensive and rare). My customers will not pay the price I am asking for a ranged Stim-E and I don't blame them.


So although Ranged Stim-E's are nice, I hardly find them worth their cost. Heck, I won't even craft them for myself.


Syrah

Kellek
Mon Oct 13, 2003 4:17 pm
#13






SyrahRydia wrote:

Advance Chems require Herbivore meat which is a pain to get, and on the Radiant Server you end up having to pay anywhere from 10-25 CPU to get this. This makes Chems the most expensive component by far in any of my products



That's why it's good to have a friend that is a master Ranger. I have a 23k stack of 900+ herbivore meat that I got for a /hi5.
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