Combat Medic Archive
Thread: CM Experimentation?
Page 1 of 1
JerMoo
Sat Feb 14, 2004 8:58 am
#1
Ok Im new to the profession, and Im just now finishing the crafting branch and the support branch. Im curious what to try and do with my experimentation. I mean what are good poisons/stims vs just average, and how doesone get them. What should I experiment with, and what should I not worry with so much? Just hoping someone out there will give me a little insight to the experimentation to get me started on the right track. thanks everyone.
LordJeff
Wed Feb 18, 2004 8:17 am
#2
I personally go for Effectiveness, I want the most powerful packs i can make, I don't care about having a lot of charges per pack. I spend all experimentation points in effectiveness then if there are any left over i throw them into charges. Best to try it different ways until you find a result that you are most comfortable with. If you know a doctor, your stims will be much better if you were able to get the doctor to make schematics for the stim components for you.
Gnuut
Wed Feb 18, 2004 8:45 am
#3
Depending on how good your base components and resources are, that will ultimately determine where to put your points. For instance, before experimentation I have a 102 eff, 127 pot, 47 charge, 40m range Single C Mind Poison. As far as I am concerned the potency is more than adequate (100+ is a good target) so I don't need to spend points into Ease of Use. The range and charges are sufficient so I don't need to worry about putting points into charges to increase those stats.
The effectiveness is a bit lacking so I'll dump all my points into that so I can hit a base 290 -300ish. If I decided I do want more range then I would devote more points into that for say max range at 48m and have enoughleftover to increase my damage to 150 base. I would gain 16m but I would lose over half my damage.
Page 1 of 1