Combat Medic Archive
Thread: Combat Medic Skilltapes--test results
Message Edited by jkray8472 on 07-09-2004 09:17 PM
Message Edited by jkray8472 on 01-02-2005 11:49 AM
Message Edited by DoctorGriggs on 06-22-2004 09:58 AM
I have never experimented my packs that high for range, but damn lol
Does make me think I should experiment my area stims to have high range though
DoctorGriggs wrote:
Oh and another thing. They REALLY have to fix that range bug. When Kiarda and I were testing this out last night she was able to poison me from 92M lol.
I have never experimented my packs that high for range, but damn lol
Does make me think I should experiment my area stims to have high range though
Yes, but I'm guessing those long range poisons ticked for what, 150 damage a tick... Trade-offs. I wonder if you toss a weak poison from 92m then a stronger one at 64m if you could somehow speed up tick times for the "real" poison...
The problem I have with experimenting range for area stims is that it's such a high tradeoff. As I recall, something like 40 effectiveness for 1 more meter (1.5 effective meters apparently). Okay to do in small quantities, but that's a lot of healing potential being forgone for another 5m... ![]()
(Oh, and when I say "problem", don't get me wrong. I prefer it that way, as opposed to the effectiveness experimentation of poisons and diseases...
)
Thank you.
jfang wrote:
DoctorGriggs wrote:
Oh and another thing. They REALLY have to fix that range bug. When Kiarda and I were testing this out last night she was able to poison me from 92M lol.
I have never experimented my packs that high for range, but damn lol
Does make me think I should experiment my area stims to have high range thoughYes, but I'm guessing those long range poisons ticked for what, 150 damage a tick... Trade-offs. I wonder if you toss a weak poison from 92m then a stronger one at 64m if you could somehow speed up tick times for the "real" poison...
The problem I have with experimenting range for area stims is that it's such a high tradeoff. As I recall, something like 40 effectiveness for 1 more meter (1.5 effective meters apparently). Okay to do in small quantities, but that's a lot of healing potential being forgone for another 5m...
(Oh, and when I say "problem", don't get me wrong. I prefer it that way, as opposed to the effectiveness experimentation of poisons and diseases...
)
LOL Kiarda does not have any poison that weak at any range