Combat Medic Archive

Thread: Ranged Injury Treatment Speed Tapes?? for dabblers only?

mikedealer
Fri Jun 18, 2004 1:42 am
#1

performing a house cleaning and found some of these tapes, like 4 of them, i already have +100 since im a master doc/combat medic, but do these give any bonuses or are they only for dabblers? i know the combat medic effectiveness tapes are only for dabblers since +100 is the max / hard cap.


What about Healing Range Tapes, anyone know if these will add a bonus for me as both master doctor/master CM??


thanks



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eapers
Fri Jun 18, 2004 2:01 am
#2

I've been wondering this as well.






JOHNNY-JONES JACKSON

AFK
Gnuut
Fri Jun 18, 2004 3:01 am
#3

CM effectiveness caps at +100. I'd assume the same for other CM tapes except Experimentation.



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Jedi-scout
Fri Jun 18, 2004 3:21 am
#4






Gnuut wrote:

CM effectiveness caps at +100. I'd assume the same for other CM tapes except Experimentation.






All effectiveness aa's/ca's/clothing itemsare disabled, same with CM use. You can only reach the cap with mastery. Yes, your nyax necklace is useless.


Ranged injury speed aa's/ca's/clothing are active.



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mikedealer
Fri Jun 18, 2004 6:22 am
#5

thank you for the answer sir, any idea about healing range tapes? im assuming thats a doctor skill actually



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jfang
Fri Jun 18, 2004 6:31 am
#6



To the best of my knowledge, the only skill tapes which do not work are CM use (intentionally disabled by the devs), and CM effectiveness (which works up until the hard cap of 100).


So yes, I believe that ranged speed, ranged distance, CM assembly, and CM experimentation do work for everybody, including master combat medics.


I have not done any official tests. But I have noticed I seem to beable to throw poison a hair faster than the 4 second speed limit (and I know others have mentioned this as well). I have not experimented with distance though, preferring to close to 64m before throwing them...


Edit: Oh, and healing range is very much a combat medic skill. Basically, if you see the skill listed in the combat medic skill tree, such as injury treatment distance, it is a combat medic specific one, (the only exception being Terrain Negotiation which is also a scout ability).

Message Edited by jfang on 06-18-2004 09:33 AM

Sspectre
Fri Jun 18, 2004 7:49 am
#7

Anyone have a clue what CM assembly does.. and how much it helps?

Is it worth plunking a couple hundred thousand down for assembly tapes?



Thugga
-Dark
"Fear my poison..." - Me
jfang
Fri Jun 18, 2004 8:12 am
#8






Sspectre wrote:
Anyone have a clue what CM assembly does.. and how much it helps?

Is it worth plunking a couple hundred thousand down for assembly tapes?





All assembly tapes, including combat medic ones, help with the initial assembly of the item (the part before the experimentation phase). The more assembly you have, the fewer critical failures you will have, and the more Amazing initial combines you will have.


I would say unless you are doing a lot of loot drop crafting, it is not really worth investing a lot of money into assembly tapes.
jfang
Sun Jun 20, 2004 8:18 am
#9


I just did some tests, and it appears that the healing ranged tapes do *not* work "normally". I have 106 healing ranged skill, and could only throw a 37m poison 74m. In theory I should be able to throw poisons 76m (37 * (206/100)).


Is there a non-master combat medic who wants to test healing ranged SEAs, and see if it is a hard cap of 100, or the tapes themselves do not work?
jkray8472
Sun Jun 20, 2004 11:37 am
#10


Jfang, I'll do some tests myself.


I have a suit with +25 healing range, and +25 Ranged Injury Treatment Speed (as a master CM already). The suit also has CM Effectiveness +25...but that was before I knew about the +100 hard cap.


I *know* that the speed tapes work. I can throw stims and poisons/diseases every 4 seconds. It's quite nice, although it took some work on the timing to get used to it.


Also, I am pretty sure I threw a 40m range poison 96m, but I can verify later. I"ll post here.



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jfang
Mon Jun 21, 2004 6:58 am
#11







jkray8472 wrote:


Jfang, I'll do some tests myself.


I have a suit with +25 healing range, and +25 Ranged Injury Treatment Speed (as a master CM already). The suit also has CM Effectiveness +25...but that was before I knew about the +100 hard cap.


I *know* that the speed tapes work. I can throw stims and poisons/diseases every 4 seconds. It's quite nice, although it took some work on the timing to get used to it.


Also, I am pretty sure I threw a 40m range poison 96m, but I can verify later. I"ll post here.






Wait, you are a master CM, with +25 Ranged Injury Treatment Speed from SEAs, and you can throw stims at 4 seconds? That is the standard MCM speed... Are you *sure* that Ranged Injury Treatment Speed tapes and armor attachments work? My impression was like yours, that it worked (as some people mentioned being able to throw faster than normal), but based on what you said...


Now I'm getting worried. Are there any non-crafting CM skills which are not capped at 100 (or have tapes non-broken)?



Edit:

Too bad there isn't a function on TC so correspondents could generate any item they wanted to assist in testing things like this, possibly having some appropriate label automatically appended to the name to make it visible. I would assume correspondents could be trusted with this kind of power on TC...

Message Edited by jfang on 06-21-2004 09:59 AM

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