Combat Medic Archive

Thread: Help w/ Range on Area/Ranged Stims

Oerivo
Sun Oct 31, 2004 4:01 am
#1

Sorry if this has been posted, I could not find it.


I need to know which component and/or resource effects the range of area and ranged stims the most.


I had my advanced components created by a doctor, so I do not know how they were experimented. Is it a stat that must be tweaked when experimenting the components or is it is the stats of the resources for the final assembly? I have tried many different resources in the final build, so unless I am completely overlooking something, I have all but ruled that out.


I have seen other stims with ranges of mid 30s and I cannot get mine out of the mid 20s.


Thanks.




Ellenore
Sun Oct 31, 2004 9:30 am
#2



Oerivo wrote:
Sorry if this has been posted, I could not find it.
I need to know which component and/or resource effects the range of area and ranged stims the most.
I had my advanced components created by a doctor, so I do not know how they were experimented. Is it a stat that must be tweaked when experimenting the components or is it is the stats of the resources for the final assembly? I have tried many different resources in the final build, so unless I am completely overlooking something, I have all but ruled that out.
I have seen other stims with ranges of mid 30s and I cannot get mine out of the mid 20s.
Thanks.





As far as I know it, doc components only affects strength and charges. To get higher range you need to get copper/alu with higher cd and oq.



Ellen
Selling high quality pharma 4 stims and area stims
Bastion, Lok -200 -2575

Kadgarth
Sun Oct 31, 2004 10:46 am
#3

Hm...wonder why you got one-starred?


Anyway, if you use 4-5 experimentation points on range on the final prototype while using bespin port and have a +25 experimentation suit on I can get 30m+ range pretty easily on area heals.



Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
Oerivo
Sun Oct 31, 2004 2:09 pm
#4

/anyone?




Oerivo
Sun Oct 31, 2004 2:12 pm
#5

hmm. I have a +21 suit. I experimented the crap out of the range and got nowhere. I guess I will go back and try again. Thanks for the help. (BTW, is a +21 suit and port good enough? Or must it be +25)




Kadgarth
Sun Oct 31, 2004 2:14 pm
#6

+21 is fine, as long as its +20 the extra +5 only helps (in the same manner bespin port does).


Good Luck



Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
Oerivo
Sun Oct 31, 2004 2:28 pm
#7

/got it.


Boy do I feel like a dummy. You have to experiment the charges to get the range to go up. On my poisons/diseases I rarely play with the charges, I put everything into ease of use for potency and/or effectiveness. I just never occurred to me to play with the charges on the stims since I ordinarily do not on the poisons.


Thanks for helping me "open my eyes".




Kadgarth
Sun Oct 31, 2004 2:35 pm
#8

Hehe, np, I shoulda told you that just to make sure before


Congrats btw ^_^



Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
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