Combat Medic Archive
Thread: Help w/ Range on Area/Ranged Stims
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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.
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.
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 
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 ^_^
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