Combat Medic Archive

Thread: Range vs Power for Stims

novamarine
Fri Jan 30, 2004 11:15 pm
#1

I searched for info and I didn't really find answers. I have this huge mental debate going on in my head.

I am still new to Combat Medic and I am having trouble deciding what stims to make and where to experiment on them. It is pretty clear that Area - Cs will be my work horse heal. What range do people recommend for those?


And what about Range D or Es. Do you bother with those? Do you make them for high power or high range?


Many thanks for any input.

Pahdbacca
Fri Jan 30, 2004 11:58 pm
#2

I've always gone for healing power over range for the heals. The only compromise is I might use copper or aluminum with a little higher conductivity and sacrifice some oq to squeeze out some range.



I put range Es in my main pack and hotkeyed the Area Cs and placed them in my backpack. That wayI could use the hotkey when I wanted an area stime, and used /healdamage whenI wanted a ranged stim.





-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Zarlor
Sat Jan 31, 2004 6:51 am
#3

Range is nice, and when you are trying to toss in from outside of that range you tend to which you had it, as you start running towards the fray (but that's what you have that Terrain Negotiation skill for, right? ) But overall I would say you want the power more than you want the range. I can;t count how many times I've gone out with a buffed up group (and buffed pets) and found that tossing heals was actually a losting battle in that I could never heal as much as the damage that wwas being dealt out.


That extra bit of power means less often you have to toss the heal, which means less mind drained from you which means more heals you can toss into the mix and, therefore, the longer you can keep the real damage dealers in the group alive.


Then again, if you waste time tossing from out of range you may have missed your only opportunity to keep them alive in the first place...


I still say power, though, and just know your range and try to keep it that close to your expected target.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
novamarine
Sat Jan 31, 2004 7:09 am
#4

Many thanks for all the comments - very insightful. Looks like I need to get some better metal and that will give me the best of both worlds.
Dalraich
Sat Jan 31, 2004 11:15 am
#5

I usually just make AOE stim b's. Mine heal for 1k plus normally and it only uses 1 abec, 1 acrdm, 3 adv liq suspensions


Az






Col Azael N MCM/CarbN
There is no decay, there is no XP loss.
There is no permadeath, there is only pwnage.
There is no risk, there is no reward.
There is no point, there is no GCW.--Col Graudin

sladesx
Sat Jan 31, 2004 1:11 pm
#6

I only use AE stims. cost less to make and heal about the same.I get 42/910 on AE and 55/1300 on the range. The range-E uses 3 adv chem and the AE stim only uses 1. AE stims-C is plenty for healing a buffed group and it helps when pets are healed.
realsebulous
Sat Jan 31, 2004 1:35 pm
#7

My stim e's i can heal upto 51m w/o any work done on the range. full power. course im using some 999 OQ, 978 condutivity polysteel copper.

novamarine
Sat Jan 31, 2004 6:59 pm
#8

I got my hands on some very expensive copper with 990+ oq and 990+ cd. I'll be heading to the research center to make schematics later tonight or tomorrow. If it works out well, I need to get more.


The copper isn't going to help me with the Ranged Stims though.


There are so many subtilties to crafting and gathering resources...it is both very fun and very frustrating.


It is going to be interesting to see how my "must have it now" personality deals with resource shifts...


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