Combat Medic Archive
Thread: Power or Charges?
Can you please explain to me what is better to experiment on?
it realy depends on what you are making.
with Stim A - C i always went full EE because if i need to heal someone, i want him healed and not half-healed.
with Stim D i now spend 2 points on EE to get them above 400 base heal (giving me a range of 400-1200 heals with FA IV) and use the remaining points for charges. this is without advanced components and the numbers are usualy sufficient for anything i encounter.
main problem is, that CM assembly and experimentation is based on Master Medic Skill (50) for all subcomponents and normal Stimpacks so you only have 5 experimentation points to distribute unless you are working on the final combine of a ranged pack.
i used to pump charges then i realized i get uxp for people using my packs and only when they complete use a pack..hence lesser charges
besides id rather have more healing then more charges esp when u cant really rely on the game to give u a good heal...heal variance is a joke...
For myself I make high power: I can always make more and I want to heal better.
For sale I split it half/half.
MichaelF77 wrote:
Depends whom I do it for.
For myself I make high power: I can always make more and I want to heal better.
For sale I split it half/half.
Yep I pretty much do the same thing. I've found stims I sell seem to go more quickly if they have more charges. But for me, I can always make more stims, so I go for the power.
I've notice BEC adds power at exactly a1 to 1 ratio...
using a 6c/4p BEC and a 6c/5p BEC gave my packs exactly 1 extra heal.
LS seems to be the major heal value components havent tested the rate exactly but 101p ALS and 135p ALS yielded about a 60 points heal value difference