Combat Medic Archive
Thread: Crafting: What am i missing?
Advanced bio controllers
1) get lok wheat
2) Get tat fiber
3) double clik chem tool
4) Hit enter cause ABC wil already be highlighted
5) double clik wheat
6) double click fiber
7) enter
8) enter
9) enter
--- 80 exp per 10k exp per hr if you are lazy
Use 4 chem tools
Can a combat medic not do this?
Malka
fact is the crafting tree in both the doc and CM lines lag heavily behind the other trees...
Considering that I can get say average 500 xp from one charge of Stim D and Stim D would have 35 charges...thats 17.5k xp a stim D...now considering a stim D is say about waht 400 crafting Xp?
we can see where the lag is coming from...
either raise the med xp requirements or lower the crafting xp requirements
that way you dont see a lot of people stuck at 3/4 of the doc or CM master and only 2 boxes of crafting done...
the only otehr solution is to make upper level packs worth much more crafting xp. As i see it, at the medic level, the power of the heals balanced nicely with the charges of the heal and heal values allowing us to basically craft just enuff packs that we would maintain balance with the xp gained in the other trees...
but as we move on to upper packs and more experiment points, the power of our packs expontential increase while the crafting xp generated by the upper packs only increased arithmatically. For those of u that say huh what does that mean...
Basically when we master medic, the power of our packs and thus the rate we get med xp have increased more than the extra crafting xp we get for making harder and harder packs.
Hence we begin that at master medic and beyond, stim D has many more charges and much more heal values then A, B and C. Thus we find that we dont have to craft as many packs to do the same amount of healing as we did before...thus we have to grind (which i would define as making items not for the specific reasons of consumption or sales, but just to maximize the amount of crafting xp we can generate in a period of time.)
please...
balancing? comeon, fixing this will balance what excatly? I hit level 4 in all skills at the same time, sorry to hear you dident. If i had crafted my way to master level first i would have been behind on my other skills, some do it one way, some another, some think its fun, most dont. you will play this game formonths and months after making master crafter, do you really think you willfeel the same way about this in a couple of weeks? more likely youll be moaning about not having the resources to make advanced components after all that oh-so-hard grinding up the skill tree, having to wait for 3 weeks for a crappy overall quality Fiberplast_yavin to show up, only to learn it wont be accepted in your schematic. Alternatively youll be posting here how poisons dont work and the CM profession is all screwed up, in all your infinite knowledge and experience from not being able to slay 5 rancors with an AOE-health-poison-A you made from OQ 12radioactives and failed experiment components.
you stillfeel this is an overall important balancing issue?
Flukeskyjacker got it right, get to work! be happy this game doesent require weeks or months of crafting to get to master level, and while youre crafting, consider the issues that might have some relevance to the future of this profession.
lets see...i just made 30 stim Bs...25 charges 236 heal value...
i got exactly 50 xp for each stim B...
now i heal for say 400 average with a stim b that about 200 xp or so? now 200x25=5k xp
so im officially making 100 times more xp from using a stim b then I am from making a stim B.
(Oh i also grinded 20 revive packs today using advanced BECs and officialy got no xp for any of the packs lol)
Or to put another way; when I trained novice doctor, which was as soon as I could, I had enough crafting exp to train the first level in doctor crafting, which indicates that medic is about right, since it was quicker to level in the medic crafting tree then the 3 other medic trees combined.
However as a doctor I have one of the trees at level 4 and have enough exp to raise another to level 3(I think I am at the exp cap soexp would be more)and am about 3/4 of the way to getting the second level in doctor crafting. Something is wrong with that.
I have a question here. What about those who use factories. I am about to start my CM tree and I was thinking of getting a factory to produces my Stim D's to use and to Sell. Do I get XP for the stims my factory makes or what. Seems like I shouldn't go that route if it doesn't. My goal is CM not merchant. The money would be nice for more resources, but man... keeping up with a factory, harvestors and crap to support a factory that doesn't give xp?
Can someone please clarify?
you will get 5% of the crafting xp what you would if u crafted the stim by hand...
but u have to remain on line and within 1000m of ur factory to get this 5%.
Also the factory makes stims just as u do by hand..i.e. if after u make a stim the tool takes 50s to spit it out, the factory will also produce roughly 1 stim every 50s. hence why it takes close to a day to run a batch of 1000 BECs
i think the way it is designed, it probably would be balanced across the tree:
we start again with Ranged A and go up the crafting and 3 other lines with crafting a bit faster because we again had to craft more per heal just as we did as novice medics.
around box 3 (C types) this evens out and box 4 D types would give the last push on med exp to max out all the other branches.
and there is the flaw, the devs did overlook:
no-one starts over with Ranged A, everyone just heals with normal C/D's until he gets Ranged Cand thus get's behind on the crafting part
-µ-