Combat Medic Archive
Thread: Questions about stims.....
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spacemonkey1036
Wed Jul 28, 2004 5:29 pm
#1
I'm a relatively new Master Combat Medic and I am trying to figure out the stims. I've been trying to decide how I want to make the crates of the two types of stims I'll be using most, Area C's and ranged E,s. I have a few questions. First, does BE Clothing that doctors use with injury treatment mods help a combat medic in healing with our ranged stims, or does that come from our combat medic effectiveness mod? Also, how is the range for stims calculated? I've tried to do tests with different ranged stims, but I can't find a common multiple to get the max range on my stims. My last question is at master combat medic, I've been working on my stims and I can't decide how I want them. On one hand, I want the most range I can get. So far I have been able to get 35 range on my area C's and ranged E's. The healing power is 496 on the areas, and 604 on the ranged. I'm unsure if this is enough power. is 496 on an area C with a range of 35 good enough, or should I decrease the range and increase the power?I need to know how the range is calculated and if the BE clothing mods help before I decide how I want them crafted. Thanks in advance for helping me out.
Ofah
jkray8472
Wed Jul 28, 2004 9:15 pm
#2
Not sure if the injury treatment or CM effectiveness mods affect ranged and area stims. Since the range at which they heal is so variable, it will be difficult to determine this.
Try to get a master doctor to craft you fully experimented advanced subcomponents for the stims. This will greatly increase the power of the stimpacks.
As far as the "range" goes...AreaStimpackCs can probably have a much better range than Ranged Stimpack Es, simply b/c the RSEs require Aluminum specifically...whereas ASCs can use any nonferrous metal. It is really easy to find a high OQ/CD copper, for example, while most aluminum has very low CD. The other resources are also very easy to find in high OQ, so as to maximize the range on the area stims.
I think mine turned out to be about 38m range, 800 power. I am a 12-point CM and a 12-point doctor, if that gives you any indication. I rarely use Ranged Stimpack Es b/c of the lack of good aluminum, but I have one crafted to help out CH pets... 
spacemonkey1036
Wed Jul 28, 2004 10:17 pm
#3
I've got my resources and I've also got master doc crafted advanced components. They aren't the greatest, and I don't know any 12 pointers, but they serve my purpose. I really need to know, before I make a factory run of stims, if the injury treatment mods help and how to calculate range. Also, on my areas, is 496 sufficient for almost full heals everytime, or do I need to drop the range a bit and increase power. Any info would be great. And the reason I need ranged as well as area is if there are overts around, and I don't wish to gain a TEF, I wouldn't want to throw an area if I'm not healing the overt. So, has anyone done any tests on the injury treatment mods?
Pahdbacca
Thu Jul 29, 2004 1:25 am
#4
spacemonkey1036 wrote:
I've got my resources and I've also got master doc crafted advanced components. They aren't the greatest, and I don't know any 12 pointers, but they serve my purpose. I really need to know, before I make a factory run of stims, if the injury treatment mods help and how to calculate range.
Doesn't make enough difference that we can tell. Save your money. As for experimentation, make a batch of each, use them both, and see which one you like best.
Also, on my areas, is 496 sufficient for almost full heals everytime, or do I need to drop the range a bit and increase power.
My AoEs are high 800s power, my range Es are 1.2k power. I never experiment into range...30m seems to be all I need.
Any info would be great. And the reason I need ranged as well as area is if there are overts around, and I don't wish to gain a TEF, I wouldn't want to throw an area if I'm not healing the overt. So, has anyone done any tests on the injury treatment mods?
Several people have done tests on the mods...consencus is it doesn't make enough of a difference to bother getting the clothes. Only reason Pip wore BE clothes was for buffing.
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