Combat Medic Archive
Thread: New range of stims, what happened?
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Mild-Breeze-Trooper
Tue Jul 27, 2004 2:17 am
#1
I've been on vacation and haven't been following the forum for a time.
I just wondered if anyone did testing on ranged stims to see how this new range "fix" affects them.
Do they work decently or have Combat Medic just taken another step further from being a medical class in favour of poisoning?
DavidGX
Tue Jul 27, 2004 5:33 am
#2
Mild-Breeze-Trooper wrote:I've been on vacation and haven't been following the forum for a time.I just wondered if anyone did testing on ranged stims to see how this new range "fix" affects them.Do they work decently or have Combat Medic just taken another step further from being a medical class in favour of poisoning?
They fixed the bug that allowed CM stims to be thrown at twice the intended range.
Mild-Breeze-Trooper
Tue Jul 27, 2004 2:51 pm
#3
It's not poison stims I'm concerned about...
Medical stims have a much lower range due to the fact that they have no ranged components and have always been hard pressed to reach ranges above 40 meters. What I was wondering was if any tests have been made to check the effect of the new range supression on area and ranged heals or if the range of those have been negatively impacted as well.
jkray8472
Tue Jul 27, 2004 3:32 pm
#4
They changed actual stimpacks several months ago...may have even been December or January. They had also intended to fix poisons and diseases then, but failed laughably.
This most recent publish fixed the ranges of poisons and diseases. Although there is some disapproval in the CM community, b/c the range difference between novice and master is only 7m now, with the same packs...
Shann0w
Wed Jul 28, 2004 12:18 am
#5
DavidGX wrote:
Mild-Breeze-Trooper wrote:
I've been on vacation and haven't been following the forum for a time.
I just wondered if anyone did testing on ranged stims to see how this new range "fix" affects them.
Do they work decently or have Combat Medic just taken another step further from being a medical class in favour of poisoning?
They fixed the bug that allowed CM stims to be thrown at twice the intended range.
The bug WAS NOT allowing twice the range on the applicator. The bug WAS forgetting the 64m cap. Range was working exactly as advertised. The calculation for CM abilities is:
Stat from pack * (1 + eff/100) = adjusted stat
So instead of fixing their first mistake they compounded it.
Mild-Breeze-Trooper
Wed Jul 28, 2004 12:11 pm
#6
jkray8472 wrote:
They changed actual stimpacks several months ago...may have even been December or January. They had also intended to fix poisons and diseases then, but failed laughably.
This most recent publish fixed the ranges of poisons and diseases. Although there is some disapproval in the CM community, b/c the range difference between novice and master is only 7m now, with the same packs...
Hey... I've only been on vacation two weeks... I was around for the previous stimpack change. ![]()
But, if I'm not entirely out on a limb here the changed that has brought us the new range for poisons and diseases is the implementation of the "Stat from pack * (1 + eff/100) = adjusted stat" formula.
Now this replaces the formula that was used before, where we could reach up to 96 meters if I recall correctly.
Now... am I being a total moron here or shouldn't changing the formula affect both poison stims and medical stims?
Because in case it does, then range of medical stims would be severely reducedI think. Or is tha changeing of the formula specific to poison stims (and diseases) thus letting medicla stims stay at their previous range?
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