Combat Medic Archive
Thread: CM Experiment/Assemble v. Medic Experiment/Assemble
I'm sure this is an old topic, but I think it's one that still needs to be addressed.
I'm a combat medic, like most of us whom post and read topics on this forum. However, the logic of the devs regarding Combat Medicine Experimentation/Assemble Mod versus Medicine Experimentation/Assemble Mod escapes me a bit. I understand the need for a seperate Mod for making combat medic supplies, ie ranged stims. But what about the basic components that go into making our poisons, deiseases and ranged stims? These components, ie Advanced Resilience Compond & Liquid Suspenion, are crafted using the regular Medical Experimentation Mod. Why? Because we gain access to the schematics when we're Medics. But that means that unless we choose the Doctor & Combat Medic professions we can't craft better components than a Doctor can. This doesn't make sense to me. As a Combat Medic I think either we should get some regular medical mods (Assemble & Experimentation) when we level in Combat Medic, or have our Combat Medic Mods count towards certain components when crafting them, ie Resilience Compound, Infection Amplifier & Dispersal Mechanism. After all I'm still a Medic, but with more experience crafting than a Master Medic. Shouldn't I learn how to craft these basic components better over time?
Am I way off base here or what?