Combat Medic Archive
Thread: Will the crafting changes nerf CM?
I've also wondered if this is also going to ruin the demand for Stim-B's since, if they also become weak, people will be dropping novice medic left and right.
Forgive me if I got any terminology wrong here. Crafting isn't my area of expertise. That's why I'm asking.
could you elaborate a little? not checking the TC server forums and stuff much i have no clue what this is (shame on me for not being informed)
Grozzer
DSB
Master Combat Medic
Hrm.
I'll go on tonight and test, but this sounds like the death of Combat Medics.
We have:
aIA (1 bar)
aDM (2 bar)
aRC (2 bar)
Final combine (3 bars)
Now, with 12 experiment points I can very nearly get maximum from both bars on my 2-bar subcomponents.
The final combine:
3 bars:
1) "effect" = Damage done per tick
2) "use" = Potency, which is whether the poison sticks
3) "charges" = Charges_and_Range.
So whereas now, I really like to spread out the points, getting maximum effect (if I can), and still putting at least 2 into the potency to get it to an optimal (100+) level, while investing any spare into charges (for the increase RANGE).
With this new system, favouring single line, I will have less effective subcomponents, and vastly less effective poisons over all.
:/
In Summary:
Old system favours multi-line crafting
New system favours single-line crafting
So, the new system will mean significant changes to Combat Medic's effectiveness, potency and range. We will be required to invest all our Xp points in effect to get close to our pre-patch maximums, and in doing so we will never have any spare to raise potency or range/charges.
So, yes, effectively, I imagine we will be much reduced.
Zarlor wrote:
At least we can say that every crafting profession is going to be hit by this so it's not like just the medical professions are getting picked on with it, or anything.
Actually I would say that Chefs are probably going to get the worst of it. Oddly it's because of the fact that we have the issue with certain resources not having the required attributes. (Like no combination of Organic + Inorganics will have both PE & UT on BOTH of those resources at the same time. So you ony have to worry about it being on one of them and using it to carry over to the other.)
Many of our subcomponents really are only 1 or 2 bar experimentations and we often concentrate primarily on only one of those bars in many instances, especially on the healing side.
Some of the other crafters, on the other hand, have a bit more complexity and more attributes that they rely on. THe more attributes they have to work with the harder and harder it will now be for them because lower attribute resources will now have a much greater effect in lowering the abilities of the final product than they had before. (The very top end resources won't really make much difference at all to this.)
So I think we are actually getting the better end of the deal as far as most of the crafting professions go in getting slammed by this.
The 5 EP issue.... well one could call it a "dependency" in that if you want the good stuff get a Doc to make it for you anyway, but I actually agree that CMs should be able to experiment their healing components up to 10 as well. In all, though, I think oterh crafters really are going to get hit by this worse than we are.
To reiterate my question about Stim packs. Back before I dropped Novice Medic I used to buy my stims from a CM friend of mine. I seem to recall him saying he had to experiment the medical use level down to a level low enough that a novice medic could use it. Do these changes mean that in order to still do this the effectiveness of the stim, i.e. what it can heal, will be significantly reduced?
Zarlor wrote:Many of our subcomponents really are only 1 or 2 bar experimentations and we often concentrate primarily on only one of those bars in many instances, especially on the healing side.
Advanced CRDM
Advanced LS
Advanced IA
(1 bar)
Advanced BEC
Advanced DM
Advanced RC
Stims
Woundpacks
Statepacks, Revives, Cure Poisons, Cure Diseases
(2 bar)
All buffpacks
All poisons
All diseases
All Area Stims, All Ranged Stims
(3 bar)
I would say that the Combat Medic is particularly hit here by a decreased effectiveness in Multi-line crafting.
Some of the other crafters, on the other hand, have a bit more complexity and more attributes that they rely on.
Such as the Combat Medic reliance on OQ, UT, PE, DR, and CD?
Needing 3 qualities in all our organics, (OQ/PE/DR)
Needing 4 qualities in all our inorganics, (OQ/UT/CD/DR)
To be honest, I would think Combat Medics rank fairly highly in the scale of impact of this change, Zarlor.
Keep in mind too, the comparison of Medical/CM experimentation tendencies:
(3 index buffpack)
Power is all, charges is ignored, med use gets 1 pt if you are making-to-sell.
(3 index poison/disease)
Effect gets a lot, but you *must* Have potency above 90 for the poison to stick, and the third index is RANGE!
One important thing to keep in mind when measuring the "effect" this change will have, is that for Combat Medics our very combat effectiveness is written on the side of our packs. While the other combat classes do need a "good gun" to be effective, no class is as dependant on our crafting as we are.