Combat Medic Archive

Thread: Question for seasoned combat medics...

Mikeb1113
Tue Sep 23, 2003 10:57 pm
#1

I recently earned the toxicologist and expert combat medic titles.


I made up some ranged stim D's and noticed that I could only healfrom about 15 m or so away.


I hit Intermediate ranged healing distance, saw that my combat healing range when up +25, and thought I could heal at 40m (15 + 25 = 40).


That wasn't the case... now i can only make ranged stim D's with ~20m max range (granted, my ingredients aren't the best, but its all i have for now).


Here are my 2 questions:


1) What factors affect ranged stim healing distance?


2) What is the maximum range I can expect to heal at as a MCM?

rhaspede
Tue Sep 23, 2003 11:06 pm
#2

I have found that if I take my ranged healing distance modifier and make it a percentage, then add that percentage to the actual range on the component, I get a pretty accurate idea of the range of that particular component. For example:


A ranged stim C with a range of 20m.


My ranged healing distance modifier is +100.


So, 100% of 20=20.


20+20=40.


So This particular stim will have a range of about 40m give or take 3-5m. And with my ranged B's I heal for 400-550 per charge.

rhaspede
Tue Sep 23, 2003 11:07 pm
#3

Whoops, forgot to answer your other question. My range seems to top out around 40m, but I'm using pretty garbage resources. I've heard of other cm's throwing stuff from 50 to almost 60m.

MycroftTHan
Wed Sep 24, 2003 3:56 am
#4

the few meters difference is a sync thing.
Mraughh
Wed Sep 24, 2003 5:21 am
#5

71m is my personal best. If i remember correctly the experimental charges affects the range, dont quote me on that though since i did a factory batch of my last ranged stims and havent hand crafted any in a while.





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Soah_Sek
Wed Sep 24, 2003 7:25 am
#6

Yeah abuot 60 or so is my best... but had to sacrifice some of the heal rate for it.


I try and keep 2 kinds of the area heals on me...


1 550 heal but about 60m range with a 25m affected area


2 900 heal but only 35m range but 35m or so affected area.




----------
"I'm not explaining it. It's just easier to call you stupid."

Soah Sek
Server: Kauri
Master Gunfighter
Inhocmark
Wed Sep 24, 2003 7:51 am
#7

When you get up in skill the heal rate is OVERRATED. With your Medic Skill a solid 500-600 rated stim should do the trick (save on Pets and Doc Buffed people).


With the +10 Experimentation points I put quite a bit into charges to get the distance on my Ranged heals. (say at least 5).



The only place that I put most of my experimentation points into Potency anymore is the AOE 'C' packs. This widens the range that is effected around the target potentially hitting more people.



It's personal preference.





Khaijin Traj'Malek
Leader- Aftershock Alliance
Alliance City, Rori Lowca
"I do not kill with my gun. He who kills with his gun has forgotten the face of his father; I kill with my heart."
Mikeb1113
Wed Sep 24, 2003 9:20 am
#8

Thanks for the formula, I'll look into that.


I have another question perhaps you seasoned veterans can help me with...


I have yet to make an advanced component for any of my medic/CM packs. I haven't been looking very hard... but from casually looking (perhaps 2 planets each day) I have not yet seen class 2 liquid petro fuel, class 1 radioactive, or either of the reactive gases need to make advanced components for poison. I see fiberplast on Yavin 4 and it is pretty lousy, then i see it on naboo or corellia, and the stats look better...


Onto the actual question...


Does anyone have any advice how advanced components made with low-stat ingredients compare to regular components made with high stats?


... from my experience, Gorath is notorious for holding off on a critical ingredient for weeks, then giving you one type of the resource with bad stats (example: back at the launch of the game, I searched for weeks for dolovite iron for a launcher pistol, and then when it ifnally popped up it had 22 OQ and maybe 100 )conductivity...)

StrayCat1212
Wed Sep 24, 2003 9:51 am
#9

Another couple of stats to look for in your aluminum or non-ferrous metal for your ranged stim is Conductivity and Decay Resistance. These help to minorly increase the range of your stims. The formula for ranged distance is exactly as described above (Base Stim Range) * ((Healing Distance/100)+1). The most important thing for me to keep steady is the Base Range. You start screwing with many different values for the same type of Stim in your pack and you won't know when you have run out of one and moved on to a shorter distance Stim...hence, people will likely die while you scramble to a new range.


As for advanced components for chem warfare, my suggestion is to start stockpiling any that you see now. You never know when the partner of it will appear to allow you to make the component. It seems to me that even with crappy advanced resources, your particular component that you are replacing with an advanced will be about 50% better. I'd say that comparable quality resources will be 100% better in the advanced one than the regular component. And the only way to breach that threshold will be rare drops from creatures.




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inf-badguy
Wed Sep 24, 2003 12:15 pm
#10

Yeah give or take a few metres that formula does seem to be correct although I cant explain why it's not exact (IE bombs with 31 range are 60m, 26 = 49m etc).


Ramping up your experimental charges will increase the range well although you cant really get the good range while mainting decent potency / decent effectiveness until you hit master.




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inity goodguy - ugly purple rodian and heir to the snitch fortune


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