Combat Medic Archive
Thread: Ranged Vs. Regular Stimpacks
the reason why ur normal stims are worse then your CM stims are because u are still pretty low...
remember normal stims as based on medic skills
but with CM u start all over...
when u get higher levels of CM ranged stims will be the same if not more effective then normal stims and AOE stims will make ur normal stims look like a joke
CM is one of the hardest classes to dabble in since you get zero payout for ur new skills set...only commando with thier 3 lines of heavyweapons and BH with LLC can even understand the pain of having to start over with skills
Exactly Ellen.
I've stated before CM crafting doesn't get REALLY good till master. But as an elite profession it shouldn't. If you stick with CM you'll get into the groove and find that regular stims are just a massive pain in the a*s*s.
I no longer use regular stims, for any range. I have 3 slots dedicated to ranged healing stims on my toolbar.
- Ranged Stim B's- these are for any single PC that needs a patch heal.... including myself
- Ranged Stim D's (E's are currently too costly for the output they give)- these are my creature healers for BIG mob take downs.
- AoE Stim C's- Now that they are fixed and I am using them regularly I wonder how I made it as far as a I did without them. They are a Godsend and heal enough for creature healing as well. If your MT needs a heal and your party is running low on their HAMs from mashing their specials. No need to prioritize who to heal first, just huck an AoE stim at a centralized person and BLAMMO!! All your bases are covered. Just don't chuck an AE heal at yourself..... for some reason the AE doesn't go off.
Every one of my stims are heavily experamented on. A good idea might be to have a doctor friend experament the crap out of the BEC's, LS's, and CRDM's........ regardless of if they are advanced or not a doctor can make a schematic for you from your materials that will blow the ones you can craft away. Doctors seem to have a knack for medical experimentation and CM's have a knack at combat medicine experimentation.
Just use that knowledge to make yourself the best support/offensive/deffensive player you can be. The tools to be incredible are there....... you just need to learn who can do what and "think outside the bun".
The way it works for me, is healing myself, or others, if they are within 6 meters, it automatically uses a normal stim. If they are further out than that, then a ranged stim is pulled from my inventory. I haven't had to differentiate. You get medical exp no matter which one you use.
I found ranged stim a's to be cool, but didn't heal for much. They really only bought me time to get close enough to use a normal stim.
The problem I have now, however, is how to differentiate between a ranged stim, and a ranged AOE stim. Anyone have any assistance with this? Right now I'm just putting stims on my hotkey bar, but this can get awkward mid-battle. I have to say I LOVE AOE stims. They rule. I haven't quite figured out the range on them yet, but I am having a hell of a good time with them.
Just to avoid all the problems the game seems to have with the /healdamage command, I put a regular stim d and a ranged stim on my hot bar. I hit the key according to what I need to use. I've found using this method I can use ranged stims on myself if I should be out of regular stims with no trouble at all.
Mule wrote:
I guess you're right, but I'm having real problems with space on the toolbar right now, just trying to slim it down. Putting all the Marksman/Carbineer shots and macros along with Medical Macros as well as a few scout macros always leaves me wanting another row.
I have 2 rows. You can get used to it
I put area effects on second row and main effects/attacks on first row. I only take up 3 spots for my meds (main single poison/ranged heal/regular heal). Everything else is pretty much attacks and burst run.
Try something like that.