Combat Medic Archive
Thread: Combat Throw from 86m at 350 a tick
I Also Think That Single Poisons/disease's Should Be Able To Be Thrown At A Larger Distance Then CM. But The Area Poisons/disease's At Only A Short Distance, Maybe 40 Meters, This Is Because Of The Of The Area Effect It Has.
And they aren't on TC so be prepared that thing won't work after the next publish
MrHappypants wrote:
This Is A Screenshot Of Me Getting Hit From A Buddy At 86 Meters, With A Mind Disease. I Had Food With 20% Resistance To Poison/disease, Plus +10 In The Robe I'm Wearing To Disease. This Disease Then Ticked For 340 Wounds. From This Range, A Disease Should Not Be That Powerfull. CM Should Not Be That Powerfull At All, At Any Range. With The Proper Loots, I Think It Should, But Not With Standard Materials.
I Also Think That Single Poisons/disease's Should Be Able To Be Thrown At A Larger Distance Then CM. But The Area Poisons/disease's At Only A Short Distance, Maybe 40 Meters, This Is Because Of The Of The Area Effect It Has.
Your screenshot doesn't show the damage from the wounds taken or any proof that this is from an AE disease. The stats I would imagine on something like this are: 170 EFF, 43 RNG, 39 AE, 40+ USES, 94ish CMU
To get that kind of power you would need to experiment the effectiveness by at least10-11 points with very high end materials, not standard. I'm talking high OQ, PE and even DR to get a full 11-12 points into it. As it is, not many CMs have the ability to utilize a full 12 points when crafting their meds.
To get that kind of range you would need exceptional non-ferrous with high OQ and CD, obviously copper. You would also need an ADM with very high stats which requires exceptional Yavin Fplast and Liq Petro 2. Liq Petro 2 is one of those elusive rare resources CMs have to hunt for.
To even break 100 base effectiveness on an AE disease the Infection Amplifier would have to have about 80-115 power. This suggests either the use of Geo Spider Venom or very high end materials used to make Advanced Infection Amps.
In summary, I have no doubt your friend made a disease of this calibre. But I have to call BS on your statement that this was made with standard materials.
Gnuut wrote:
MrHappypants wrote:
This Is A Screenshot Of Me Getting Hit From A Buddy At 86 Meters, With A Mind Disease. I Had Food With 20% Resistance To Poison/disease, Plus +10 In The Robe I'm Wearing To Disease. This Disease Then Ticked For 340 Wounds. From This Range, A Disease Should Not Be That Powerfull. CM Should Not Be That Powerfull At All, At Any Range. With The Proper Loots, I Think It Should, But Not With Standard Materials.
I Also Think That Single Poisons/disease's Should Be Able To Be Thrown At A Larger Distance Then CM. But The Area Poisons/disease's At Only A Short Distance, Maybe 40 Meters, This Is Because Of The Of The Area Effect It Has.
Your screenshot doesn't show the damage from the wounds taken or any proof that this is from an AE disease. The stats I would imagine on something like this are: 170 EFF, 43 RNG, 39 AE, 40+ USES, 94ish CMU
To get that kind of power you would need to experiment the effectiveness by at least10-11 points with very high end materials, not standard. I'm talking high OQ, PE and even DR to get a full 11-12 points into it. As it is, not many CMs have the ability to utilize a full 12 points when crafting their meds.
To get that kind of range you would need exceptional non-ferrous with high OQ and CD, obviously copper. You would also need an ADM with very high stats which requires exceptional Yavin Fplast and Liq Petro 2. Liq Petro 2 is one of those elusive rare resources CMs have to hunt for.
To even break 100 base effectiveness on an AE disease the Infection Amplifier would have to have about 80-115 power. This suggests either the use of Geo Spider Venom or very high end materials used to make Advanced Infection Amps.
In summary, I have no doubt your friend made a disease of this calibre. But I have to call BS on your statement that this was made with standard materials.
Agreed, 150 effectiveness on a disease right off makes my think looted components. I havent ever seen a crafted AIA in the 75-100 range. I am not saying that is impossible, but highly unlikely. If that indeed is a hand crafted disease made with all crafted components, I would love to see the stats on these adv subcomponents, and the OQ/CD/DR on the non-ferrous. I believe you could have found radioactive andinsect meatwith high enough OQ/PE/DR to make those numbers theoretically possible with crafted subcomponents, hell, we all have stuff that good. Where we all loose out is almost every combat medic has at least 1 component for adv components that has crappy stats. Even if all the items have high oq, they generally lack seriously in 1 stat. I would think you would need a non-ferrous with >970 oq/cd/dr to make those stats possible in a final combine... The range is the dead giveaway, if you had said 70 meters, the smart combat medics would believe it was possible with non-looted components. With 12 exp points, you can always put at least 8 into effectiveness, and you get a super-low return on diseases for exp points as compared to poisons...
This looks like a disease made with crappy stuff, other then the +90 venom and ADM's...
Basically, what I said, and what Gnuut is saying, we are calling horse-hockey on the whole "made with standard materials" aspect of this post. I dont like Geo-loot either, it is lame. I spent a lot of time and credits acquiring all the materials needed to make advanced components and the 2 extra experimentation points, and they give some loot drop a holo-grinding fewl can use to make better stuff on day 1 of his hitting master combat medic, then I can after 2 months of buying and hoarding top-quality resources for the same task. This is why I say teh dev's must want us to be able to do everything we do now, and possibly even more. They seem to make it easier and easier for cm's to make overpowering stuff, which cries sometimes legitimately for nerf's. I refuse to use geoloot for this very reason, it will lead to our demise.
Message Edited by Morganite on 03-11-2004 01:21 AM
I'm a rifleman and we were told that anything over 64m is impossible due to limitations of the platform and whatever, and that CM's being able to throw poison that far is just a bug.
Is this wrong then, or can a CM consistently throw this far?
(absolutely not calling for nerfs in any way, just curious)
SmoothOperator wrote:
I don't mean to be a troll (I was looking for something else and noticed the range question)
I'm a rifleman and we were told that anything over 64m is impossible due to limitations of the platform and whatever, and that CM's being able to throw poison that far is just a bug.
Is this wrong then, or can a CM consistently throw this far?
(absolutely not calling for nerfs in any way, just curious)
We are not supposed to but it can be done using the right components and the right technique. It is part bug part exploit though and they are suppoesed to be working on removing it and capping range at 64m. (How they will manage that without seriously nerfing range on thrown meds will be intresting to see, since we don't get ranged subcomponents for our tosstims)
Schiller wrote:
The platform can handle the range. See turrets. They can shoot at 100+ meters. The devs are just to lazy. I think there should nothing be that could hit for longer range then a rifle. No matter bug or area effect.
Just for clarification. Do you mean that you don't want us to be able to throw 64 meters and then have splash damage beyond this distance?