Combat Medic Archive
Thread: Am I the only one to recognize that the change frm 13 to 3 should have been a change from 13 to 1?
CDRM A, B, C, D all require 1 CDRM.
So from D to E is jumps from 1 to 3?
Look at the schematics. The progression is all wrong and honestly with advanced components, I don't think it would make sense to use an E with the recent change anyway.
We are so happy to have any attention at all that we will take a fix, even if it is incorrect.
13 was wrong, 3 was not the appropriate adjustment.
Noticed this as well. The CDRM requirement for the normal (non-ranged) stims is 1 all the way up the line, just as it seems to be with our ranged stims...up until the E's, apparently. To me, this looked like an obvious typo error. Assuming the code reads from a database, the value right below the CDRM for ranged E's is 3 (liquid suspensions, I think). The guy typing the info into the database initially probably put 1 in the CDRM blank, then forgot to hit tab before typing that 3... just speculating, of course
Does seem pretty obvious that it ought to be 1 CDRM...happy to have it not be 13 anymore, but we probably ought to have them look into this as well, for what it's worth.
Tolen
Becuase, I'm keeping my tail WAY back from everything and I only have to worry about healingone 8,000+HAM pet.
That's why I can't wait to make a rack of ranged Stim-E's.
That is just like why do non-AE poisons and diseases require Dispersal Mechanisms and Area Effect Stims don't? But this progression you are talking about doesn't suprise me in the least look at all the schematic bugs that we have had, and I am sure we weren't the only crafting profession with them. ![]()