Combat Medic Archive
Thread: Combat Medic, best experiment process
Actually I just hopped in game here are how mine turn out for Mind C's:
43 Charges
122 Potency
334 Effectiveness
258 Duration
38 Range
56 Use
These aren't spider venom or anything crazy...just made with the best stuff I can locate on the server. Considering I just got MCM about a week ago I think they are pretty good.
Try to get all the potency you need out of your resilience compounds, because duration doesn't matter much.
Infection amplifiers are easy....only one stat.
The dispersal mechanism is the first place where you have to make some choices between range and AOE size. Obviously, the higher the range, the lower the AOE. There's no easy answer, and it doesn't hurt to have sets of poisons with different combos of stats.
Finally, the final combine.Here the choice is between effectiveness and range. My packs that are maxed for effectiveness have about 39m range (78m for a master). I also have sets of single and area packs with 48m range. This comes at a serious cost to the effectiveness and AOE, but again, it's always good to have a combination of packs for tactical reasons.
The tricky part, and one I haven't tried to figure out is optimizing the mixture of stats on the DM and the Final to get the best bang for the buck on the different packs.
Depending on how you feel about certain tactics, I would do the following:
Sniper Packs: Make a set of ADMs with range maxed. Use these to make a set of "sniper" packs with the highest possible range, and obviously use these in all of your single packs where AOE is not an issue.