Combat Medic Archive

Thread: CM Experimentation

JerMoo
Fri Feb 27, 2004 9:12 pm
#1

hello, I am wondering what you guys do for experimentation. What is the most effective thing to experiment..Effectiveness, Potency, Uses? I assume potency is the one, but I have seen some very devistating poisons/diseases and mine don't seem to compare. What should i focus on? I try to keep my resources in the 700-900 stat range. What would you guys suggest to make an effective product?


Thx
Gnuut
Fri Feb 27, 2004 10:14 pm
#2

Charges - Increase Range and charges


Ease of Use - Increase Potency and lowers Level of Use


Effectiveness - Increases damage and in AEs increases the area afected





Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

JerMoo
Fri Feb 27, 2004 11:06 pm
#3

cool so damage come from effectiveness?
Gnuut
Fri Feb 27, 2004 11:07 pm
#4

yes



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

CMMaster
Fri Feb 27, 2004 11:07 pm
#5






JerMoo wrote:

cool so damage come from effectiveness?






Yes and how powerful your AIA effects the base effectiveness a lot.



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

JerMoo
Sat Feb 28, 2004 8:34 am
#6

So whats a good AIA stat to have, and a good effectiveness on the end product to have?


Thx guys for your help thus far.


ImpKleaner
Sat Feb 28, 2004 9:32 am
#7



Use Advanced Resources. Dont even waste your time with the regular stuff.


Get your potency at least to 85 before you start experimention on other things (charges,effectivness). A powerfull posions/disease is useless if people resist it often.





---------------------------------------------------------------------
Proud Member of DARK Legion
Kleaner - Combat Medic / Doctor
Kleanex - Master Politican - Mayor of DARK City
CMMaster
Sat Feb 28, 2004 12:01 pm
#8

AIAs 40 and above are pretty good, lots of new spawns on the servers lately though, and I am getting them up to 56



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

Chickenlad
Sat Feb 28, 2004 4:10 pm
#9

How about ARCs? I made a few different schematics, and it seemed that potency was better to experiment on n the ARC, and then experiment on effectiveness in the final combine.

Which would you use?


ARC1 - 47pot - 131 dur

ARC2 - 65pot - 93 dur

ARC3 - 73pot - 79 dur

ARC4 - 77pot- 74 dur


Max values for my resources are 77 potency and 131 duration. I can't max them both though

Thanks for the guidance.
Morganite
Sat Feb 28, 2004 11:57 pm
#10

I personally would use ARC2 in the example given.. I use around 110 or so potency, could probably use down to 90 and not have any real issues with to many people resisting, but I like over 100 just to be safe..



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Chickenlad
Sun Feb 29, 2004 12:01 am
#11

Thanks...right after I posted I got a 57 Pot/111 Dur schematic which I decided to go with.



Hooray for research centers!


york532
Sat Mar 27, 2004 9:18 am
#12

Ive found some CM exp. tapes and im wondering how many extra points i can have. Anyone now?






Retired

Teras Kasi Master - Master Swordsman - Master Brawler - 0-0-4-0 Medic

JudasTyberius
Sat Mar 27, 2004 12:09 pm
#13

You can USE a maximum of +25, getting you a total of 12 exp points.



Ledo Valasio - Master Bounty Huh?
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