Combat Medic Archive
Thread: What to Experiment when making Advanced Components
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drjeckyl
Tue Apr 27, 2004 8:32 pm
#1
1. Is there a post for what to put your experiment points into when making advanced components for combat medic or a quick explanation available?
2. What can you do to help increase your crafting besides the quality of your ingredients (helpful clothing or attachments, food etc).
I want to make sure to put the rightkind of experimentation to create the best poison/disease packs with maximum range. The ones I am making are not coming close to some of the posts I have seen here and I want to be as affective as I can.
Thanks for your help.
Yang Shu-Jin
Master Rifleman/Master Combat Medic
Scylla server
drjeckyl
Tue Apr 27, 2004 8:33 pm
#2
1. Is there a post for what to put your experiment points into when making advanced components for combat medic or a quick explanation available?
2. What can you do to help increase your crafting besides the quality of your ingredients (helpful clothing or attachments, food etc).
I want to make sure to put the rightkind of experimentation to create the best poison/disease packs with maximum range. The ones I am making are not coming close to some of the posts I have seen here and I want to be as affective as I can.
Thanks for your help.
Yang Shu-Jin
Master Rifleman/Master Combat Medic
Scylla server
Morganite
Tue Apr 27, 2004 10:45 pm
#3
drjeckyl wrote:
1. Is there a post for what to put your experiment points into when making advanced components for combat medic or a quick explanation available?
It is fairly simple, for ARC's you get potency and duration (duration is worthless for pvp imo), bump potency over 50 at a minimum, then put the rest of the exp points into whatever you wish. For AiA's are yourt effectiveness, you dont need my help, there is only 1 place to exp on these... ADM's... these are the tricky one's, These cover range, charges and AoE, I generally looked at the quality of my materials, and determined where I could get the best effect in my experimentation. Shoot for anything over 20/15/8 for your ADM's, and you will be fine.
2. What can you do to help increase your crafting besides the quality of your ingredients (helpful clothing or attachments, food etc). Chef's can make your bespin port, which gives you a better chance of an amazing sucess, there is also a food for assembly of your products, but the name escapes me presently. You can get combat medic assembly, which helps your chances of not failing in assembly, and also getting an amazing sucess. You can also get combat medic experimentation tapes. Every 10 points of experimentation tapes will give you an extra experimentation point, for a maximum of 2 extra points (+20) you can also craft in player cities that are research center's for extra bonuses to assembly/experimentation chances of amazing sucesses. Get a better crafting tool/station, although there are no hard fact's to say they help anything other then not criticially failing during assembly...
I want to make sure to put the rightkind of experimentation to create the best poison/disease packs with maximum range. The ones I am making are not coming close to some of the posts I have seen here and I want to be as affective as I can.
It really depends what you want from your med's. Typically the people that post here are using fire spider venom from the Geo caveto enhance their effectiveness to super-high level's. I had/have 11 experimentation points instead of 10, and am +25 assembly for combat med's. Before we get into how to experiment, you have to take into account the quality of resources you posess. Ahazi for example has had some awesome CM resources spawn in the last 6 months, bloodfin for example might not have the same quality resources, so therefore ahazi's combat med's will be better by default, no matter the crafter. Look for resources with high oq/pe/dr/cd/ut. Obviously the best situation would be if you had >900 in all those stat's in the resources you are using, but that generally isnt the case. Learn what stat's on resources affect what in the final product. when you choose to make a area c mind poison for example, in the crafting stage where you choose to make that, along the lower right side there is a breakdown of what stats in the resources used will affect the med's you are making. OQ66%/PE33% I believe covers effectiveness, so the higher those stats in your resources, the better that category will be. DR66%/CD33% covers range I believe (working from memory here), so if you have resources with low DR, and a non ferrous with low CD (only place CD can affect the final combine is the non ferrous), you will have awful range. Learn to mix and match your resources to find the combinations that give you the med you desire. Don't think the CM's posting there stat's here get that in the first try. Try different materials, only keep schmetics that have only had great sucesses in experimentation. 1 Last tip, get non ferrous with good oq/cd/dr/ut(importance in that order), many combat medics use great non ferrous metal to cover up deficencies in their other resources, you should do this as well. It is generally much easier to find great non ferrous metal then it is to find great radioactive, great liquid petrochem fuel, etc...
Hope that helps..
Thanks for your help.
Yang Shu-Jin
Master Rifleman/Master Combat Medic
Scylla server
drjeckyl
Wed Apr 28, 2004 8:47 pm
#4
Thanks for the tips. Will try to put those ideas to work and create some better poison/disease packs.
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