Doctor Archive
Thread: Bugged Resuscitation Kits, Random healing mods when unloading from a crate
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Inkanissen
Thu Jan 06, 2005 7:30 am
#1
I made a nice schematic for some Res Kits, took me almost 30 tries (had high mind/health heal on the schematic). But when I unloaded the first one from my crate it had completely different mods.
The six mods, pool heal for health/action/mind, and wound heal for health/action/mind are all set on Assembly, only charges and med use can be experimented on.
This could explain why I have heard stories of varying xp for Reviving players, each pack has its own xp level based on those (random) mods.
Hope they fix this bug soon so that it actually makes sense to make a good schematic!!!
The six mods, pool heal for health/action/mind, and wound heal for health/action/mind are all set on Assembly, only charges and med use can be experimented on.
This could explain why I have heard stories of varying xp for Reviving players, each pack has its own xp level based on those (random) mods.
Hope they fix this bug soon so that it actually makes sense to make a good schematic!!!
Marrow1
Thu Jan 06, 2005 8:26 am
#2
Inkanissen wrote:
I made a nice schematic for some Res Kits, took me almost 30 tries (had high mind/health heal on the schematic). But when I unloaded the first one from my crate it had completely different mods.
The six mods, pool heal for health/action/mind, and wound heal for health/action/mind are all set on Assembly, only charges and med use can be experimented on.
This could explain why I have heard stories of varying xp for Reviving players, each pack has its own xp level based on those (random) mods.
Hope they fix this bug soon so that it actually makes sense to make a good schematic!!!
To my knowledge this has been this way since the dawn of time so dont expect any fix any time soon.
vortexala
Thu Jan 06, 2005 10:20 am
#3
Marrow1 wrote:
To my knowledge this has been this way since the dawn of time so dont expect any fix any time soon.
Yep 
DoctorGriggs
Thu Jan 06, 2005 12:04 pm
#4
Heh I remember way back in July 2003 if you used rez kit on someone that was alive it could incap them hahaha. That was pretty bad
Nimhnoid
Thu Jan 06, 2005 12:26 pm
#5
vortexala wrote:
Marrow1 wrote:
To my knowledge this has been this way since the dawn of time so dont expect any fix any time soon.
Yep
This is why you use crap resources and components to make them. All you need is charges. Everything else is just a waist of good resources and time.
DoctorGriggs
Thu Jan 06, 2005 12:32 pm
#6
Nimhnoid wrote:
vortexala wrote:
Marrow1 wrote:
To my knowledge this has been this way since the dawn of time so dont expect any fix any time soon.YepThis is why you use crap resources and components to make them. All you need is charges. Everything else is just a waist of good resources and time.
Exactly - only advanced component I use in them is ABEC's - everything else is run of the mill stuff.
Inkanissen
Fri Jan 07, 2005 5:41 pm
#7
Ok, call me slow. 
I do remember that once they doubled as woundpacks so I could heal mind wounds with them also (but never heard about that incap thing). Just a bit resource intensive in the early days of the game to use them for that.
I do remember that once they doubled as woundpacks so I could heal mind wounds with them also (but never heard about that incap thing). Just a bit resource intensive in the early days of the game to use them for that.
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