Medic Archive
Thread: Just looking for a well explained answer
I mastered medic, am working towards CM and I've heard conflicting stories about what I can and can't do as far as stimpacks go. WhatI need now is just a concise explanation of these questions about them:
1. Can I or can I not use stimpack D's? E's?
2. If a factory is necessary, what do I look for in a factory? where do i put it? do i need a house?
3. will the factory require upkeep? an explanation of the steps i need to take to produce, please.
4. is it even necessary to go after stimpack E's?
Thank you in advance, I know I'll receive good answers from the good minds of these boards
Oh, one more thing, off the subject. I really don't understand the difference between /tendwound and just clicking the button on the toolbar. is there one?
With the recent changes regarding creatures, it is unclear whether Medic Stim packs will be usable on animals in the long term (being replaced with a bio engineer animal stim pack).
If you are not a Doctor however, you prolly don't have sufficient "medicine use" skill to use the bigger stims. Check that attribute on any stims before purchasing them and compare it to the value that is listed in the Ctrl-S window.
Factory Crate items are required for the larger stims, namely crates of Biological Effect Controllers. These can be bought from reputable medical supply dealers. If you want to manufacture your own, you will need a factory.
You must pay a maintenance on all buildings, including factories. This maintenance is used whether the factory is running or not, so it must be constantly maintained. You could prolly get away with placing the factory, using it run off a couple hundred components, and then reclaim the deed when you are done.
The differences between StimA through Eare thehigher packs have a higher base heal value, and a more charges per pack. This means that you will be able to heal at a higher level more consistently (as you almost never heal below the base value).
The highest Pack E minimum heal value I have ever created is 810. This is with quality material, but no Advanced components. This means that I will almost always heal over 810 per charge used.
As for /tendwound. There is no difference between pressing the toolbar icon and typing /tendwound in the chat box. In fact, the icon is simply a hard coded macro for the word "/tendwound". You can see this from the tooltip that appears if you move the mouse over the icon.
Hope that helps ya out.
exkido wrote:
I mastered medic, am working towards CM and I've heard conflicting stories about what I can and can't do as far as stimpacks go. WhatI need now is just a concise explanation of these questions about them:
1. Can I or can I not use stimpack D's? E's?
2. If a factory is necessary, what do I look for in a factory? where do i put it? do i need a house?
3. will the factory require upkeep? an explanation of the steps i need to take to produce, please.
4. is it even necessary to go after stimpack E's?
1. Yes u can use stim D and E at master medic. you just cant make stim E at master medic...D is 43 med use and E is 48 med use.
2. No u dont need a factory. U can buy crates of factory components if u want to make Ds. If u do buy one u need a food factory (its acutally a food/chem but listed as food) no u dont need a house. but u will need a personal crafting terminal for Ds. U placea factory like anyother building.
3. yes the factory does require upkeep in terms of money and also energy to power it. making parts in factory is a bit complex but basically u make a schematic load it to the factory put the items taht the packs needs and run it...this is the bare basics and its actually more complex and would take a while to explain so if u want one email me ehre and ill explain it to u personal.
4. no its not neccassary..if u dont want to dont...I like Es tho they are fun...when buffs are fixed Es will be the stim of choice to heal buffed players...but u can get back with any level pack you want...