Medic Archive
Thread: STIM B'S need more skill!
Sorry if this is an old topic...
If it isn't, that's sad too..
It's ridiculous that a novice medic can use stim B's.
That's it, enough said.
Yes, they should be raised to a med use of 15, that will put them at a more appropriate level. It is kind of odd that anyone can heal themselves fully (unbuffed) with novice skills.
/agree. None medics (I don't count those that just have novice) healing nearly as well as master Medics = a pile of pants.
Moy
This was one of my big Medic hobbyhorses in beta, actually (along with resource collection problems, no xp for soloing medics and a bunch of stuff that was actually fixed). I've changed my mind on it now. Does it make any sense? No, none at all. But it does provide a serious revenue stream for Medic/Doctor crafters. People would not pay for Stim-As, even well crafted ones, but well-crafted Stim-Bs are a hot commodity.
More of a problem is Creature Stims, which have no requirements whatsoever. Several of my loyal clients have recently stopped buying Stim-Bs from me since they rarely take damage and instead can use Creature Stims to take care of their pets and sell back their Basic Medic skill. This doesn't have a huge effect on me since I'm also a BE and sell Creature Stims, but I think the fact that they went out of their way to let CHs use Stims without Medic while others don't have to should be on a lot of medic lists.
They still need a higher skill requirement.
Some of you have stated that they are good for business as a commodity.
Well, that market would just have to shift to stim A's, OK so you need to hit yourself with a couple of A's to match one hit from a B, but then, hey, we will sell more A's, right?
The ease of use from B's has essentially eliminated the need for C's regarding players at least.
If you think I'm wrong about C's, well, I'll tell you I have never used one or bought one or needed one.
I agree with Flint. Old or new topic, Why bother to even have A's if anyone can use B's?
I can't use a blaster without gaining weapon skills, why shouldn't the same be true for stims?
As just a plain Novice Medic, my Stim B's healed from 100-250 max.
Now I am 4,4,4,0 I can sometimes get as high as the mid 600s with the exact same stims as they are coming out of a crate.
Do you want to take a market away from the people who sell stims? A's suck plain and simple. Do not forget that people are giving up 16 points to get the NM cert.
I would not have bought those crates of stims if they were A's.
As far as I am concerned the A's are simply there to make it easy to grind Organic Chem since it only has 2 components.
Did you ever use a Stim-A? I never have. Not even when the game started and NOBODY sold B's in a crate.
fantoq wrote:
I can't use a blaster without gaining weapon skills, why shouldn't the same be true for stims?
Yes, you can use a blaster. Most new characters start with one. It's called a CDEF. And you don't need ANY training in Marksman to use it.
But, y'see, the thing about Stims is that you NEED Novice Medic in order to use any of them due to the fact they are all linked to the /healdamage command which granted at Novice Medic.
What should be done? Several possibilites have been discussed. One is making the Stim-A a CDEF variant and allowing anyone to use it without having to train Novice Medic. That way if they want to use the really good Stim-Bs they would HAVE to get Novice Medic. It might open a stim market to low-end medics who can sell their Stim-As...but who knows.
I, personally, have not used a Stim-A since the days of Beta2...