Medic Archive
Thread: Whats best to make Stim B
Use the best overall quality and potential energy resources you can. If you have the schematics, use only advanced sub components (adv bio controllers, adv liquid suspensions, ext). Those will greatly increase your healing power/charges.
However, to get those advanced components you will have to have harvesters on at least4 planets (lok(wild wheat), tattooine(fiberplast), talus(water), dantooine(berries)) and a supply of herbivoire meat.
Well, I'm feeling inadequate lol.
I have been playing for a few weeks and addedmedic 10 days ago to my scout/marksman. What is the liquidsuspension used for? Is it for a component of stim A or what?
I was wondering how to go about getting a harvester as well? I know these are pretty open questions but I need to start somewhere. Where does an outsider get all the info needed to play this complex game?
Is this forum THE place to find out?
Thanks, Dfnder
Shorhousk'Ova.... Pistoleer wannabe, Novice CH,Medic
Is there a way to change your "in game" name. I need a change lol
For guides, check out http://swg.allakhazam.com/ and www.swgcraft.com
Those are great for finding guides like how to use a harvester and factory. SWGCraft has a database of current resources on each server/planet as well.
For A stims you need organic and inorganic. For anything else you need Biological controllers, liquid suspensions, and chemical release duration mechanisms.
B stims are MUCH more complicated than A stims but B's can go up to 450 heal while A stims will stop at about 90. And the medicine use required for each is the same.
You can open a ticket to change your ingame name but don't count on it. If you aren't too far advanced, delete and start over.
Ask away any questions here and there will be plenty of folks to help.