Medic Archive

Thread: Medcine Use 6-29, whats the point?

MasterNerfSlayer
Mon Nov 15, 2004 3:38 pm
#1

Stim B was there but it was changed in beta then never changed back. Expect it to be revamped in the Combat Upgrade/




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CanyonVR
Mon Nov 15, 2004 4:51 pm
#2

It would be nice if Stim-C's were dropped into this level...


Then, maybe without experimentation, these would sell a little better on the open market!!!

Krosc
Tue Nov 16, 2004 1:24 am
#3

Why do they have all those indermediate medicine use levels while going through Pharm? Seems that anything that isnt medicine use 5 is over 30. So whats the point of getting a little at each level of Pharm? They could jsut give you +25 at Pharm 4 and it would be the same.


Are there meds I am not thinking about that have use 15-20?



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Kryxal
Tue Nov 16, 2004 11:42 am
#4


It would make a LOT of sense to move the wound pack-Bs up some too ... and it wouldn't cause the outcry that stim-Bs likely would.

Message Edited by Kryxal on 11-16-2004 10:42 AM



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UTech
Tue Nov 23, 2004 9:30 am
#5

I tried experimenting Stim-C's down to med use 20, and I could --once therethough they ended up the same power as my stim-B's (about 420), andthey would be almosttwice the price for the consumerbecause of additional components, without any additional healing benefit.



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Skurr
Wed Jan 05, 2005 11:35 am
#6

Kryxal
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"It would make a LOT of sense to move the wound pack-Bs up some too ... and it wouldn't cause the outcry that stim-Bs likely would.
Message Edited by Kryxal on 11-16-2004 10:42 AM"

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I personlly think moving the med use for stim B's over 30 is a great idea. That alone would make Medic a viable profession by nerfing the novice med dabblers. I would suggest moving b's up to Pharm 3.



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Marzuk147
Tue Jan 11, 2005 1:32 am
#7

I agree that current med use levels make no sense. Hopefully the revamp does docs some good in this department, and high level woundpacks become something that actually have a purpose.
Pahdbacca
Tue Jan 11, 2005 10:30 am
#8





Pahdbacca wrote:



Stim Bs were lowerd to med use 5 in beta because in the medic crafting line, once you gained the ability to craft a stim, you lost the ability to craft the stims below it.


Medics were becoming gated because they would take Organic I before they learned Pharm I. Then they could only use stim As but could only craft stim Bs. The devs had to make stim Bs usable at novice for a quick fix. They later got rid of the 'lose the lower stim schematic' rule, but never switched stim Bs back to requiring Pharm I.





Same thing with wound pack Bs, etc.



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