Medic Archive

Thread: Stim's and their effectiveness (Stim B vs. C)

Kiera_Zan
Tue Sep 09, 2003 7:42 am
#1

I understand that with high experimentation and I'm assuming advanced components that this is why I'm seeing Stim B's healing for 300+ as a base. I see people advertising it all over my home servers board. I'm sure alot of you are also using this from what I've just seen on this board.


I am a CM working my way up to Master and this is beginning to bug me. Currently I am crafting, by hand, my own Stim C's using Advanced components. The most I get out of these for a base heal is 400+. Of course when I use them they heal for upwards of 900++.


Is it just me or does anyone else think the high base on Stim B's are making Stim C's worthless? I haven't actually used one of the B'smyself. I do understand why people are making them, because you only need the 5 pts of use.


Shouldn't this be fixed? Should the usage be higher and/or should the base heal be brought in line? Perhaps do they need to think about just how much variance there is in using Stims?


If someone could also help me understand why currently or perhaps in the future why I shouldgo through the trouble of making or buying Stim D's?


Ranged stuff is completely different, but I'll worry about them when I can use them more effectively.(And they improve the animation for throwing. *ugh*)


I just want some insightful feedback on this.




Kiera Zan
Kiera Zan Enterprises
Gun for Hire, Combat Medic, Doctor
Coronet, Correllia

http://swg.allakhazam.com/db/userinfo.html?char_id=15251
Pecos
Tue Sep 09, 2003 7:59 am
#2

I do think the Stimpack stuff needs to be looked at.


You almost don't need anything but Novice Medic. Mycombat character is a 0000 novice medic and can heal for up to about 550 with the stim-B's my doctor character makes.


The only reason to even use something like a Stim-E is to heal pets, and they aren't worth any XP.


I'm almost afraid to bring it up though. SOE (Verant) has a long history of taking the easy fix. Given a choice between an awesome fix that will take a month to implement or an crappy fix that they can code up in about 10 minutes, they will always take the crappy fix. So their solution to this problem would be something like making Stim's all require higher medicine use, which would blow away our stimpack businesses because half the people suddenly won't be able to use anything but Stim-A's, which suck.


The better solution would be another pass at balancing. Maybe do a general lowering of the low end stims to present a more linear progression from A to B to Advanced B to Advanced C, etc.


But that would actually require a couple hours of study to figure out. Upping the medicine use would take 5 minutes and therefore that it all they would do.


Marzuk147
Tue Sep 09, 2003 8:15 am
#3

I agree - there should be at least an added 10 points per adv component to med useage.

I can make stim Bs that are 25/370 pretty easy with good stuff and just 1 adv component, and it pretty much invalidates the entire healing class out in the feild.

Solo people dont want us - we chew into their mission payout.

Grouped people generally prefer a pet over us.

Grouped people who DO want us, want us only because they can abuse us like a stim dispenser, and not have to worry about paying for anything.

As a master doc, it kind of sickens me that honestly there is almost no use for anything beyond wound B's and stim B's, except for in certain conditions.
muran
Thu Sep 11, 2003 5:00 am
#4

Personally I think that the med use should definately be increased on B's


I don't see why 15 points should buy you that much healing. It devalues the medic profession as a whole if healing is that easy to get.


As far as needing it to be low to sell them, people would buy stim A's instead. They aren't as good in combat, or even much useto be honest, but people wil always want to lower their downtime





Alarain Sherill - Tyrena, Corellia - Eclipse
CKilla
Thu Sep 11, 2003 6:14 am
#5

Stim-b's are making doctors unwanted? Huh?


They will always need dr's (and their experiment points) to make the truely good b's.


They will always need us for buffs and res's.


They will need us for our advanced wound treatments--unless they enjoy sitting around using their a/b level wound kits.


I don't know where you guys are getting this unwanted feeling. I've never had trouble finding a group and I've found myself more in demand when I put my "Master Doctor" title on

Ekul-nah
Thu Sep 11, 2003 7:11 pm
#6

I know everyone will probibly hate me for saying this but IMHO they should nerf back the dmg healing of A-C. Then make A's useable by anyone and make B the default med of a medic. Yes I know if some wasys it devalues the medic class but its very unrealist. Any moron can jiuce themselves with a hypospray. However only a medic / doctor can do so with more advanced meds without killing the person. If stim A's were says 40 instead of 70-80 and the B's were 80-100 the C's were 140-160 on up Being a medic would mean something but also ppl like me who don't want to use the points could seatle for the crappy stims A's without havieng to pay 15 credits to get the same thing you get for 50+.


Its hard to explian what I mean. I think the biggest probelm is the high degree of variation. I mean one sec i get 50 the next i get 135. Shouldn't that extreem. Bleh anyway. I gues what I'ms aying is like this.


The default char whould be able to use pet stim A's and stim a's and maybeeven wound A's and all this stuff should be dumbed down like CDEF's. Then CH's can use pet stim b's etc etc. Medics can use stim b's etc etc. Just like a marksman can use better weapons as skill progresses.

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