Medic Archive

Thread: Pharmacology 2 and 3

Klipshack
Mon Mar 22, 2004 10:23 pm
#1

I don't see much use in the levels 2 and 3 of pharmacology. The stuff as a medic I have made are all either just 5 or 30+. Is there anything between 6-29?


When selling back points for medic, keeping pharmacology 4 is a rough decision. If you get rid of it, you can go all the way back down to 1.


Anyway, I am just confused about it.
Revedon
Mon Mar 22, 2004 11:44 pm
#2

most the stim c;s i use i have to have pharm 3



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~Revedon Malik~

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TwilightScout
Tue Mar 23, 2004 7:30 am
#3

Stimpack C's can be made to be med use 30. Mine come out at 30 at assembly.

Pharmacology 1 and 2 though are pretty much useless, realistically.
TXAG2006
Sun Mar 28, 2004 11:40 pm
#4

to answer your question simply...no. I don't agree with it. Anyone can use Stim B's and it shouldn't be that way. People should have to invest some time to use the second level of stims. I mean there has to be a ton of investment to use C's why not a little more time for stim B's?



Zalym Biscayn
Level 90 Medic
Role Player Starsider


Zalyn Biscayn Level 90 Elder Jedi Starsider


More proud to have earned Master Ranger than to be an Elder Jedi
Pahdbacca
Mon Mar 29, 2004 7:41 am
#5


.................Uphill, both ways, before vehicles and CMs had terrain negotiation...............................


Way back in beta there was a design flaw in medic. It used to be once you got a small stimpack schematic, you could not make stims or a lower powered schematic (i.e. if you got the Stim B schem, you could no longer make stim As). At this time, Stim Bs had a med use greater than 5 (don't remember what it was off hand.)


There were a large group of medics training in Organic 1 and losing the ability to make stim As....problem was, they had not trained Pharm 1. Because if this, they could only make meds that they did not have the ability to use.....and needed meds to use to get the exp needed to increase their Parmacology tree. To put it mildly, medics were a little upset.


The best fix at the time was to change the Stim B med use req to 5 so you could use it without training pharm. Eventually medics gained the ability to use all stim schems that they had in their datapads....but the Stim B med use req was never returned to it's previous value.


So, to answer you...yes, at one thime there were stims (and probably woundpack Bs) that were inteded to only be able to be used with players having Pharm I or II. Every couple of months or so there is a little push to raises the med use req of the stim Bs....but there is a large vocal group consisting of Docs that sell stim Bs and medics without pharmacology training that say it should stay. I don't recall ever hearing the Devs comment on this (but that doesn't mean that they didn't.)


Message Edited by Pahdbacca on 03-29-2004 09:43 AM



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
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TwilightScout
Mon Mar 29, 2004 8:58 am
#6

Easy there grandpa!
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