Medic Archive
Thread: 20 points...
Page 1 of 1
Shrik
Tue Feb 10, 2004 9:19 am
#1
OK I'm going to be a rifleman/MCH when I grow up, but I'll have 20 points (after novice medic) to put into the medic line. I'm doing this to help out the docs/meics in our group a bit or for those times when medics/docs aren't around. what would you advise to get most out of the heals? I could go 2/2/2/2 or would it be better to make out one line?
Thanks for your input.
Morphe
Tue Feb 10, 2004 12:46 pm
#2
I would suggest that you go 2/2/3/0. If you are only try to help assist other Medics in your group/guild, then you will (or should not) have to make meds. By getting First Aid 2 you would gain the ability to stop bleeding, with diagnostics 2 you could use the drag Incap player, and by getting pharm 3 you will be able to use most Stimp pack C's. These are just my thoughts
Shrik
Wed Feb 11, 2004 10:52 am
#4
I was thinking maybe 3/1/3. This would let me use stim C's and the three in the first line would let me make better heals right?
Deathnight
Tue Feb 17, 2004 11:35 am
#5
Shrik wrote:
I was thinking maybe 3/1/3.
It would be nice to use stim c but theres one flaw, you will be slow on healing, the fasterthe healing the more you get out of it. I use 2/2/2/3 and i can heal 250/250 and do it again in about 15 or so seconds.(using stim b) If i used 3/1/3/# then i woud be able to use stim c but would lose speed in the process. To me speed helps alot, but if you use 3/1/3/# then it depends on how good the stims are.
Shrik
Tue Feb 17, 2004 2:29 pm
#6
Speed isn't as critical as I just act as a last ditch backup... someone is down or low and the medic or doc can't get to them, sometimes I run over and drop a stim on them. I'm looking for more of a one time slam thena rapid healing.
Page 1 of 1