Scout Archive

Thread: OMG! I am such a noob (but I have a few questions)

Ranxacka
Fri Jul 18, 2003 9:11 am
#1

Boy is it tough going from a game where you know just about everything to a game where you know nothing! Now I'm one of the Noobs I used to talk about in a previous game. Actually, I think I'm getting the hang of the game play. Controls were a little "different" and not a big fan of the downtime associated with crafting but overall I'm loving it so far.


I'm playing a scout. As a subset of that I've chosen the marksman profession for the pistol skills and I have chosen the medic profession for healing and to reduce downtime. My questions are as follows (and mostly related to the medic side more than anything else - I've figured out most of the scout business)


1.) Crafting (General)- I keep reading about Experimentation but I am not getting this option at all. I have a general crafting tool and I'm assuming I probably need to get a different type of crafting tool before I can do experimentation. If this is correct, what's it called and where do I get it from?


2.) Experimentation - Referencing question 1. When and if I figure this out, is it even worth it to experiment on Camps/Tramps that I craft?


3.) Crafting (Med Items) - Action health packs, can't figure out how to make those. Have made plent of Stimpack A's though.


4.) Healing - What's the difference between /Tend and /Heal. When I do a /Heal I get a error msg that I don't have medicine (if I am remembering this right).


5.) Healing (Stimpacks) - When I use them direct from my inventory they work fine. If I use them on the toolbar they don't work.



Thanks!





~~~~~~~~~~~~~~
Jealousy leads to Fear. Trolling leads to Anger. Flaming leads to Hate. Nerfs lead to suffering.
HolyElvis
Fri Jul 18, 2003 10:28 am
#2

Here's my shot:



  1. Experimentation comes with the Engineering line of skills under Artisan. I just got Tinkering last night, so haven't tried using it on traps. Usually experimentation is used on armor or weapons, to increase (if successful) their stats.

  2. I don't know whether it works or not. Will try it tonight, though!

  3. Your ability to craft higher-level health packs increases with one of the Medic skills (not sure which one - Diagnostics?)

  4. I believe Heal requires medicine (crafted items, like stimpacks), while Tend is done without them. Tend is generally less effective (read: slower) than Heal.

  5. When in the toolbar, they try to Heal your active target. I don't think I've found a workaround, but if you have stimpacks, I think you can /heal self and it will use them.




Bothek Osskss the Funky Transdoshan (Ahazi)
Jack of All Trades, Master of ONE
Master Scout | Marksman (0/0/4/3) | Medic (1/0/0/3)
Artisan (4/3/0/4) | Entertainer (0/0/1/1) | Carbineer (1/0/1/1)
Creature Handler (1/1/0/0)
Darev
Fri Jul 18, 2003 11:01 am
#3

Assuming that you have the default controls, you can use ctrl+1 to select yourself and then just press the corresponding button on your toolbar to activate the stimpack. You need to have an active target for it to work, whether it be on yourself or someone else.


Darev


[Lowca]

Ranxacka
Fri Jul 18, 2003 11:32 am
#4

Thanks for the info. Still somewhat unclear on the experimentation peace though. To experiment in general, do you need to pursue a skillset from the Artisan profession or do you need to get a different crafting tool than the general tool or both?



~~~~~~~~~~~~~~
Jealousy leads to Fear. Trolling leads to Anger. Flaming leads to Hate. Nerfs lead to suffering.
WatchingOne
Fri Jul 18, 2003 11:36 am
#5

1. Have to use a weapon and armor crafting tool - forget the exact name, but you can't get experimentation options under the general crafting tool. You will also need to be near one of the public/private crafting tools found in towns/guildhalls, etc.

2. Not from my experience. Once you're able to experiment, you'll be able to see the specific areas you can experiment on. I seem to recall one of them being durability (talk about a waste!) and another similarly useless experimentation option...

3. As per the earlier poster, have to progress through the medical ranks for higher healing packs. Much similar to our trap system.

4. Tends can be done at any time, though at a significant hit to your pool... Heal uses medicine for a more effective and less harmful benefit.

5. I haven't had much trouble with this... The previous poster may have hit the nail on the head with the active target vs. passive target thing.
FastEddie
Fri Jul 18, 2003 5:29 pm
#6

In regards to experimentation - a couple of things are needed to get an experimentation phase during crafting. You have to be using the specific tool not a general crafting one and you need to be near a crafting station of the appropriate type (some droids count as well). So if you are making traps you need a weapon/droid/general item crafting tool, making bone armor you'll need the clothing and armor tool etc. The amount of experimentation points you get will depend on the artisan skills you have. Not sure if this was suppose to be the case for scouts crafting traps and such but it's how it's working. Also note that you'll get general crafting experience for traps you make (though stimpacks still give you medical crafting experience). The experimentation points do different things for different items. Increased durability for traps seems to give me more uses out of them - i.e. producing stacks of 8 instead of 5.



Some of the medical abilities require med packs and some of them don't. The tend wound does not for example. I believe te problem you're seeing with using an item out of your pack versus off the quick slot is one of targeting. Out of your pack I think the target defaults to you. Of the quick slot I think you have to have a valid target. Try the quick slot after pressing CTRL+1 (this will target yourself).

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