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Posted: Thu Jul 10, 2003 12:41 am
by Terras Kasi
Combat Medics get Ranged and Group healing as Docotors get revive these are the best "perks" of the careers there may be other cant remmeber but yea... so u guys decide who is who revive btw is it revives ur corpse to living....

Posted: Thu Jul 10, 2003 9:37 am
by Eat_More_Goats
Well I looked over what it takes to make the higher level meds ...FACTORY made objects, planet specific resources, tons of other wierd shit.Sorry but I thought combat medic was going to be combatant and medic, not 1/10th in the figth and 9/10ths tending harvesters and fucking factories. At master medic I can heal for over 700 health/action at times with easy to make stims (by comparison). All I need is for people to not run around like chickens with thier heads cut off while I'm trying to heal. Besides, this is MMO 101. When you're fighting, the only 1 who should be away from the group is the puller, so I fail to see how ranged heals will be an issue anyway.So at master medic I can heal you up almost to full (on "bad" heals 1/3-1/2), as long as your mind is fine there is nothing we shouldn't be able to take when we get up there in skills.So I'll be what I want to be ...a COMBAT MEDIC. Part medic and part combatant. Not 9/10ths business man, 1/20th medic and 1/20th fighter. I'll be 1/3 medic and 2/3rds fighter.The best news: Since I'm done with medic XP I don't have to grind out the medical profession anymore going through stims like water. Resources won't be as much of a pain and instead of devoting days and days to medical process I can devote my time to combat, with making stims on the side. Yaay! I get to play the game finally!

Posted: Thu Jul 10, 2003 3:37 pm
by HobarNintendo
Btw if you run while something is attacking you...you dont got as good accuracy.

Posted: Thu Jul 10, 2003 4:54 pm
by Ewik_Fain
Unless you are a Pistoleer. They specialize in running cirlces around mobs.

Posted: Thu Jul 10, 2003 6:33 pm
by Eat_More_Goats
Running around mobs is fine and dandy when you're solo. When you're in a group effort running around can lead to TPW (total party wipeout). I have seen it myself at times when grouping with 6+ of us when someone decides to go on a little marathon and brought back with em 2 or 3 more different kinds of creatures. This isn't even a rare occurance, this is 9 times out of 10.Again, this is MMO 101. If you're not the puller, stay put. Running around can, will, and does bring adds.

Posted: Thu Jul 10, 2003 10:18 pm
by TacoBell
Hey Goats whats up with Stimpacks-B. They are a bitch to make and they don't even work that well. Should I just stick to stimpacks-A? I am gonna go for combat medic then.

Posted: Fri Jul 11, 2003 10:26 pm
by Eat_More_Goats
Stim Cs is where the fun begins and ends. The difficulty just becomes insane for making meds.When you start makin stim Cs you get to sit down at the chemical crafting station ...and you'll get to expirement.Don't forget that pharmacology increases the healing power. You'll need that skill. And when you're master medic (which will happen a lot faster than you think) those stim Cs with enough expirementing can do 700+ healing a shot. Though critical failure stims (for expirementing) will do anywhere from 150-450.Stim Bs I'm not sure. I know that stim Cs "official" heals can be from 115-301. So far the highest mine have gotten were 260. But that's without all the skill adjustments you get.

Posted: Mon Jul 14, 2003 3:33 am
by TacoBell
Yea Stim-Bs are based on 12 Metal12 Organic1 Liquid Thing1 Chemcial Thing1 Bio Thing'That last three are componets that you have to me ceperatly. So Stim-Bs are bul so I just use A's for now.