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And I think acid grenade is worth the trouble.
It depends really. The ultimate goal of that talent tree is to unlock macro dossing as fast as possible so you can either boost your team with chemicals (usually meth for some reason) manufacture medical items faster and lastly deal extra damage using acid grenade underwater. And do something about those extra alien blood and calcium and cheap chemicals for Cyanide and Chloral Hydrate.
ingredient for endocrine booster also available in shops when you reach latter biome and you can sell them for 1k+
You can choose all three eventually. But going that route for acid syringe is not a good idea.
Whoever would sell a permanent buff? Selling price is also not 1k, it's 420 marks base, up to 462 depending on the store. Gonna get a little more than that due to reputation and talents, but probably not 1k without several captains.
I know the endocrine booster is great but other than that I fail to see why you would ever apply a combat buff to yourself instead of just taking another shot/hit.
I know there are better options like Hardened Diving Knives etc out there, but I've always been fond of dual wielding those things and just poisoning things with them. I mean, I'll probably be focusing on other things as a Medical Officer than knifin' around, but I'm curious if it works with the Morbusine effect from slashing stuff.
I've never really dabbled with poisons of any type except knocking NPCs out with that chloral stuff and maybe, just maybe (it could never be proved and wouldn't stand up in court) sticking a friend with a cyanide shot once, so I don't actually know how effective poisons are against stuff, really.
The buffs then last a while. Up to 10min for vigor/haste.
It's not all about just duration. Look at the actual effects. It says "stimulant", but it's actually hypermedicine with no drawbacks and added stun resistance to boot.
The actual problem with Chemist tree isn't about effectiveness of poisons, acids or buffs. It's about materials; everything uses sulphurite.
Just be aware that the clowns inside beacon station usually use stimulant and APS, not to forget the GrandJester himself is a medic. Those stun resistance actually useful since dev remove stun resistant orders from captain talent tree.
Edit: Pilfering also good option
If i remember correctly all stimulants apply its own buff on char when used and this buff decreases at a rate of 1/sec. For comparison Hyperactivity and Vigor lasts 420 seconds(7 mins), after being applied(via Methamphetamine and Anabolic Steroids) with this talent tree buff duration buffs they will last 10 minutes, and Combat Stimulant(75 seconds base) will last 100(max duration), also the combat stimulant(-2 all damage, bleeding, bloodloss on all limbs per second, -2 chem withdrawal per second which enables you to use huge amount of opiates after injection if needed) is the only thing that make this tree interesting for me along with Endocrine Boosters. Im a medic with 300 hours always picking Xenologist tree and never played others, its time to make choice))