Architect Archive

Thread: NERFED! Crafting Heavies! DEVs FIX THIS FINALLY!

BoberFett
Mon Apr 05, 2004 8:13 am
#14

The difference between BER12 and BER13 is that people will pay full price for a 13, and not anywhere near that for a 12. If they're only for personal use then no there isn't a big difference. For a long time I used my botched harvs that came out as BER12 because I could live with a point here and there, but would rather sell the ones that came out as BER13.
ZenDragonMLS
Mon Apr 05, 2004 8:40 am
#15

The issue with CFs isn't with the inital assembly, because as you say, it's just annoying.

The issue is CFs *while experimenting* - a single CF typically makes sure you aren't going to hit BER13.

You have to deep-discount BER12s to sell them, so a single CF while experimenting can cost you 10-40K in profits.



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Shagrocks
Mon Apr 05, 2004 10:45 am
#16

I use Oil for the chemical to hit rate 13 on all my harvesters...I've been Master Architect for..well since the start.

Sorry I posted this on a different tread :/
Pawlin
Mon Apr 05, 2004 1:00 pm
#17






Quiksilver273 wrote:

Just got into architect and pretty much have been able to hit ~95% on the OMU's, is this typically good enough to hit BER-13 Levels?







Yes. I think 90% or above can get you a BER13. Its a combination of your mining component % and the final combine %. I think if they average out to 90% then that will be about enough to get BER13.





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Neilla
Mon Apr 05, 2004 4:06 pm
#18



Cybst0rm wrote:
First off, I am a Master Architect trying to upgrade my fleet of Medium BER10s to BER13 Heavies. So I gather up some supplies and set to work... I have a brand new +43 station I pulled from a crate this morning and 2 brand new +14 tools I pulled from a crate and I even ate some food to improve my combines. I am using resources with 900+ scores for efficiency and could care less about storage. Here is what happened...
First Heavy Harvestor- Great success on the combine. Good success on efficiency. Ended up with a BER12
Second Heavy Harvestor- Great success on the combine. A success on efficiency. Ended up BER10 and destroyed it
Third Heavy Harvestor- Great success on the combine. Another good success on effieciency. Ended up BER12
Out of the 20 times I have tried to make a heavy harvestor, I have only created 1 or 2 BER13s. It isn't my equipment and it isn't my resources. What the heck is going on? Considering the amounts of resources needed to make just one, I am hesitent to try and craft more heavies. And I refuse to "experiment" so SOE are finally catch a clue while I waste precious resources. Can someone tell me **edit** is going on?





Reading carefully, his problem is that he's getting 'success' and 'good success' on experimentation. Basically, you can't reach 13 without 'great' success or better. I'm not sure what would be causing this.

How are you experimenting? I generally experiment with 7 points on the first attempt. On a Amazing success, that will get me to BER-13, and I'll have a few points left over for the hopper. If I only get a 'great', I'll put the 8th point into a second experiment and that generally gets me to 13.

If you're experimenting 1-2 points at a time, this might be the problem.

Are you working in a research city? Research city improve the number of 'great' and 'amazing' results you get. That might also help.

As a note, I've got +15 experimentation from some tapes plus an apron. That gives me 11 experimentation points... but I'm not sure if it affects the proportion of 'great' and 'amazing' results I get.

Other than that, I'm not sure what the problem might be.



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Rikilii
Mon Apr 05, 2004 5:09 pm
#19

Make sure you max out the experimenation on the mining unit, even if you hit rate 6 without using all your points.


Also, if you succeed in making a 13, suck it up and make a schematic....it'll save you a ton of headaches in the long run.





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raefgenocide
Tue Apr 06, 2004 12:06 am
#20

Try using a chemical with NO UT stat for some reason chem with UT stats give poorer results than chem with no UT stats



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Quiksilver273
Tue Apr 06, 2004 12:51 am
#21

Just got into architect and pretty much have been able to hit ~95% on the OMU's, is this typically good enough to hit BER-13 Levels?



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Dark Legion
Anubios
Tue Apr 06, 2004 1:38 am
#22



Master_Mavric wrote:

Anubios wrote:
One other wierd factor I'd take in to acct.

If you need to craft by hand.. and get a buch of failures on 2-3 harvesters.. quit crafting that night and go off a beat on to animals, or log for a hour and then come back and try again.. I could be component's or resources but if it isn't and you still getting a bad run.. just leave it it.

It's bad to craft when the crit failure demons are about

I dont see why yall make such a big deal outa criticial failures. When I get one I just click the assemble button again and it gose. lol I dont even have to reload the resources. Maybe I have a client side bug that makes my life easyer. Ill tell you this though, Im not goting to reload to test the idea. But if this is the case with the rest of you I dont see what the deal is. I can have three or four in a row and never lose a unit of resource or a component. This is not the case with any of my standered crafting tools however just my structure crafting tools.






Heh.. I think you've misunderstood what I was saying.

What I was refering to is crit failures while experimenting, which in return reduces the overall BER rating of the harvester your crafting..

I personally only want max ber for what I craft everything else is very hard to sell and could therefore be a waste of materials.



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Phetro
Fri Apr 09, 2004 11:09 am
#23






Quiksilver273 wrote:

Just got into architect and pretty much have been able to hit ~95% on the OMU's, is this typically good enough to hit BER-13 Levels?






95% is high enough for BER 13s. My current schematic is a 93% OMU, and it's making 13 BER heavies with a few experimentation points to spare for hopper size--the harvester itself hits 13 BER around 87-89% experimentation.



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Curxcha
Sun Apr 11, 2004 1:13 pm
#24

You need great success when you experiment first time on BER. Anything less you get BER 12 on heavys. simple as that. You said you got good success and success. That aint good enough to get BER 13.



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GonzoThomas
Mon Apr 12, 2004 5:48 am
#25

Don't know if you are doing this or not, but only experiment a few points at a time. In other words if you are using all the right resources you get a full bar of, I believe, 10 boxes. Click the first 4, get a "Great Success" or better, then the next 4, and so on. If I use the max points the first time I have about a 50/50 shot of getting a "great success" or better.



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MistakenIdent
Mon Apr 12, 2004 7:36 am
#26

In order to reach BER13's you must get your effectiveness % to 80%+ (I think the low point is about 84%).


So to reach that your starting % needs to be around 26-28% and haveat least8 exp points. (Great Success gives 7% per point, amazing 8%, good=6% [not sure on that one since I only get CF's Great or Amazing).


I usually start out at 28-29% with my current resources. 954UT/987SR/948HT steel, comparable ore, lube ore and 97% OMU's (I have a schematic for 100% omu's that I haven't run yet). I will always get to BER 13 with at least 3 points for the hopper (having 11 points usually, sometimes I get 12 if my inventory isn't too full to unequip my backpack).


Anyway,

84-28=56 points needed.

56/7=8 exp points/great successes or better.


If you are only doing 2 combines, at 5 points each lets say, and you only get one great and one success, then you will never be able to reach the 13 barrier.


So now the real question that no one has asked, how many exp points do you have? and how many (asked many times) are you using per combine.

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