Architect Archive
Thread: BER 14 Heavies ? This is a joke SOE !
Bandola wrote:Not a rumor, see Pawlin's post above, pictorial evidence.
Undergrid wrote:
BER 11 Mediums (rumor),
Oops, didn't see that..
Not true. I have no skill tapes and was able to make both BER 11's and BER 14's. On the BER 11's you need to get 100% on the mining unit and then 100% on the final as well. To get it on the mining unit you just need one amazing success if you are experimenting 2 at a time. On the final product you need an amazing success going three at a time.
It's not easy. I worked this all night and managed to get schematics for BER 14 heavy flora and min as well as BER 11 Min. I'd go for the rest but am too tired. I should be able to survive with these. I don't think this will kill the market for BER 13's or BER 10's. Only a few archs are going to have made any of these schematics. There will be a huge price difference between the 14's and the 13's so a lot of people will still opt for the 13's.
I actually like the changes they made and the challenge of making these schematics. Too bad this patch isn't going to stick.
Cuttle44 wrote:
I actually like the changes they made and the challenge of making these schematics. Too bad this patch isn't going to stick.
Bandola wrote:
Cuttle44 wrote:I actually like the changes they made and the challenge of making these schematics. Too bad this patch isn't going to stick.
I would be happy for the patch to stick, at least that keeps it a level paying field, right now if they pull the patch then they have created haves and have nots, except that the have nots are really never will haves. They are compounding the error by pulling this patch after they published. At least if it stays the have nots will have the opportunity to become haves later on. (if that all makes sense.)
Yes, it does make sense, and is exaclty the point. I dont know if Chimara has ever had high enough quality resources to make BER14/BER11, but if it does, those with stores of said resources now have a cornered market. Those of us, like myself, that don't have any resources of high enough quality right now will never ever be able to make these higher quality items (weapons, armor etc are all included in this). Theres no possiblilty of this happening, even if a good enough resource spawns in the future.
SOE should never have pushed this patch with the experementation modifications in it if they were not intending to keep them. I wonder if they are considering removing any high quality schematics (read BER14 heavies, BER 11 mediums, armor with 90% effectiveness etc) that were made in the period of time between publish 7 and the hotfix..
It should of been left as it was.
We finally get what we ask for, and they take it away owing to "we got asked to do it by the customer".
Oh well, what a wonderful economy we are going to have now
.
I was able to make 100% mining modules, and produce schematics for a ber 14 mineral and ber 14 flora. But i'll only be able to make a small quantity as they consume so many high level resources.
Right now i've got very mixxed feelings about the temp exp thing, on one hand its given some masters a unique ability that not all others have, granting their work a touch of individuality. On the other hand, its gone the next day and everyone will be wanting to get BER 14s which won't be available and will cause more grumbling among customers.
Then again it could be like the ber 28 fusion fiasco of a few months ago, those fusions are still around but not sold very often and usually reserved for those who horded them.
G
Meplorium wrote:
Here is the deal, it takes 11 points of exp to get the BER 14s and 12 points of exp to get the BER 11s. If you don't have the skill tapes, you don't make these harvesters. You might might get one of these with a couple amazing successes, but even then an extra exp points goes further than two amazings.
That fact is why this crafting publish is wrong. Either you have top resources AND skill tapes, or you are SOL.
Sorry but you are not correct.
I have the craftors apron (+5 Exp), a +5 Bandolear and +3 Boots for a total of +13 Exp which gives me one more exp point. I was able to make 100% LOMU's, OMU's, Harvesting Mechs (Both), and Fluidatic Pumps (Both) with just 11 points. I was also able to make 11ber medium water and mineral, and 14 ber heavy minerals. With two amazing successes, I also once had 1 point left for the hopper, which of course crited on me and droped my harvester back to 13. (Bah!)
I used the following materials for the units:
- Amecauim Steel UT: 945, SR: 969, HR:989
- Liquid Petrochemicals. (Forget which one)
- Ofik Low Grade Ore (Stats unavialbe on SWGCraft.com)
(So this disprooves the theory that you need 1000/1000/1000 to achieve max rate as well)
I did try to get 15BER fusions but couldn't manage an amazing success on the initial roll, which I believe would be required to even come close to achieving this.
I ended the day with schematics for:
+15.00 crafting tools (all 4 of them)
+100% OMU
+100% TFDPU
BER14 Heavy Mineral
BER14 Heavy Chemical
I had a crafter's apron which probably didn't help, since I don't have any other pluses. I had only 10 experimentation points. I went to a city with Research Center. I used +15.00 tools with a crafting droid.
For the harvesters and their components I had steel that calculated out ((2*UT)+HR+SR)/4) at 979, so it was very good but NOT 990 territory. I had to get 2-3 "amazings" (1 point at a time) to hit these.
As others have pointed out, there is a real limit to how many harvesters I'll be able to make. I have enough of the raw resources (steel, ore, chemical, gas) to make a huge number, but I'll be limited by the generator turbines and small storage modules. I used existing stock for those. Obviously the first thing I'm going to do is to grab every resource / component / resource for componet that funnel into those two harvesters and tuck them away in a vault someplace, so I don't use them for ANY other purpose. I'll calculate how many I can make, and then make them in very limited runs.
My guess is that I'll probably be capable of making less than 100 total of those two harvesters.
Tunturi wrote:
I keep hearing about Medium BER 11's and Heavy BER 14's, but i've yet to see one. Until I actually see one, I think this is just a fairy tale.
I have materials with all 900's stats in Heat, Shock and Toughness and i still can't get above BER 10 on mediums and BER 13 on heavys.
i cant either...
i think the trick is to have UT around 970...
but these people also have tapes and are crafting in cities with exp bonuses....
they also appear to be getting a lot of amazing successes....
basically i built about 50 harvestors a month ago..my focus the past month has been on making gen turbines...so this change caught me off guard.
even if they dont rmove the patch, those of us who dont have the steel are screwed until a spawn