Architect Archive

Thread: Medium Harvesters

Vyper51
Fri Jul 04, 2003 10:23 pm
#1

Well, just got these and love them. They're big, ya, but one lot and double the output. Love them. Anyone else been selling them yet? I'm trying for about 4 credits per resource, around 16k. I want to ask for more, but I know with the undercutting, it's just not worth it. I'm hoping all the jerks aren't going harvesters first. I know my post on starsider is going to get jumped by people, mainly PA people, trying to gouge me and discredit my prices. I've seen it so many times it's not even funny.


Anyhow, discussion here has more merit. I know these are just harvesters, but you don't let these decay.




Kollkess Brightlance: Krynn Industries: Starsider


Guildmaster =Lords of Krynn=
Master Architect

That master title above my head used to mean something. Now it just means sucker
Entox
Sat Aug 16, 2003 11:17 pm
#2

I made one tonight and now i cannot place it...I was told they require 1 lot but i have 2 lots avalible and i cannot put it down ...what could be wrong ? please help
Ropock
Sat Aug 16, 2003 11:38 pm
#3

whats the error message its giving you? are you getting the overhead screen?


need more info to help you.




Ropock Epock
Master Architect
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ZoroZoroZ
Fri Nov 28, 2003 11:53 am
#4

I'm wondering if the 10 base extract medium mineral/chem/gas extractors are still possible. And what's needed to create them? ie what is the % experimenting needed on the components to get to 10?


Thanks

PhatMadness
Sat Nov 29, 2003 12:05 am
#5

I make rate 10 medium minerals all the time, I have steel with over 950 on all pertinent stats and experiment the light ore unit up to 97% every time, not sure how far below this you can go, but I usually get to 10 with 1 experiment point remaining.


Kegel Titrelac


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ChunkOfCheddar
Sat Nov 29, 2003 4:26 pm
#6

For the light ore (or harvesting mech or fluidic drilling pump or whatever) you need to get it to rate 4. I think that only takes like 85% on effectiveness. I know it's pretty easy.


On the final combine, you need to get the effectiveness to 90%+, which is possible with good materials and all great successes. With an amazing success, I've had 2 exp points left over to increase hopper size. The 90% cutoff is a guess on my part - I've never had it land on exactly 90%. I know the high 80's is still a 9 and the low 90's is a 10, so 90% seems like the cutoff.

rahbert
Sun Nov 30, 2003 10:59 am
#7

On a couple of occasions, I've tried to use the extra xp points to increase hopper size and get a critical failure and end up with a BER of 9.....so I just create the prototype as soon as I hit a BER of 10


Fokker9202
Thu Apr 01, 2004 4:19 am
#8

Could someone please tell me what attributes of the materials affect the BER of Harvesters? I know that you need something than just high OQ, becuase my materials are all well over 900 OQ, but the highest BER i have been able to get is 8. What other things directly affect the BER?


Thanks,


--Fokker
Bandola
Thu Apr 01, 2004 4:38 am
#9

see here


http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=45954


and here


http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=44120





__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Trambo
Thu Apr 01, 2004 4:59 am
#10


Quick answer is look for high HR, SR and UT (most important) not OQ. Mall will also increase the hopper size. Use Lub oil for all chemical.


Hope this helps.



Message Edited by Trambo on 04-01-2004 03:59 AM



============= Sir'Dawin Kain ============

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================= TIG =================

raefgenocide
Thu Apr 01, 2004 9:35 am
#11

HR. SR, and UT for some reason you get the best ber when you use metals high in those stats and chem withNONE of those stats probly a bug.



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DarthCedric
Thu Apr 01, 2004 10:09 pm
#12



raefgenocide wrote:
HR. SR, and UT for some reason you get the best ber when you use metals high in those stats and chem with NONE of those stats probly a bug.





Nope, not a bug. That's crafting.

Take an Advanced Liquid Suspension, a med component. Needs 6 units of Dantooine Berry Fruit and 6 units of Talus Water, experimentation power based on 50% OQ and 50% PE. The berries have OQ and PE, so both those stats count, thus really good shifts will be highly sought after and the price goes through the roof. Talus water however only has OQ and DR. Since DR is not called out in the schematic, it doesnt matter what it is. Thus, its alot easier to keep good stock on this resource.

Case in point, a recent shift on my server had Talus water of OQ 980 DR 300, followed by one with OQ 965 and DR 966. Guess which one is better for docs?



Darqyeti
Master Chef
Master Pistoleer

MadACR
Fri Apr 02, 2004 1:20 am
#13






raefgenocide wrote:
HR. SR, and UT for some reason you get the best ber when you use metals high in those stats and chem withNONE of those stats probly a bug.






The chemical thing actually is part of the game mechanics. The crafting system only counts the materials that have the stats towards the maximum value. That is why you can make better ber harvesters with lub oil, rather than fiber or polymer. I believe the devs actually changed the crafting system to this for weapon smiths, and armor smiths, who had some very unruley schematics.
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