Architect Archive

Thread: Hmm BER 13 Heavies now 12???

MasterRulon
Fri Nov 21, 2003 2:10 am
#1

Yup, I had 16 heavies in my pack all of which were 13's but 2. Now I've got 6 that are heavies.... Something happened after the patch that changed them back to 12's!!!



Anyone else expiereince this?



Also on expierimentation I've notice it seems to be quite a freakin bit harder to hit 13. The ability to get amazing and great success has dropped, and units that require turbo fluidic pumps need to hit over 85% exp, with a 98%, BER 6,exp pump! I've changed nothing in my crafting.



I made 5 heavy chems today... 1 - 13, 2- 12, and 2 FREAKIN 11's!!! lol This is using all the same ingredients station I used two days ago and got 7 outa 10 13's and two 12's. The amazing and great success are not coming as often as they used too. Getting more moderates, and crits....



I've heard similar reports from others in my guild. Anyone else seeing a pattern here with this?




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SummerDream
Fri Nov 21, 2003 3:59 am
#2

as of 2 days ago i was unable to get more than 12 on heavy minerals ..
that with ore mining units at 95% and filling up totally the efficency line in the final combine :/




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ZamOceanjogger
Fri Nov 21, 2003 5:51 am
#3

You need to take great care in what resources you use in the final build. Majority of <900 in SR, HR and UT will restrict you to BER 12s even with high ore units.


I'm fast running out of my uber steel I need and making 13's is gonna be very tough shortly


I actually found the number ofexperiment fails etc drop after last nights patch (it was a lot higher before that and made for some VERY frustrating times !).





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Destryr
Fri Nov 21, 2003 7:14 am
#4

mmm glad someone has posted this...immediately after the patch i did a run of ore mining units ..experimented to 94% ber 6, on the final combine i could hit more often than not ber 13 with 1 exp point to spare..as of 2 days ago when i started making harvies again ber 13's are extremely hard to make using exactly the same materials..crit fails on final experimentation have gone sky high leaving me with a few ber 11 harvies...more often than not though ber 12 harvies.



If this was brought in by ad was designed to do just this, the devs need to be ashamed..ber 10 medium harvies still seem very easy to make with the resources i use...no one is going to buy ber 11 heavies when for 1 less extraction point and a lot less money they can have a medium.


im sincerely hoping ive just hit a bad streak.




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MasterRulon
Fri Nov 21, 2003 9:15 am
#5

Zam all my stuff has actually been higher than 950. So, that's what I'm saying. A couple days ago I could easily get 11 on the initial combine and easily exp andget 13. As a matter of fact I could hit 13 and still have 2 boxes/points left most of them time. Nothing has changed every exact same item going to schematic and build. Same tools and stations etc...



Anyone else?




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SummerDream
Fri Nov 21, 2003 11:40 am
#6

at this point, for sure mediums 10 are better than heavys 11 .. not sure of heavys 12 ..

Seems to be that they made mediums even too good compared to heavys, not well balanced imho.




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Griswel
Sat Nov 22, 2003 7:49 am
#7

I hope they fix this. I have been using the same 13 schematic for days, but I am about to run out of turbines (still a run of 50 heavy minerals means the schematic was well worth the rpice).


I don't need 12s, people expect 13s.

SummerDream
Sat Nov 22, 2003 10:34 am
#8

what kind of metal/steel you are using for the final combine to obtain 13 ?

because using as metal some steel that's above 900 in all 3 stats, i get 13 too
but with turbines 95% and using for final combine steel that's 898, 848 and 851 no way to get more than 12.

Just curios, is it a must to have metal with all 3 above 900 to get 13 ?




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AxZul
Sat Nov 22, 2003 11:52 am
#9

seems like my failure rate on final assembly experimentation has jumped dramatically since yesterdays patch. yesterday I made 10 13s in a row. today using the same resources and parts I have 3 13s, 2 11s and 4 9s. this is unacceptable. being a master architect should mean something not just be a fancy shmancy title for newbs to droll over.
Archimast
Sat Nov 22, 2003 12:26 pm
#10

They seem to have upped the chances of experimentation failure .. the bar on the right showing exp difficulty has risen it seems




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Zypen
Sat Nov 22, 2003 1:08 pm
#11

I made a batch of BER 13’s Wednesday night and they are still BER 13’s tonight. I’m having to problems at all making BER 13’s tonight either. So far all my heavies are starting at BER 11’s before I start experimenting on them and getting a 95% by the end of the experimentation. I don’t see why others are not getting the same results, unless they are using more inferior parts and resources then I am. My subjection to you is go and destroy all your components you have. Make sure your using new ones instead of the stuff you might have had sitting around pre-patch.



Eirn
Master Architect, Master Artisan, Master Merchant.

Zypen
Sat Nov 22, 2003 8:36 pm
#12

The stats on the Steel I was using to make all the components and on the harvesters was:


UT 1000, SR 956, HR 996


I'm the remaining 700k I have very carefully.

Eirn
Master Architect
Starsider

MasterRulon
Sun Nov 23, 2003 1:15 am
#13

Summer, the Steel i've been using is above 950 in all required stats. I also use exp generators, yes it "does" appear to make a difference.


One other hint would be to use lubricating oil as your protrochem. It has no UT, SH, or HR so I doesn't factor in at all. So if you are using good gens and uber steel, you'll get omptimal results...


Hope that helps.


ArchAngel, think would could get some "dev" word on whether or not they did infact "raise the bar" on exp?


Thanks to all who have replied...




RulonsMule/Rulon
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If you are looking for a good Rebel guild please consider BKB.
We are always looking for quality players.
Check us out at www.bkbhq.com/swg/portal.html

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