Architect Archive

Thread: New Heavy Harv info anyone have any?

SilentRain007
Sat Oct 25, 2003 11:57 pm
#1

What new comps are needed, what res.. what stats effect experimentation?



Anyone know?



Silent

SilentRain007
Sun Oct 26, 2003 9:22 pm
#2

Holy bump batman, does no one care how to make new harvs?



Silent

ArchitectHaven
Sun Oct 26, 2003 9:33 pm
#3

Unit toughness.

You need very high Unit toughness metal (mostly steel) to make ore mining units, Fluidic drilling units and such. In addition you will also need high UT ore for the final combine.

The ore mining unit, etc, affects the rate of harvesting. The experimentation on the final combine affects the size of the output hopper. This can also be experimented on with factories for more storage space to leave crates in.

That's about it. Experiment a light ore mining/ore mining unit up to about 56% or so and you'll get 7KG/h mediums, 10 KG/H Heavies and 16 KG/H Fusions. These are pretty easy to deal with because if you get a bad one you can just chuck it. When experimenting on the hopper you're kinda stuck with it if you don't want to throw out the whole deed.



Haven Linacka

SilentRain007
Sun Oct 26, 2003 9:45 pm
#4

Ahh yes.. but thats for in server now.. I'm talking about the new harv components on TC.. I hear heat resist and decay counts.. but only a rumor.. Looking for solid info on all the Heavy harv changes on the TC...



Thx for the reply..



Silent

Jyss
Mon Oct 27, 2003 12:25 am
#5

heat resists?!? eekkkkkkk





Jyss
Master Architectress and Master Tailor
Vyss
Master Musicianess
Furniture Shop -3978 3736
Outside of Theed, Naboo, Bria
SilentRain007
Mon Oct 27, 2003 8:51 am
#6

Thanks for the info.. I think this should be stickied.. this is an over looked aspect of the next Big Patch.. I'm a liitle shocked how much this has been over looked..


Any MA or Install 4 Archi from Test Center here?



Silent

Tweaky
Mon Oct 27, 2003 1:44 pm
#7

25% HR, 25% SR, 50% UT. This is what is listed for personals on test, and what is reported for components for med/heavies. Dont know what types/amounts of resources are needed for the new parts for heavies...a MArch from test will have to post those.




Alyxi Qulnen
Master Architect and Pistoleer
NW of Moenia, Naboo. 4291, -3755 (new location) on Chilastra
Architect Moderator, SWGCraft.com
SiNiSon
Mon Oct 27, 2003 9:16 pm
#8

Bueler, Bueler..
WICK12345
Mon Oct 27, 2003 10:00 pm
#9

not good not good at all..... hmmm well right now you don't need high UT as much though... i have been stock piling 995 UT steel and chemmicals for this but I will tellyou that unless you hvae SEA's it doesn't matter. when you craft something you go to experimentation... the number of little squares in the line are based on the quaility of the materials. So the UT only caps you from making an item with 100% wasting experimentation points. But as architects we get so few points that high quaility really doesn't count yet. The best i've done with no sea's is 70% on my ore units. That is still just short of the rumored 75% ;you need for BSE of 11... justsomeinfo for those who havn't crafted one of the otherprofessions yet.




PShight quailty numbers also get you a better starting%..29% instead of 15% but agian for us this doesn't matter b/c we don'thave the points to support it.




-WICK-
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The Imperial Order
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