Bio Engineer Archive

Thread: Bio Engineer Profession: Issues (updated 6/13/05)

Aleskander
Wed May 18, 2005 4:17 am
#14






Armourboy wrote:

I still want to know what the secret research data is. It was there when I dropped BE a year ago and its still there and no one has a clue what it does or if it wil ever do anything


Glad to be a Bio-Engineer again. It was my first Elite profession I mastered and that was back before ANY of the tissues worked.








Its secretWe could tell you, but then we'd have to delete you


Welcome back





*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
Armourboy
Wed May 18, 2005 8:59 am
#15






RashDraco wrote:

BAIT


they put it oin with the chef update, and NEVER actually added the secret clone data, basically like the rest of BE it appeared to be an incomplete thought







I always thought so. If I remember correctly the origianl theory was it would be located in the Geo Caves when it went live. Guess that theory was a bust lol



____Trill Butta_____________________________
FOREVER DA FEESHY

My better half is Fuschia
Oggat
Thu May 26, 2005 2:04 pm
#16

I spent a fair amount of time in BE respec, was able to make very good Stim D at over 1150 power. Doc buffs were still 10% no matter how good an enhancer I gave them to use. I never made any pet stuff.


Pet creation was a bit much for me. It strikes me this is tissue librarian really. Build a base supply, exper them to tier 2, rebuild a base tier 2, exper them to tier 3, using samples from field and pets, you build to a tier 5 and beyond, get a good or moderate success and throw it all out the window. Do it again.


I find good an moderate success are stapled in to the process and unless you figure out how many tier 1 sets to make, move to next , to next to end up with one more final tier than good or moderate success ratio, you won't get to next engineering tier. If the staple is firm enough, you may need to have hundreds of super samples to beat the garbage expers, meaning thousands and tens of thousands of similar samples through out the tier structure. One elite pet will take years of dedicated samples catalogued and stored with great precision and exper timing.



One word?


No


Augger
Thu May 26, 2005 4:43 pm
#17

Any official word yet as to when and if they will convert our CM experimentation to Medicine experimentation so that we can use it?



Augger Draconis - Elder Weaponsmith | Elder Jedi
Absolut Stress - Elder Chef | Shipwright

Please offer winning items to my offers vendor in New Freeport, Naboo (-2509 -4371)
CyrrinOsii
Thu May 26, 2005 5:34 pm
#18

I did MBE before and after respec and foundthree main issues with making pets.


1) Any critter greater than CL10 had 1k fortitude (Medium Armor by the old set up). This made it easy to have too big a critter to ever tame. In my playing, I found to use a sample with great resists (Rancors the one time i was lucky enough to survive and sample one), place 4 CL 10 critter samples (Lesser Plains Bols, Hermit Spiders). Experiment twice on physique (Would get fortitude to around 450), rest of expeimentation went to prowess and mental. This made a CL40 Kimogila with 42% defense versus everything but stun and LS. One was at a 6% as well, can't remember, maybe blast I think. Funny cause stun doesn't exist, but oh well. One less vulnerability. It also had 4k HAM. Anyone playing on Eclipse can see this as I still carry it on my toon. Currently MBH/Carbineer/Pistoleer. With the new publish, I may respec to BE and try the pet thing again. When I started my Chilastra toon over a year ago, I wanted Bio-E/CH. After seeing all the problems then, I dropped BE and tried other profs. With the respec I was like COOL, MBE here I come. This leads to number 2.


2) How can Bio-E be considered a combat profession? As someone else stated, we are allowed armor that does BAD against kinetic, yet sampling requires us to be within melee range. Bio-E equals ALOT of trips to the cloner.


3) Issues and problems with the profession that have been present since when I started the game have still not been completely addressed or fixed. Of all the professions I have started and Mastered, this was the one profession that was most broken and least paid attention to. I loved the profession, even with it's flaws, now it's truly not worth the work.


My apologies for the long post in advance.
Oggat
Thu May 26, 2005 10:37 pm
#19

I got around the 1000 fortitude no trouble. The 1000 dependibility on all creatures, creating minimum cl pets all the time I could not get around.

The first box was the one that used the fortitude stat so it was either the only box that got a 1K or the only one that didn't. The same applied to all other as well. Mind you a 1000 clever pet didn't destroy the pet so it wasn't a big concern. I actually made a pet that was giving me 505-510 samples. They lost out in exper though and were too powerfull to add with a fresh 1K. I figured that if you could get 1000 fresh sample combined with 200 ish on the other 4 and a 450 hardiness accross the board, you would have an elite. I never made it out of that combination without getting nailed with bad experimentations though.
Oggat
Fri May 27, 2005 3:12 am
#20

I appreciate the time you took to write that but I was a Respec BE. It won't be in my final template. I wanted to add as much feedback to all my respecs as possible. I did the same for Doc, never gave feedback though I shot at Weap and armorsmithing.



Back to BE, I saw the boxes have different values in the full CU version of BE. It wasn't real to expect 'super samples' from a be sample int he old system. They made good stability samples. Tame down high stats in one area to achieve high stats in another using over stat samples all at once. They allowed you to tailor your results when running through tiers of samples in the super sample library. Method of execution will change but I think the strategy may still work. If sample taking has changed as well, it is difficult to say and I don't know if I will have enough respec to help out much more but it should be the job of true BE to get the final work done anyway.


I'm a Ranger Jim, not a BE!!


Wait... wrong star...


lammergeier
Fri May 27, 2005 12:07 pm
#21

you might want to check the current cloning post (stickied).

elite DNA can still be collected, but assuming that a BioE clone can reach 'elite' status is... probably wishful thinking.

that's not to say that a clone can't have elite-level stats... but the /con icon won't be elite.

in the half-hour or so that servers were up, I was able to collect DNA and clone a CL12 kaadu (I needed a new mount) with over 3k health (using yard trash and kash DNA). the spreadsheet shows a CL8 clone with 2331 health, using only CL18 donor DNA and experimenting only physique.

DNA has been changed, and converted.

cloning has been changed.

multiple threads discussing this, and posts discussing results prior to these changes, won't advance the profession.

we're all on downtime now until the servers come back up. a new cloning system is in place now.

I recommend reading the most current information available, and continuing from there, rather than working with outdated information.



---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
BraccusD
Thu Jun 02, 2005 2:42 pm
#22

Issue: That pet has invalid stats


As one of the posts mentioned 'I went for power....' states, we seem to have another huge issue (other than the non-CH mount thing). And that is we seem able to create pets that become uncallable and give the invalid stats message. Well....how'd it get to that state? The whole armor, to hit, defense shifting.... This leads us to say that if this was not intened, it needs to be fixed!!!! We got no high health, lower armor option. We also don't have a low health/low armor with high damage option. Both of those will make the armor go up and create invalid pets. I'm hoping my CL69 stays below the radar, but I'm very worried for him when he gets full grown.




- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
wer454
Thu Jun 02, 2005 5:25 pm
#23

OK... I don't know if this counts as an issue or not. It all depends if its "working as intended" or not, and it could go either way I guess.


I am an ex-Doc crafter who has respec'd to BE to continue crafting meds. I went and made new batches of advanced sub-components, and when done was all set to make new batches or Stim A through D's.


Made the Stim D's no problem. Went to craft Stim C's and... the advanced subcomponents wouldn't take. Same for B's and A's. Pre-CU, and I don't know if this is the case for other crafting proffs who had multiple levels of sub-components (like WS), one could use advanced whenever basic were called for.


If this is intended, perhaps to restrict the healing power of the lower stimpacks, then fine... I guess. Doesn't make much sense to me, but hey, not my call. At least not for Stim C's.


If, on the other hand, it is a bug... then its an issue that definitely needs addressing in my opinion.


And if has been brought up before, sorry. I just took a glance at some of the stickied posts and top thread, and didn't see it.


Thanks.






Ha'ole Lolo /// Menehune Lolo /// 'Ilio Lolo

12pt Master Weaponsmith /// 11pt Master Chef
Master Bio-Engineer /// Master Artisan.

Vendors at -5803 3355 Outside of Theed
All Pre-CU items 500cr or less as I restock them...

Miva
Sat Jun 11, 2005 2:27 am
#24


I belive at some point, that all creatures in the game are to weak.


To make a good exsampel. The rancor has huge claws, but lack the ability to grab and hold, not to mention bite alone. half of the attack abilities are missing.


Or the kimogila, if it bites, it would do enourmus damage to its prey, not to mention are perfect tail swing, or its use of body weight to stamp on a target, should at least give knockdown.


tissues, are in great lack to. when i move around in the wilderness to collect sampels, i have a special designed clothing on me, that gives me mask scent abilities. but at somepoint, too many creatures are still able to smell me. even low level mobs..... i dont think i gain any extra by having those clothing on at all...




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Maisland
Mon Jun 20, 2005 6:33 pm
#25




lammergeier wrote:
Bio Engineer Issues (post CU):
DNA
sampling is overly dangerous (based on CL) and increases in danger with increased skills
invalid stats on DNA
sorting



So what this means is that the danger element has reveresed from before? It seems to me that pre-CU the creatures I sampled from were less likely to agro unless they broke my Mask Scent... with the exception of things that I barely had the skill to Sample from.


I experienced this issue with Sampling DNA the other day. Pre-CU I had a 3/2/4/2 BE... I used my respecs to get Master BE. I figured that I should be better able to Sample as a Master than I had been previously with DNA Sampling 4. My character is now: Master BE/Master CH/Novice Sword with 3 points left over. This gives me a CL of 58. I was out doing faction missions with a friend the other day and there was a Giant Borgle lair near one of our targets, so I decided to stop and grab some DNA... and the thing agroed on me instantly and I had to kill it. This is extremely agravting... if I can't even Sample from a Giant Borgle without it agroing on me, how am I ever supposed to get DNA from any real tough creatures (such as Rancors)?




I survived the CU


I can not survive the NGE


Kaomond
Tue Jun 21, 2005 1:49 am
#26






wer454 wrote:

OK... I don't know if this counts as an issue or not. It all depends if its "working as intended" or not, and it could go either way I guess.


I am an ex-Doc crafter who has respec'd to BE to continue crafting meds. I went and made new batches of advanced sub-components, and when done was all set to make new batches or Stim A through D's.


Made the Stim D's no problem. Went to craft Stim C's and... the advanced subcomponents wouldn't take. Same for B's and A's. Pre-CU, and I don't know if this is the case for other crafting proffs who had multiple levels of sub-components (like WS), one could use advanced whenever basic were called for.


If this is intended, perhaps to restrict the healing power of the lower stimpacks, then fine... I guess. Doesn't make much sense to me, but hey, not my call. At least not for Stim C's.


If, on the other hand, it is a bug... then its an issue that definitely needs addressing in my opinion.


And if has been brought up before, sorry. I just took a glance at some of the stickied posts and top thread, and didn't see it.


Thanks.








Working as intended mate, they have changed it so you can only use basic components for A to C and advanced components for D. Plus now theyve upped the amount of components you need making them cost far more to make and hiking up the price, thus puting even more of a strain on an already fragile economy.




Kaomond Medi / Kaomir Medi / Belios Goveko / Kao' Medi

Chimaera / Bloodfin


Founding Member of BEta(BE Training Academy) the non-profit
'
BE for fun and research' organization



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