Bio Engineer Archive
Thread: Experimentation question
Any help would be appreciated,
The best advice I can give is to grind out your first box of firearms (so that you can make projectile rifle barrels) and then grind out all your weapon crafting technique boxes. The technique boxes will make a HUGE difference in being able to craft something you will use and can sell.
Ok,
I've got an experimentation question for you. When making something such as a GP Module, there are two experimentation slots (Durability and Effectiveness) right? Well, it would seem that you would want to increase effectiveness the most if you are going to eventually use it to make something like a crafting station no? Basically, I guess I'm wondering what is the benefit of increasing durability over effectiveness?
Greetings,
I'm just starting weaponsmithing, and I've noticed something odd about experimenting. Of the four experimental attributes we are given to experiment on (damage, durability, efficiency, range)...the only one that is changes at all by experimenting is the damage attribute. That doesn't seem right. Is weaponsmith experimentation broken?
Any info would be much appreciated. ![]()
Deb
no way, Efficiancy changes ham, not by alot, because then you wouldget wepaons with virtually no HAM if there was a drastic change,
In my experience, all people care about is damage and speed. They wont sacrifice a second or two speed for low ham, so i dont bother with it unless i max out damage, and have a spare point or two for efficiancy and/or range
Howdy;
Agree - all they really want seems to be MAX with Low Spd. BUT - If points are left over you need to jam them somewhere. I always like to stick that point or so left into Durability - since 1000 plus saves them a repair or two.
One place this breaks is with the Knuckles tho. The TK's apparently have such boost that they are hitting great with Expired (0.0) knuckles !? So what THEY are looking for is the Speed down but also a next to nothing HAM. So here - if you want a (BD's SE Vibro Knuckle) Special Edition, all origin points dumped to HAM and any remaining attempted to Speed. These specials actually confused me until I actually saw it in action. A 0.0 HP weapon that rocks - what a hoot.
I am, and have always been, a Bio-Engineer. Unfortunately I don't have a lot of time to play so I rely on the efforts (and postings) of the many fine BEs who add to the overall knowledge of the profession here in this forum.
So my question is...when experiemnting, should I use as many points as possible each time, or 1 point each time?
Many thanks!
If you're working with junk DNA, just go full blown on the first experiment. Carpe Diem :-)
When working with valuable DNA, it's like gambling. Do you bet it all on one spin, or do you bet smaller amounts over several hands? Betting it all can get you all your points into an amazing success, and get the best possible experiment, but it could also crit fail you down to zero, with no chance of getting above zero (even if you have some points left).
When working with good stuff, I try to go one or two points up at a time. If you fail you don't fail as hard, and you can still salvage a decent creature out of it by continuing to experiement after the setback (you're less likely to fall all the way to zero).
So it depends on your personality and your desired outcome. If you only want the best and would throw away anything less, then just experiment full blown in the first round. If you'd rather walk the middle ground, without sacrificing the potential for a great creature, then go one by one.