Bio Engineer Archive
Thread: Bio-Engineer CU issues
- Dna sampling too difficult because we are: a) too low a combat-level, b) have armor that offers insufficient kinetic protection
- CreatureSpecial Attacks not showing up on the DNA
- Dna samples from higher level animals (26+) on have 1000 fortitude & 1000 dependability
- Cannot craft usable pets withthe 1000 fortitudeDNA as it is pushes the CL too high to be useful (i.e. CL 150+)
- crafted pets come out with a "to-hit" of 0
- Hunting 4 is a pre-requisit on TC even though in the documents we've seen only medical crafting 4 is listed as the only pre-req.
- There is a fairness problem because dabbler with 0-4-0-4 can actually outcraft a master BE if he has +20 medical experimentation skill tapes (which many doctors do)
- Many BE's feel there is no longer sufficient benefits in the master level box
- Some feel the resource requirements of the medical enhancers still does not provide a reasonable cost/benefit ratio.
- enhancers for doctors not working properly
tailor tissues granting obsolete or useless skill mods
- pet stims have very little usefulness with high regen rate of pets, low power of pet stims, and 60 sec timer.
pre-CU crafted pet stims do not work at all
- pet conversion is extremely inconsistent. Some armored pets go through the pet check, some don't and get re-speced to CL 100+. Some non-ch pets with > 10k of HAM are invalidated, and some aren't.
Message Edited by ArthurDentOnBria on 05-02-2005 11:32 AM
Message Edited by droid327 on 04-11-2005 03:36 PM
- CreatureSpecial Attacks not showing up on the DNA
- Higher Level Animals (26+) on Dantooine have 1000 fortitude
- Cannot craft usable pets with above DNA as it is pushed to too high a level to use
- Pure BE's without any combat do not last long enough in even advanced recon armor
Raziya
Stimpack A's do take BEC's and LS's but they are optional in them. So just make stim A's until you can make the BEC's and LS's. Suggest you plant a factory to produce crated BEC's and LS's as soon as you get the recipes and as soon as possible: a flora harvester, a water harvester, and a fiberplast harvester oh and an ion generator for power.
AJedimasterNow wrote:
I just have a question what the heck can I make for crafting exp to go up the medical tree? only thing I see while standing next to the public crafting station in chemical is stimpack, which takes biological controller ( OR whatever)which I can't seem to make, if this takes a personal crafting station this req needs to be changed and if I'm just blind please tell me where to look so I can get up med crafting to become a danged BE.
For the low-level stimpack made at novide medic, the components are optional.
- The resources required for the higher end meds are particularly difficult to obtain. Request the resouce type and amount be readjusted to make the crafting cost more inline with the benifit of the product.
I would rather not see high end meds become as rare as Stim D's. If thier were a tiered system where you could craft these items with more general materials then it would not be nearly as impactive.
For example, smelted items are very rare as they require a kit to make them. These kits will prevent any but the long time player from crafting them.
Additionaly the fish, eggs, etc are also going to be so expensive to buy that I suspect that only resouce deeds will be used for much of them. I personally would rather not see crafting be so hinged on deeds and not resouces gatherers.
its more than just the health award.... you take damage according to your level relative to the attacker's level. since BE won't be very high level, most mid-level to high mobs will be doing HUGE damage to you... regardless of buffs, armor or anything else.
Hylidex wrote:
Pet-making appears to be in trouble. Sampling high-level mobs has always been a major frustration, requiring one to clone repeatedly. Having a master combat profession helped. Exploration IV is a must. With the current setup, Master BE with Exploration IV requires 134 skill points. A master combat profession requires 121. This effectively makes no pet-maker able to master a combat profession. With no health award, I really don't see us making many high-level pets.
WTS wrote:
(...)its more than just the health award.... you take damage according to your level relative to the attacker's level. since BE won't be very high level, most mid-level to high mobs will be doing HUGE damage to you... regardless of buffs, armor or anything else.
Exactly that is why the AS are up in arms up to the point their correspondent got dismissed - their products are being rendered useless except for PvP.
With the effect of buffs being set off by the damage multiplier the creature gets about 2 or 3 levels above one, I dont see a big market there, also.
Furthermore, WS havent noticed, but if I can kill a same-level and one-level-above mob with an average weapon, but one two levels above me kills me anyhow because I cant shoot often enough before my health reaches 0, why would I spend the money for a great weapon?
This new level system is evil - on the current live servers, the level system gives one an idea of how the fight might go based on the abilities and equipment of the player and the creature, on TC-Ep3 the level determines the abilities and equipment benefit of the player and the creature.
A former multi-layered system where one could mix and match abilities to choose the best combination for himself gets wasted for a system of pure box grinding. Having any box is good as long as it gives a higher combat level, not because it grants a great special.
*Edited for spelling*
Message Edited by Eskie on 04-15-2005 11:19 AM
Message Edited by Arfindel on 04-15-2005 12:49 PM