Carbineer Archive
Thread: Elite is good to me
LiftTicket wrote:
it really depends on your server whether dxr6 or elite is better....what resourcesand quality of ingredientsare available etc...
At this point into the game, over 12 months, there should be near equal resources available on every single server. And I say this with confidence as Chilastra was lacking some pretty major ones for weapons and armor and "magically" they spawned in a 2-3 week period......not by accident I am sure ![]()
Schematic Details: DXR6 Carbine
107 Metal
65 Titanium Aluminum
50 Reactive Gas
31 Inert Petrochemical
25 Platinite Copper
17 Copper
17 Wood
15 Low Grade Ore
5 Crystalline Gemstone
4 Gemstone
Resource List: (Compact | Full)
1. Requires 65 units of Titanium Aluminum
2. Requires 25 units of Platinite Copper
3. Requires 10 units of Metal
4. Requires 5 identical Blaster Power-handler
5. Requires 1 Blaster-rifle Barrel
6. Requires 1 Weapon Scope (Optional)
7. Requires 1 Rifle Stock (Optional)
Experimental Properties: (Change)
Experimental Damage:
Attack SpeedConductivity:50%Overall Quality:50%
Maximum DamageConductivity:50%Overall Quality:50%
Minimum DamageConductivity:50%Overall Quality:50%
Wound ChanceConductivity:50%Overall Quality:50%
Experimental Durability:
Unit IntegrityConductivity:50%Overall Quality:50%
Experimental Efficiency:
Attack Action CostConductivity:50%Overall Quality:50%
Attack Health CostConductivity:50%Overall Quality:50%
Attack Mind CostConductivity:50%Overall Quality:50%
Experimental Range:
Medium Range ModifierConductivity:50%Overall Quality:50%
Schematic Details: Elite Carbine
104 Metal
65 Ditanium Steel
40 Reactive Gas
26 Inert Petrochemical
25 Polonium Iron
17 Wood
14 Copper
12 Low Grade Ore
5 Crystalline Gemstone
4 Gemstone
Resource List: (Compact | Full)
1. Requires 65 units of Ditanium Steel
2. Requires 25 units of Polonium Iron
3. Requires 12 units of Metal
4. Requires 4 identical Blaster Power-handler
5. Requires 1 Blaster-rifle Barrel
6. Requires 1 Weapon Scope (Optional)
7. Requires 1 Rifle Stock (Optional)
Experimental Properties: (Change)
Experimental Damage:
Attack SpeedConductivity:50%Overall Quality:50%
Maximum DamageConductivity:50%Overall Quality:50%
Minimum DamageConductivity:50%Overall Quality:50%
Wound ChanceConductivity:50%Overall Quality:50%
Experimental Durability:
Unit IntegrityConductivity:50%Overall Quality:50%
Experimental Efficiency:
Attack Action CostConductivity:50%Overall Quality:50%
Attack Health CostConductivity:50%Overall Quality:50%
Attack Mind CostConductivity:50%Overall Quality:50%
Experimental Range:
Medium Range ModifierConductivity:50%Overall Quality:50%