Development Cycle Archive
Thread: IT 7-1: Droid & Droid Engineer Enhancements
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For those players on Test Center, Publish 7 is now on Test Center. If you get a chance, please log on and try out some of the new features and feel free to comment on:
· Droid Damage Repair Kits and Droid Wound Repair Kits – how are they working for you?
· Droid Battery consumption rate halved (enabling them to last twice as long) – Is this working correctly?
· Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate) – Is this working correctly?
· Have you found any issues with crafting Combat Droids? How did the modules work? What were the quality levels and how did they stack?
· Can combat droids attack both ranged and melee? How did they work for you?
As far as battery usage is concerned, i did notice being able to use my med droid without recharging for almost 3 hours (calling it for 3-4 minutes at a times, not more than 30-45 mins overall i think...)
Also, Tetsuya (Master DE) made a combat enabled droid, but it had 60 hp and did 20 damage. We were all shocked, but this was maybe a fluke, bad ressources or a low level module, i am not sure. We'll need to monitor droids closely, folks will be dissapointed if they end up as strong as nunas! ![]()
Also TH, welcome back from vacation, you can congratulate Rogue_5, he gave us patch notes every update and warned us of downtimes on the boards! He deserves a cookie! ![]()
Ok, I've noticed a couple things. First of all, combat modules don't seem to be stacking, and experimentation doesn't seem to be doing much for them. I made an advancedDZ70 with 2 combat modules (could only experiment them up to 22 module rating each due to low skills) and a regular DZ70 with one combat module (got a crit fail on experimentation, wound up with a 13 on the module rating). The only difference between the 2 droids (other than that I had put armor on one) was a 1 point increase in damage (the advanced with 2 higher quality modules was 1 point of damage higher). the damage repair kits worked great, batteries did seem to last considerably longer, didn't notice anything with the bleeds/poisons/etc, and the ranged attack option worked great.
Also, experimentation on the combat modules was screwed up. I'd experiment and get a success, yet the module rating would go down, sometimes I'd fail and it would go up. I know this has been happening with some of our other stuff on live too.
They've made of metal and things and yet they've worse then most live things, even in "back-yard level".
At least make it possible to fix the HAM with experimentation or resource sepcs.
Makes no sense to have a combat-able 60 HAM droid that is killed in one hit of a nuna no matter how good its armor is.
I don't play on test, but I have to admit this sounds pretty weak.
No one wants to use astromechs to fight, but we're getting them anyway, and the damagerepair kits sound like they're turning out to be a white elephant. I'll need another two factories if they go live like that.
And before I forget;
No Droid Engineer asked for, or wants, to be able to turn astromechs into combat droids. It is so totally non-appropriate to Star Wars I can't believe it was even considered for a minute, much less implemented.
We were told that combat modules will only fit into 'combat' chassis.
Does anyone have a list from TC of the chassis that combat modules will fit into?
vonbloodworth wrote:
yep just looked....i was wrong...BUT!!!!...the new ham for the probot isnt comming till then...(8)
Where do you get that idea?
The stats on the Probot were made CL-10 last patch (or the one before that).
The second half of the invasion is only utility droids - if you can call blowing smoke for entertainers and exploding MSE's utility.
This is IT for combat droids, guy. Until they force Droid Handler down our throats.
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