Droid Engineer Archive
Thread: Here they are, TC changes so far (all schematics available now!)
don't sweat the stars, I've got a couple ideas as to who it may be, but don't really care. Anyway, I should have some info on blueprints 4 droids and a little bit better experimentation tests shortly.
Jenden wrote:
don't sweat the stars, I've got a couple ideas as to who it may be, but don't really care. Anyway, I should have some info on blueprints 4 droids and a little bit better experimentation tests shortly.
My appologies to Jenden on taking so long. I had a emergency come up that I had to take care of. So without further delay, I have taken screenshots of all of the Master Blueprints schematics and forwarded them to Jenden to post on his site.
For those of you who can't wait to see the Adv. probot schematic, here we are:
90 chemical (unchanged)
190 chemical (unchanged)
1 Adv. Probot Droid Chasis (unchanged)
1 Droid Brain (unchanged)
1 Combat capable Socket Cluster (NEW!)
2 Combat capable sockets
2 Defensive Module sockets
Experimentation:
Decay Rate: OQ: 33%, Shock 33%, UT 33%
Capability Level: OQ: 100%
Mechanism Quality: OQ: 33%, Shock 33%, UT 33%
Now my math seems just a tad fuzzy, but I seem to recall that the cluster only had 3 combat module sockets; then you add 2 reguar sockets... 3+2 = 5. Not 6. ASSUMING combat module stacking is working properly, and that Thunderheart's information was correct about needing 6 combat modules for the "best" CL10 combat droid: we could POSSIBLY be seeing another potential "nerfing" of the Probot.
Ok, before everyone starts shouting; let me mention that we have not had a chance to do full experimentation tests on combat modules (since Jenden and I lack the skills currently and Drashk is replacing his video card) nor their stacking ability, but only some brief tests to see if we could tell a blatant obvious difference.
My next goal is Adv. Refinement where we will see the schematic for the Repair Kit-B and gain some experimentation. Steel stocks are fine, but Fiberplast is looking thin. If I'm lucky, I can knock it out of the way tomarrow.
Take a 1500 energy repair kit. It will always heal for exactly 500 points to each pool. If the pool has less than 500 points of damage, those extra points are not redistributed to other pools. In addition, there is no random factor to the amount of repair. The only control is in the creator's resources and experimentation.
JavelinCatcher wrote:
Now my math seems just a tad fuzzy, but I seem to recall that the cluster only had 3 combat module sockets; then you add 2 reguar sockets... 3+2 = 5. Not 6. ASSUMING combat module stacking is working properly, and that Thunderheart's information was correct about needing 6 combat modules for the "best" CL10 combat droid: we could POSSIBLY be seeing another potential "nerfing" of the Probot.
CapnSteve wrote:
Do we know if normal modules can fit into a combat cluster? A probot with 5 utility modules would be pretty impressive so I doubt it, but I can hope.
Yes, you can fit normal modules into a cluster
On the subject of combat modules, have any of you testers noticed any caps on combat abilities for any of the droids (It might not be so bad if the R series droids have a low combat cap)
Thanks to Jenden and everyone esle supplying information. It seems the droid invasion deserves a big @ss one-star, though why anyone would give one to the people on this very useful thread is beyond me.
My theory on this patch: they were headlong into a CH/BE clone in the form of DH/DE and had grind to a halt when community voiced itself. So now we have combat clusters that do not do much because the cap is lvl 10 no matter what. Same, or less than the same, ol' probot with higher resource, time and complexity costs.
Whats worse? R3 may rule the droid roost on damage, but with a measily 250 or so HAM. Plus it would be an uber R3, nuff said.
Its going from bad to worse beign a DE. Before we could use crap resourses to grind out cookie cutter droids at underseller prices. Now, we will need uber resources, +25 experimentation and LOTS more components and factory runs to make the same droids, except that witht the crafting nerf and armor stacking nerf/bug the "new" droids won't be as good as the old. Meanwhile, we have to explain to our customers why the price has doubled.
Am I missing something?
Oh, yeah, droid repair tools. That's a positive. The complexity, again, sucks, but with them pre-nerf probots will be pretty good to use.
So far that's my assesment. This is the Test Center, but its hard to see anything but tweaks taking place in the next two weeks.
Well two or more players can group, one can pull out a Probot and one can pull out a R3. The Probot can tank, the R3 can be fire suppport, and the players can do the rest.
Waren Xim
Master Droid Engineer
Corellia, Radiant Galaxy
Shian_Tavkin wrote:
...So why did they fix / prevent the old module clusters going in Probots ??
Only to give back damned near the same ability using Combat Clusters ??
Just at a guess either A) you aren't suppose to be able to put utility modules into combat module slots (which is probably untrue) or B) the Developers didn't bother to think that maybe someone would not put lots of combat modules into a probot since it would lose it's combat abilities then.
The reason I don't think A is true is because it appears that the only place you can put combat modules is into the combat module slots. You can't have a droid that uses general modules flagged to allow combat modules. Since the R series droids are able to accept combat modules that would mean an R3 would have 2 combat module cluster slots. If you can't put utility modules into those slots that's going to be really messed up.
Of course Advanced Utility Probots are going to be pretty messed up as well. While they are Blueprints-4, the same as the Advanced R2 they have about three times as much HAM and are simpler to build (I'll take 3 standard brains over one advanced brain any time).
They haven't give back the same ability. The probot will not keep its inherent combat ability. You'll have to choose utility or combat, or a combination of lesser combat and lesser utility. Before you could have unlimited utility and the combat ability.
Shian_Tavkin wrote:
CapnSteve wrote:
Look on the bright side. I bet 5 module, mostly utilityprobots will be pretty popular. Assuming it's not a bug, that is.
Ahhh it keeps getting better
So why did they fix / prevent the old module clusters going in Probots ??
Only to give back damned near the same ability using Combat Clusters ??
Something is very wrong in the DE garden methinks.