Droid Engineer Archive
Thread: Here they are, TC changes so far (all schematics available now!)
OMF'G! Its the return of the cluster guano debate.
Icarus-6 wrote:
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.
Sodan-droiddreamer wrote:
OMF'G! Its the return of the cluster guano debate.
duncje wrote:
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.
Shian_Tavkin wrote:
Audio..it appears to be worse than you thought (and I thought)
From reading about the new craft/experimentation changes it appears we will not be able to even match the current Probot's abilities...reports are coming into TH's thread that no elite crafters are able to reproduce the same quality of product that they can currently make with Pub6 rules.
Stims, Woundpacks, Craft stations...you name it, there are people posting that they just can't make things as good as they could in Pub6.
Am I worrying for nothing? I think not.
I agree Audio. I think you're looking on the bright side. Check it out:
http://forums.station.sony.com/swg/board/message?board.id=Intrepid&message.id=217627
It seems as if they have only added to the resource, complexity and time cost while not doing anything else to improve the droid (nay, they've been made worse with the armor stacking nerf/bug). All that coupled with a major crafting nerf.
Gribnitz wrote:
Man, you just like to be abused don't you? "I am only a DE so I can make money to be a Pikeman" ???? Here... just let me throw this boiling vat of hot oil on you to put you out of this endless cycle of misery. It couldn't hurt any worse than going from DE to a Pikeman.
SiameseFluff wrote:
I'm afraid of this patch
I'm only a Master Droid Engineer. I make my money by selling some resources and droids. I make maybe a million in a week or so and I BUY a million or so of resources, parts, supplies, etc formyself as either for DE or for my quest to become a Master Pikeman.
HAHAHAHAHAHAHA!!!
Hilarious post, man. I have known at least TWO to do it before!
Bah. I sell Alderaan Flora for 50k each at Sodan's Exotic Droidgarten. I sell R3s with all crafting stations for 45k. You do the math. I'm a friggin' florist and picking an arrangement is far easier and quicker than crafting a post-patch R3 will be.
AudioOrgana wrote:
I'm a minor league player when it comes to harvesting - I just set those six harvesters up on a spot, leave, and come back every day or so to check for shifts. When it shifts, I pick them up, and place them on another. I only gather one resource at a time, and with BER10 Harvesters, it gathers quite quickly. Once I started this "all or nothing" approach, I started to see 100K stacks of resources in no time. I used to think that was a lot, like I'm sure you do - but once you start mining it really goes into perspective; you will quickly see how easy it is to accumulate resources, and will see where the real money is in SWG - people who do this for a living. Those people you have been paying a million bucks a week.
Malitevv wrote:
duncje wrote:
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.
True, but as the other poster said, since that is the same number of modules as the Advanced R2, and the Probot is easier to make than the advanced R2, it basically makes the Advanced R2 a useless droid.
Agreed. I wasn't trying to argue for or against this, just trying to point out a fact.
The fact is, if this publish goes live in its current state, or anything close to its current state, it's a great big Nerf with a capital "N". An ADVProbot currently is CL10 with the ability to hold 2 utility modules. A current TC ADV Probot has 5 combat modules, which won't get it to CL10 according to how TH posted that combat modules should work. And, no room for utility modules left over. They are making it harder to make less useful droids, if this goes live, I quit.
slaier0702 wrote:
I know these were not noted for release but are on our top list of issues.
On TC:
a. Can you have more then 5 droids in your Datapad?
b. Can you have multiple droids out at one time?
c. Droid Customization, will it stick?
d. calling a droid in a private house.
e. Usefull Level 6 armour vs 2 level 4.
those are some strange questions. but i can give some answers:
a. unlikely. but nobody is asking for this to my knowledge.
b. that is a good question. not answered yet to my knowledge
c. it usually does stick already
d. you can call a droid in a private house to my knowledge. but this patch will include the ability to call droids and vehicles out in the wild without a camp. if you are curious about that.
e. actually with publish 6 the broke this. armor modules no longer stack at all. and according to drashk, that is still the case in TC.