Droid Engineer Archive
Thread: Here they are, TC changes so far (all schematics available now!)
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.
finnny (Tempest)
a) No
b) No
c) Already does
d) No
e) Armor is completly borked as they are not reporting any armor rating at all, only the resists.
This just in: Repair Kit-B's. As suspected, a minor resource change in their construction phase, BIG difference in the repair capability. The one I made came out to 731 Availalable Repair Energy and 16 charges for what it's worth to you guys.
Screenshots will be available when Jenden updates his page.
Jenden wrote:
I'll have more screenshots up tomorrow probably, between me screwing up my computer and my email server being extremely slow, things aren't getting done (if I start hearing any conspiracy theories...)
Since this is the second time you've made the request: Jenden quit secretly PM yourself you exclusive bastarrd!!! You planned those whole droid invasion didn't you, buddy?! I always KNEW you were a dev!
There. You happy now? ![]()
JavelinCatcher wrote:
This just in: Repair Kit-B's. As suspected, a minor resource change in their construction phase, BIG difference in the repair capability. The one I made came out to 731 Availalable Repair Energy and 16 charges for what it's worth to you guys.
Screenshots will be available when Jenden updates his page.
Well, this is a good thing. It sounds like the stims and the batteries are welcome additions from this patch, but the combat module implementation needs a serious do over.
I would rather they left out the combat modules from this patch if this is the best they are going to be able to come up with. If they are going to make these new modules so hard to make, and effectvely make them worse than the current probots, they need to shelve it and come up with something better. Why not specific damage types (heat, cold, energy)? Low HAM / High Damage droids, Low Damage / Higher HAM droids. They are still following the same mold where every droid is the same, just swap out the modules.
Oh, and they need to take the R series out of the combat mix. That is plain goofy.
Gribnitz wrote:
Oh, and they need to take the R series out of the combat mix. That is plain goofy.
*sighs* Someday, I'll figure out how to Edit a message after it has been posted.
I meant to say that "Perhaps the devs intend that we'll be able to include stronger combat modules..."
My apologies...
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.
Thanks, Drashk, excellent report as always. This list of new required reources, however, is total bullcrap:
Drashk wrote:
Gemstone
Liquid Petrochem
Solid Petrochem Fuel
Known Liquid Petrochem Fuel
Known Solid Petrochem Fuel
Ionite Intrusive Ore
Cubirian Steel
Orveth Reactive Gas
Platimire Copper
Malab Siliclastic Ore
Pholokite Extrusive Ore
Keschel Extrusive Ore
Rori Fiberplast
Dantooine Fiberplast
Agrinium Aluminum
Titium Aluminum
Plexite Amorphous Gemstone
Baradium Amorphous Gemstone
Vendusii Crystal Amorphous Gemstone
If we were getting fired up droids that were worth a dang then great, but stims for droid nobody uses and combatmodules that barely add up to pre-publich 7 droids-- that's just pathetic. Pathetic!
How many resources will we need to carry total? This makes that ridiculous Droidsmith Toolset even sadder -- no way to unequip the backpack with this resource list. As I said, increased resourse requirements for more checkers is fine with me. I've yet to see any checkers though.
Drashk wrote:
The Combat Module Rating appears to max out at 600. I'm currently making a factory run of 104 rated combat modules and created an R3 with 6 Combat modules. Unfortunately I'm 99% that the Combat module system isn't working as it was intended, since the R3 I produced had 40 -50 damage. I made a Probot with a Combat Rating of 98 and one with the rating of 524 and both ended up with a damage of 71 - 86, which goes further to substantuate that the system is not working properly.
Could thishave anything to do with acapping of the combat abilities of specific chassis? It sounds like those are the sort of ratings that a probot would be getting with a full set of combat modules(Assuming they're in line with the new BE changes), and it sounds like having an R3 with a significantly lower damage than a combat droid (such as a probot currently is) would be about right, and would certainly alay many fears about R3s becoming the dedicated combat droid of the next patch.
Arcid wrote:
that a probot would be getting with a full set of combat modules(Assuming they're in line with the new BE changes), and it sounds like having an R3 with a significantly lower damage than a combat droid (such as a probot currently is) would be about right, and would certainly alay many fears about R3s becoming the dedicated combat droid of the next patch.