Droid Engineer Archive
Thread: Here they are, TC changes so far (all schematics available now!)
http://www.imagedump.com/index.cgi?pick=get&tp=46073&poll_id=0&warned=y
Jenden wrote:
I'll test what I can out when I get on, I think I'm about up to refinement 3. Anyway, check the webpage, new deeds and repair kit B up.
One thing I did want to mention, while that resource list may be too big, if you look at it right now there's no reason to use advanced components. If regular B's are healing over 200 pts per bar, and our bigest combat droid has 820... We should be able to mix and match regular/advanced stuff to get everything we need.
Heh between you and me, we're going to clean out every unit of steel and fiberplast sitting on a vendor on TestCenter.
Btw, also tested out a Reconstruction kit -A late last night on my probot (without any combat modules
). They are Woundpacks! (not "vitality packs").
Yay! we can actually repair our own droids now...at a cost, and repair everyone else's for no cost (repair module).
Message Edited by JavelinCatcher on 03-02-2004 09:34 AM
And we get the schmatic when we beat the dungeon right?
I wonder if this was one of those "Droid Commander" droids that they were working on. Oh well.
Jenden and Nolhta,
Send me a tell when you get on TC. I'll see if I can help you both a little with with your cleaning mission. ![]()
JavelinCatcher wrote:
Heh between you and me, we're going to clean out every unit of steel and fiberplast sitting on a vendor on TestCenter.
Plzuroilot,
I just posted in the Patch notes thread. I'm as clueless as you about this change, but I think that Obo has the gist of it.
That, I have! ..I've got a 60% spot on Tatooine that's been going for several days now. I just wish it was a Medium harvester
Jenden wrote:
I've actually got some really high quality steel, inert petrochem, and ore. Should be some good stuff to play around with. Just set up some extrusive harvesters before server came down.
Save some for me
JavelinCatcher wrote:
Jenden wrote:
I'll test what I can out when I get on, I think I'm about up to refinement 3. Anyway, check the webpage, new deeds and repair kit B up.
One thing I did want to mention, while that resource list may be too big, if you look at it right now there's no reason to use advanced components. If regular B's are healing over 200 pts per bar, and our bigest combat droid has 820... We should be able to mix and match regular/advanced stuff to get everything we need.
Heh between you and me, we're going to clean out every unit of steel and fiberplast sitting on a vendor on TestCenter.
while you have a point audio, you seem to be foregetting that the droid brain requires a memory module already. so changing the requirement from droid brain to memory module is a definite improvement, because the master artisan item is required either way. it's still unfortunate to require yet another MA item, but memory module is definitely better than droid brain.
AudioOrgana wrote:
I don't think adding ANOTHER Master Artisan part is going to help anything, since that is one of the worst problems inthe profession (out of the 23 parts in a R3, for example, 17 are Master Artisan parts - that's around 70%, which is utterly ridiculous compared to every other profession).
Audio
Malitevv wrote:
while you have a point audio, you seem to be foregetting that the droid brain requires a memory module already. so changing the requirement from droid brain to memory module is a definite improvement, because the master artisan item is required either way. it's still unfortunate to require yet another MA item, but memory module is definitely better than droid brain.
The standard droid brain doesn't call for any components, just base resources. The Advanced brain calls for 4 of each of EMMs and GP mods from a crate.
Malitevv wrote:
while you have a point audio, you seem to be foregetting that the droid brain requires a memory module already. so changing the requirement from droid brain to memory module is a definite improvement, because the master artisan item is required either way. it's still unfortunate to require yet another MA item, but memory module is definitely better than droid brain.
AudioOrgana wrote:
I don't think adding ANOTHER Master Artisan part is going to help anything, since that is one of the worst problems inthe profession (out of the 23 parts in a R3, for example, 17 are Master Artisan parts - that's around 70%, which is utterly ridiculous compared to every other profession).
Audio
JavelinCatcher wrote:
You know, I really should make one tomarrow. I will laugh if for some strange reason, a R2 doesn't have a attack command programmable.
Actually, it has 2. The first is the normal Attack command that we all know. This command causes the R Unit to speed away after the target and engage in melee combat with the tucked away buzzsaw. I witnessed this for the first time a few minutes ago and it actually looks pretty good. The attack artwork is rather well done, even if it is R2 attacking a Voritor with a buzzsaw.The second attack command is a Ranged Attack. I have onlybeen able to get the command to work one time so far, but from what I saw the ranged attack is from the shock prod and looks likea Lightning Cannon shot.
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.
The good news continues - The Damage rating listed in the datapad drops each time you call the droid, unit it hits 5 - 10 or has a base number with out the ( x -x ) number besides it. ( IE 70 - 80 (71 - 86)). I have been unable to find anything that will bring the Damage rating back up to its correct levels.
Droid Armor is completely borked ATM. I've contacted QA and they have moved this to one of the top priorities in DEV land. Hopefully we will see a Hotfix for this within the week.
General Socket Cluster Modules are not working correctly in droids that combat capabilites were added.
General Droid Modules are fitting into Combat Capable Socket Clusters. I don't think that this is as was intended. Hopefully, this issue will be fixed with the item mentioned right above it.
The factory timer for Combat Modules is currently 240 seconds. I've already made comment about this being an excessive timer on the In Testing page, but I plan on nudging this one a few more times until it is lowered, or a DEV gives good reason as to it staying so high.
I was looking through the schematics and it would appear that the Combat Modules are a direct copy of the Repair Module. Would reducing the over all resource cost help to balance out this issue with some? Maybe lower the resource cost and exchanging a Droid Brain for an EMM?
I was able to craft a Repair Kit B with some so-so resources and ended up with an 18 charge 1065 Repair Energy. I was healing my ADV R3 for 460ish per shot. The Reconstruction Kits appear to be camp/town/house dependent, much like the Med Wound Packs are. I didn't test to see if a Medical Droid would allow the useage of the Recon kits. From the scaling of the Repair Kits, a Mid ranged C will be able to repair a Probot in one pop and a Low range D should be able to completely heal a Pre-Nerf Probot in a single shot as well. Of course the requirements to make a D and the Advanced components is down right astronomical. The following is a list of resources that have been added with the addition of 18 craftable components for the Repair/Recon Kits
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
I'm going to try to see if some of these can be changed to fall in line with current resource requirements or be removed entirely. 19 new resources to DE is a bit excessive when you consider that less than 2 dozen new schematics were added to DE.
Hopefully, we can get a few of the items on this list addressed before the weeks end. My midnight oil is about spent. Hope this helps everyone else that is testing out Publish 7. This may be a long list of new issues, but as someone pointed out, the Chef revamp was almost completely borked for the first week that it was on TC. I'm going to do everything that I can to make sure that many of the things that I listed here, and a few others, get addressed before this Publish hits Live. Until then, I bid everyone adieu