Droid Engineer Archive
Thread: CU Bugs
RasalTheWise wrote:
ArthurDentOnBria wrote:Here are some more (from a droid user's perspective):droids have trouble followingyou cannot open storage compartments if you are inside buildingsdroids no longer act as private crafting stations** - this last one I didn't have time to verify fully. I was standing like 3m from my crafting droid this morning, and was trying to create a schematic but the high complexity stuff wasn't listing for me, so I had to run to my crafting station to make the schematic. I'd have to test this more to see if this was just a freak occurance or is repeatable.
My droids still work fine as private crafting stations. I was using it last night.
It's the same problem with the storage not working.
Droids lose their functions if you call them inside a building.
Thinking about it some more, I would bet credits that our HAM nerf was not intended. They count as pets, and probably got caught up in the pet conversion that happened for BE and tamed pets as well. The game is looking at CL 18 droids and saying a CL 18 pet should have a max of xxxx HAM, then add variance for chasis (LE still has more.)
Even though this "may" not have been intended, we may still be told that it is "by design." Meaning they may be stuck at that level.
If that is the case, we need numbers, numbers and logic showing why our droids should have the normal HAM. I'll work on this myself, but we need to show how much damage a Droid can take and how long it can Tank. Help would be great, my time isn't what it was.
Also Jenden, if you meet resistance, here is a possible compromise. Right now Auto-Repair modules are borked, they don't do anything. Droid HAM heals so fast that Droid Stims and Auto-Repair modules are worthless. Let's ask to get our default Droid healing rate nerfed. Yes Nerfed. Yet to balance this, we want our old HAM back, plus make Auto-Repair modules work again. Make it so a 100 Auto Repair rating heals about as fast as Droids do now.
So where would that leave us? We would have 4500 HAM Probots and R3 (TC numbers,) and 6k LE's. Yet the choice between damage or healing would exist. Combat mods to kill, with little repair (stims only,) or less Combat then adding auto-repair for Tanking ability.
We now have our HAM back, no free checkers, and a wide variety of Combat Droids that people will actually want. Plus as a bonus, it's really not that much of a change.
Message Edited by RasalTheWise on 04-29-2005 12:51 PM
Message Edited by Robotdonut on 05-01-2005 10:50 AM
Staler wrote:but they are still a requirement for lvl 5 and 6 armour modules. From what you said earlier about it being a moot point do I take it that Droid armour doesn't work at all now ?
I'm in the process odf doing a restock run of combat probots but if they're gonna be worthless I'll stop and wait until bugs are fixed.
Regards S MDE
Right now I'd hold off on any big orders of droids. Yes, armor is not working at all right now (not sure if any fix for that will be retroactive) and droid HAM is also unsure at this point, so it may possibly go up (not saying it will, just that there is a possibility).
Robotdonut wrote:
So I'm a pure crafter thus I have level 1.A few days ago my combat R3 was level 18 and could protect me around the house and factories.Todaythe R3 islevel 1, I'm level 1 still, HOW IS IT SUPPOSED TO PROTECT ME?Is this a bug or another reason the CU is bad for crafters?
Again, this is related to calling the droid indoors. Go outside and call it and it should be level 18 again.
ok, several more reports of bomb droids not doing any damage.
Can we sticky this thread?
Ant chance we will get as lucky as AS and get direct answers to our problems?
but they are still a requirement for lvl 5 and 6 armour modules. From what you said earlier about it being a moot point do I take it that Droid armour doesn't work at all now ?
I'm in the process odf doing a restock run of combat probots but if they're gonna be worthless I'll stop and wait until bugs are fixed.
Regards S MDE
Jenden wrote:
I've done a bit more tracking on the experimentation weirdness. What has happened is resources are again using 0 as the default if a resource doesn't have the qualities needed. What this means is that since the inert gas and tolium in detonation modulues don't have conductivity they're counted as 0 conductivity. Going to try to get this fixed (was fixed once before...).