Droid Engineer Archive
Thread: Dropping DE with the expansion
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hamhamthe3rd
Sun Apr 03, 2005 6:25 pm
#14
psikobunny wrote:
hamhamthe3rd wrote:
ch is not a very good combat profession, if you can evencall themthat.not that it matters,doc is now a combat profession isnt that something? maybe de can become a combat profession and get to use armor migration. also be seems to get armor migration as well making them a combat profession?
and for the record, weaponsmiths can use everything they make, just not as effective as possible.
make up your mind if you're talking pre or post CU and then we can talk.
- Pre CU CH was gimpy, but we dont know about post CU, they look to be far more formidable now.
- Doc is now also no longer a crafting profession in any way shape or form. They get armor because they are expected to need it in the field.
- BE too is a scout/medic based profession and expected to be in the field close to dangerous creatures.
- Migration? you mean mitigation? The armor certs are given for a reason, and there is no reason to give a pure crafting profession armor.
- For the record, post CU you can't equip a single item you're not certified for. Weaponsmiths included.
All these half accurate profession descriptions you bring up to try to strengthen your case don't work. They set the dividing line clearly long ago for DE. We are crafters, and crafters we remain. The other profession shifts you see in the CU embody needed changes in role, and needed shift of power to maintain balance. The closest thing to a major revision in the CU is Smuggler, and that is only because they had nothing much to begin with. We get plenty for our points, and we're not about to get more/new/different. Sorry.
first, i dont care if de gets anything and i never suggested that de doesnt have enough for the skill point cost nor do i ever worry about skill point cost. i think all the artisan professions get a lot for very lil in cost but thats beside the point. i did realise when you go to equip things that it doesnt take but you get that same message stating your damage will be reduced. since you never equip the thing it would stand to reason that you shouldnt get the message but thats not to say the system is working as intended.
i was one of the ppl who believed that medics should have some sort of defense mods but i was told that thats the domain of the cm. now all of a sudden, docs, who are nothing more than an extension of medics, are now getting def mods, armor certs and will count towards improving your HAM. previously they said docs didnt belong on the field, that that is what cm were for. it seems they are tossing away that thinking.
that is my only point. just because de is a crafting profession doesnt mean it cant change its roleor it cant become more than just crafting and coloring droids.rangers and scouts belong on the field as must as be's however rangers and scouts dont get the armor certs nor are they considered combat professions for purposes of increasing your overall HAM. so i think theres more to "belonging" on the field or not as to whyone profession gets certain things and why one doesnt.
eaglebacca
Fri Apr 08, 2005 3:45 pm
#15
BillyBobthe50th wrote:I want to be able to make better combat droids period. I dont care if DE can even use em or not, I just want them to be OUT THERE. Even if they are rebel faction NPC's that are the equivalent of AT-ST's or dark troopers. Another problem I have is that in my guild (WOOK) combat droid demand hovers around 0 because it requires too much work to use one if you have no information (not skills ingame) on how to use them effectively, heck, even IM not sure how to without the droid getting pulverized and im dead in seconds (with an elite combat profession)
How difficult to use a combat droid really?
1) call the combat droid from datapad
2) select a target
3) /say attack
no offense but i wouldn't consider that be difficult at all
I use my 6K HAM LE Droid to tank everything when i am out and about!
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