Droid Engineer Archive

Thread: Are the armor modules even worth throwing in anymore?

CohibaMonCal
Mon Sep 26, 2005 3:10 am
#14

The CL is the 'golden thing' at the moment that determines hit points and damage. A droid only needs one combat module to enable it to attack and it will do the damage depending upon it's CL. So if you want to make an attack droid then just one combat module and a level 6 armour module will make the 'best' droid - ie CL30. Adding more combat modules is not required. The gauling thing is that the quality of the combat module does not matter either - there just has to be one.


Quality only affects a few modules now - autorepair, detonation, stim pak dispensers, trapping and harvesting are the ones that come to mind.


Plus side is that there is much more space in a combat droid to put in autorepair modules...so jack the price accordingly. Downside is that theoretically most people only need one droid that can do virtually everything where are before they would need a few.





Dr Cohiba Aurora - PhD, IDEA
Master Droid Engineer Extraordinaire
Mayor of RiverRun - Talus (Ahazi) and Rebel Ace Pilot
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Marlin Aurora
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