Droid Engineer Archive
Thread: TC focus thread
Atan wrote:
Ok, a few more bits of information:
- The innate combat ability of the DZ70 and the probot are history
- A LvL 6 Armor does bump a droid to the max health and lvl mentioned but it does not give a attack option
more later when the factories are running
(there are blue frogs on TC atm, so more people can test, if they want)
So, let me get this right, they changed armor so there wouldn't be clones all over but now they just want one type of droid-an Advanced R3?
Actually (as borked as it is atm) almost everycombat capable droid is the "best".
Liamo wrote:
Atan wrote:
Ok, a few more bits of information:
- The innate combat ability of the DZ70 and the probot are history
- A LvL 6 Armor does bump a droid to the max health and lvl mentioned but it does not give a attack option
more later when the factories are running
(there are blue frogs on TC atm, so more people can test, if they want)
So, let me get this right, they changed armor so there wouldn't be clones all over but now they just want one type of droid-an Advanced R3?
Since every droid has the same damage rating regardless of the quality and the number of combat mods (as long as one is installed), and the same armor rating (after the recalling).
Some morebugs for the list:
- the DZ70 only does melee combat, no ranged attacks
- the probot does use both modes butdeals only ~1/6 of the damage in melee mode (50 kinetic compared to 280 energy)
- Droid armor is working now (aside of the resetting to a lower value), i tested a R3 with 7500 Armor and it absorbed 52 out of 95 damage, later after recalling it absorbed 11 out of 92 (different Mob)
[Edit: It resetted to 1217 Armor Rating, regardless of what it was before, maybe the max armor for a CL 30 Pet?]
So, a fully decked R3(6 combat mod., 2 lvl 6 armor) has a Armor rating of 7500, a DZ70 (2 combat mod, 1 lvl 6 Armor)has 6500, means about 2-4% more defence for a 200% more complex model (while both do the same damage)
[Edit2: by using the Formula from the AS FAQ i get50.375% protection from 6500 and 54.375% from 7500 ]
Message Edited by Atan on 06-12-2005 07:32 PM
Message Edited by Atan on 06-12-2005 07:37 PM
To Jenden
Question. The Probot has an innate ability to attack regardless of what you put into the droid. With these new modifications to the droid system of making a combat droid does it mean that a clean probot whose damage was original 51 points per attack is thus increased over the CL30 rating when you add the relevant Combat Modules.
where you have stated the base and maximum damage output for droids will Probots be an exception to this rule?
Nazgill wrote:
To Jenden
Question. The Probot has an innate ability to attack regardless of what you put into the droid. With these new modifications to the droid system of making a combat droid does it mean that a clean probot whose damage was original 51 points per attack is thus increased over the CL30 rating when you add the relevant Combat Modules.
where you have stated the base and maximum damage output for droids will Probots be an exception to this rule?
Check about 5 posts above, the innate combat ability is no more. No bonus for a probot/DZ70.
If you mean during the conversion... dont think so
I trust Drashs testing 100% completely. Since I don't play on TC or Corbantis, I can't really test myself. However, I wanted my voice to be heared still. While this change may be good for Droids, it is bad for Droid Engineers.
There is a Focus thread on the "In testing" forum for this Patch on TC for a reason. Perhaps they may not listen to one DE or two, but more may get their attention. That is what that thread is for.
Wont have much time to use them in the next 2 days -_-
(and then the changes will go live i guess)
Straker_Atrella wrote:
Since I don't play on TC or Corbantis, I can't really test myself.
As an FYI frogs have now been placed on TC-corbantis so it is possible if not pleasurableto test (ignore the crowd round the frog and look around there are quieter frogs nearby).
I have set up a few factories making components, but I don't see real value in simply reproducing Drashks results just yet so I'm hoping there is a patch on Mon or TC returns in which case I will have helped with the load test (and I have managed to verify the OMU's are crating correctly and are able to be used in production of deeds and verify lights weren't totally broke, just a stealth fix/nerf depending on your point of view).
Shmook wrote:
Wouldn't it make more sense to have the armor rating depending upon the droid armor and the combat rating/damage level dependent upon the combat modules? For example, the combat rating could be depending upont the number of combat modules in the droid itself, the damage output could be dependent upon the quality of those combat modules, and the armor rating, well, is dependent upon the number / quality of armor modules?
The system actually works quite well, if you ignore all of the bugs that came with it.
Basing the Level off of a combonation of both Armor and Combat Modules means that we are given the greatest chance of creating a CL30 droid. It makes it so that even Novice DEs can accomplish this.
The Armor adds to the CL, but ifcombat modules aren't installed, it won't matter either way, since the droid will still scamper off. The Combat Modules will stack up and offer a max 3k Armor rating, but it won't matter too much at CL30, unless a bit more armor is added, from the Armor Modules.
The issue that we currently have is that all of the damage and health are based on the CL and not experimentation. What we need is for the base creature scaling to be removed from droids, so that Combat module and Deed experimenation, along with chassis base limits, effect the droid in a way that makes experimentation and choice mean much more.
Message Edited by Xrystal on 06-13-200502:32 AM
Message Edited by Xrystal on 06-13-2005 02:32 AM