Droid Engineer Archive

Thread: TC focus thread

Straker_Atrella
Mon Jun 13, 2005 5:10 pm
#66

So then if you just puttwo modules in, it would be 8K?



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Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
MachXXV
Mon Jun 13, 2005 5:30 pm
#67


whipped up a probot and took it for a spin... 1 combat mod, one l6 armor - same results there as everyone else.


It did take more dmg when grouped with my lvl1 char - took it against some lvl10 cu pas, and when grouped the cu pa would hit for a little more than twice than when not grouped. Attack speed was horrible - about 4 seconds between shots. Was hitting for 50 pts of dmg per hit on a lvl10 creature. when grouped with me (lvl1), the dmg went down to 33 per hit.


it does seem like some of these changes were made with the best of intentions, but wholly missed the mark in that they have become somewhat dumbed down. It seems that the droids are being treated as pets as far as health and damage go, but are falling short of their pet equivalents. You would think that a highly advanced machine with armor and blasters could out-damage and out-tough a slobbering, smelly critter that likes to spit


I guess my overall reaction is rather mild. Its nice to have something done to droids, but I'm just not sure how it will all play out - it feels more like an attempt at a fix of CU effects rather than any kind of enhancement. And the simplification of the crafting really saddens me - the complexity of droid crafting was one of the things ive always really liked - and to see this kind of "insert tab a into slot b" crafting without any effort invovled is disappointing.




MachXXV - Eclipse
Master Shipwright, Master Droid Engineer, Merchant
Jenden
Mon Jun 13, 2005 5:47 pm
#68



ninerOciag wrote:
Jenden, are you in there fighting for our profession and if so have you hear anything back?




I'm fighting... I'll relay any information as soon as I've got it (and can post it).



Jenden Morn - Master of Droids- Tarquinas
Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

psikobunny
Mon Jun 13, 2005 6:14 pm
#69






Drashk wrote:



Only the combat module currently gives the attack function, which keeps a droid from running off.







I know only combat mods give the attack command, but I'm saying that the trapping module used to be effectively the same, even without that command. Launching a trap initiated combat, and thus the thing had to stay and not run.


Ah well, its neither here nor there really, since a droid cant suck away Xps any more, I just thought it might be useful to make an effective bodyguard and still have room for other functions.





Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Drashk
Mon Jun 13, 2005 8:31 pm
#70





Obo_alCan wrote:
5 CL every 55 CR




That is right on with what I just finished testing or it is extremely close.


A Probot with a 275 rating,more then likely hit 274ish, (estimated to the nearest 0.5 since I can't see the combat rating) is CL25. A Probot with a rating of just over 276 (more then likely ended at 277) hit CL30.



Ok, so here are the updated notes on how the new system works.


CL 1 = 108 Health
CL 5 = 594 Health
CL 10 = 1715 Health
CL15 = 2514 Health
CL 20 =2923 Health
CL25 = 3333 Health
CL 30 = 3742 Health


CL5 = Droid Armor Level 1
CL10 = Droid Armor Level2
CL15 = Droid Armor Level3
CL20 = Droid Armor Level4
CL25 = Droid Armor Level5
CL30 = Droid Armor Level6


CL5 = 1 - 55 Combat Rating
CL10 = 56 - 110 Combat Rating
CL15 = 111 - 165 Combat Rating
CL20 = 166 - 220 Combat Rating
CL25 = 221 -275 Combat Rating
CL30 = 276 + Combat Rating


Droid Armor Level 1 = 1k Armor Effectiveness
Droid Armor Level2 =2k Armor Effectiveness
Droid Armor Level3 =3k Armor Effectiveness
Droid Armor Level4 =4k Armor Effectiveness
Droid Armor Level5 =5k Armor Effectiveness
Droid Armor Level6 = 6k Armor Effectiveness


1 - 55 Combat Rating = 0.5k Armor Effectiveness
56 - 110 Combat Rating = 1.0k Armor Effectiveness
111 - 165 Combat Rating = 1.5k Armor Effectiveness
166 - 220 Combat Rating = 2.0k Armor Effectiveness
221 -275 Combat Rating = 2.5k Armor Effectiveness
276 + Combat Rating = 3.0k Armor Effectiveness


Its a simple process of adding the Armor Effectiveness or CL rating associated with the Combat Rating and the Droid Armor Level.

Message Edited by Drashk on 06-13-2005 08:42 PM





Making SWG more Star Warsy. One droid at a time.
Obo_alCan
Tue Jun 14, 2005 9:06 am
#71

So the decision for tomorrow will be to go with either:

CL 30, Adv R3, max damage, 7k Armour Effectiveness, ~118 auto-repair

Or

CL 30, Adv R3, max damage, 9k Armour Effectiveness, ~71 auto-repair

Where 7k AE is 52.5% protection and 9k is 58.5%, but will probably get dropped to 1217 anyway.

Decisions, decisions...





Obbo al'Can Master Artisan, Master Shipwright, Master Droid Engineer
al'Can Droids 775 -3955 Coronet

Oboal Master Commando. Master Swoop Racer!
Drashk
Tue Jun 14, 2005 9:18 am
#72




Obo_alCan wrote:
So the decision for tomorrow will be to go with either:

CL 30, Adv R3, max damage, 7k Armour Effectiveness, ~118 auto-repair

Or

CL 30, Adv R3, max damage, 9k Armour Effectiveness, ~71 auto-repair

Where 7k AE is 52.5% protection and 9k is 58.5%, but will probably get dropped to 1217 anyway.

Decisions, decisions...




Get this man a Adv Droid Frame. We have a winner.


Thats basically where it sits now. No other Droid Chassis need apply for the role of combat droid, or any other droid type for that matter.


With Armor being completely borked, with the second call issue that has been around since the Droid Invasion, armor is still a pointless endevour for droid crafting. Its good to know that someone on the DEV team was trying to do the right thing. Unfortunately, it would appear that it was done only halfarse, once again.






Making SWG more Star Warsy. One droid at a time.
Straker_Atrella
Tue Jun 14, 2005 2:20 pm
#73

On some levels I think that changes like this and the way they took Armorsmith and Weaponsmith may be due to people complaining about how easy it is to mine resources. People complained that a million units of a resource could be pulled up, giving people a lot to use.


So their solution "may be," just make resources useless, level the playing field.


When are they going to understand that Droids are different, we already had almost no variety.



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Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
EnigmaBSc
Tue Jun 14, 2005 3:03 pm
#74

Experimentation seems to have a small effect on armour still too. I made two Advanced R4s, one with two highly experimented level 1 armour modules and one with two unexperimented level 1 armour modules. I didn't put any other modules in the droids and the subcomponents and final combine experimentation were identical. The droid with the experimented armour modules ended up with an armour effectiveness of 3000, while the droid with unexperimented armour modules only had an armour effectiveness of 1000.

And if it wasn't bad enough that this patch is going to be pushed live in about 13 hours time, likely with the armour bug still intact, and practically kill off droid diversity, now I've gone and turned ugly orange.

EnigmaBSc
Drashk
Tue Jun 14, 2005 3:09 pm
#75


Newest and bluest from the TC front and its not good. Not good at all.




I found a couple of Droid deeds on a vendor, out in the township of Tatooine's Market Place. The first deed was for an LE combat droid with a Health listing of 2923 and a Combat Rating of 261, on the Deed itself. The Droid was advertised as having 5550 HAM and a 261 Combat Rating. It appeared to be a pre-CU crafted droid.


When I called the droid from the deed, the following stats were listed in the datapad...


DL 20

Health 2923

Health Regen 10

Armor Effectiveness 4000


When I called the droid for the second time, the following stats were listed....


DL 20

Health 2923

Health Regen 10

Armor Effectiveness 348


Besides the standard drop in Armor Effectiveness bug, that has been reported numerous times now, there was also another issue...


The droid doesn't have any combat ability. There is no listing in the datapad for an attack or guard command. There is no listing for a Programmable of either command.


With a Combat Rating of 261, the droid should have produced a CL25 Droid with close to max damage output. This is not the case.



The second Droid Deed that I used was an Adv R3 with a 3742 Health and 523 Combat Rating, listed on the deed. The droid was advertised (named) as having 4297 HAM and a 523 Combat Rating. It appeared to be a pre-CU crafted droid.



When I called the droid from the deed, the following stats were listed in the datapad...


DL 30

Health 3742

Health Regen 10

Armor Effectiveness 6000


When I called the droid for the second time, the following stats were listed....



DL 30

Health 3742

Health Regen 10

Armor Effectiveness 1217


This Droid suffered from the same nutering that the Adv LE did. 0 combat listings.


I will be warning the entire DE community to remove all currently craftedcombat droids from their vendors, until a fix for this issue is added. I would highly suggest that this code be pulled until it is done correctly, or there will be tons of new CSR tickets being opened, with many DEs being blamed for trying to rip customers off.


I Highly suggest that all current combat droids be pulled from your vendors. This patch is likely to cause many issues, if the current droids are bought by someone, on to find out that the droid is no longer a combat droid, but is rather a decently armored novelty item.


I'll make a seperate post, in hopes that it will catch the attention of a few DE before this goes Live, tomorrow.





Making SWG more Star Warsy. One droid at a time.
Straker_Atrella
Tue Jun 14, 2005 7:25 pm
#76

I honestly can't understand why they are pushing this live. I know there are other good things in the publish, but these problems should be a show stopper.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
JavelinCatcher
Tue Jun 14, 2005 8:24 pm
#77





Straker_Atrella wrote:
I honestly can't understand why they are pushing this live. I know there are other good things in the publish, but these problems should be a show stopper.




Like what? Fancier lightsaber animations?


Fact: They pulled part of publish 18 (Elemental damage not being applied) because it wasn't working properly.


They did NOT push back the Droid changes because they arn't working properly. <sarcasm> Obviously, not enough testing data was presented to them to show that it shouldn't be pushed to live. </sarcasm> Maybe if they had left TC-Primeonline,wewould have more and better test data.


As we can see, yet another publish that is taking a backseat to combatants....and most combatants are going to look at the patch notes and see "Wow, they changed droids but couldn't get Elemental damage working...this publish is crap!"




----Nolhta Fyoen----Master Rifleman/Master Smugger----StarStrider
----Nolhta Fyoen----Master Droid Engineer----TestCenter
----Accoubacca----TKA/Commando---TestCenter

----Nolhta Fyoen----Master Droid Engineer----Gorath

CUAlpha: Team Droid Engineer
Drashk
Wed Jun 15, 2005 12:26 am
#78

/sarcasm


Now Advertising the Adv R3 Combat Droid.


An Adv R3, with a combat rating of 276+ and 1 Level 6 Armor Module, is the only droid to go with, if you want a hard core combat droid.


With 9K Armor effectiveness, which reduces damage by almost 60%, and its 160ish DPS, the Adv R3 will shred through CL22 critters while taking only a few hundred points of damage, that can be repaired using a decent hit from a Bacta Shot.


Warning - under the current operating conditions, this droid is only one time use, since armor reverts back to 1217 after the first use, from a deed.


/sarcasm off


Here is a bit more information to digest...



IF Armor is fixed, the R4, R2, or R3 units will be great combat droids, with a Level 6 Armor mod and 276+ Combat rating. They are hitting for approximately 180 DPS, or attacking every1.25 - 1.5 seconds for approximately 250 points each attack.


Probots have become buged even more so, with random times of increased attack speed, ranging from 1.5 - 2.0 for the correct speed to 3.0 - 4.0 for the bugged speed. Damage is inconsitent as well, ranging from 250 per attack to 50 per attack. The only way to revert the damage, from the normal 250, from the 50, would be to store the droid, which isn't very helpful in combat situations.


Red-Dwarf has seen the corrolation between the reduced damage and the Probot entering melee attack range/posture.


DZ70s appear to have picked up the Probot sound bug, but have not shown any issues with reduced damage. A Fully loaded combat DZ70 is currently more effective in combat then a Probot, due to the reliablity that it has to offer over the Probot.


The Ranged Toggle that has shown back up on the list of programables for a droid may not have been included specifically for droids. I'm believe that the command toggle may be related to a pet command, for the missing ranged/melee pet command issue. When the Ranged Toggle was initally on a droid, after Publish 7 and prior to Publish 10, it was located on the main radial menu of the droid. There was also a programmable command, but the radial menu on the droid listed the toggle as on or off..


When you program the toggle now, the droid will only list as either on, or off, depending on the Droid Chassis being used.


Thats all I have for now....





Making SWG more Star Warsy. One droid at a time.
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