Droid Engineer Archive

Thread: Here they are, TC changes so far (all schematics available now!)

BlueMorgoth
Sat Feb 28, 2004 2:35 pm
#66

I'm also interested to know if it's an auto-split of 1/3 to each pool. I would imagine these are just cut and paste code from the BE pet stims, so probably worth a wander to the BE forum to see what their stims do.



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JavelinCatcher
Sat Feb 28, 2004 2:56 pm
#67

After critical failing on my first surgical droid...running to get more supplies for adv. Droid brains...I have finally made a Surgical droid with a item storage compartment.


The result: STILLno way to access a storage compartment in a 2-1B Surgical droid.





----Nolhta Fyoen----Master Rifleman/Master Smugger----StarStrider
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AudioOrgana
Sat Feb 28, 2004 3:43 pm
#68






Sinnare wrote:

Curious if the current probot is lvl 10, and what we are getting is a lvl 10, what exactly were you expecting to have changed?


Now it will take much more to get the exact same droid you had. The one nice thing is droid stims, but not sure how many people will be willing to start buying droid stims and vit packs and batteries when they already carry reg stims for healing themselves and there pet. Guess only time will tell.









This is the point.


Probots in general just got a lot harder to make, and we get absoultely no benefit from it.


Seriously, if they call this the "Droid Invasion" and people have to stare at that title on the launchpad for a month DE's are going to go from being a running joke to being...an evenlonger running joke.


Droid stims do not an "Invasion" make - not even 1/2 of an invasion, as this is supposed to be.


I'm 3/4 of the way through a run of 997 Probots, and I hope to have time to do one more run, maybe two,of 997 before the patch, and then I'm outta here. I hung on hoping for a real droidengineer enhancement, and though I wanted to drop many times I didn't because I thought I'd be kicking myself once the promised Dev attention happened. Well, the first part of the droid invasion is DOA - and part two doesn't look very promising (entertainer modulesand exploding mouse droids don't excite me, sorry).


I truly hope some people are pleased with these changes, butit's not fun or productive to me to get the same result I've always gotten but have to work so much harder to get there.


Audio

Shian_Tavkin
Sat Feb 28, 2004 3:50 pm
#69

Audio..it appears to be worse than you thought (and I thought)


From reading about the new craft/experimentation changes it appears we will not be able to even match the current Probot's abilities...reports are coming into TH's thread that no elite crafters are able to reproduce the same quality of product that they can currently make with Pub6 rules.


Stims, Woundpacks, Craft stations...you name it, there are people posting that they just can't make things as good as they could in Pub6.


Am I worrying for nothing? I think not.





Shian -- Master Droid Engineer/ Master Artisan
Malitevv
Sat Feb 28, 2004 3:58 pm
#70






AudioOrgana wrote:



and don't anyone kid themselves - you know no-one is going to want a droid that isn't "the best"),





people regularly stop by my shop and purchase my light armored advanced probots and my un-armored basic probots. i don't know who they are but people keep buying them.




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For decisions and revisions which a minute will reverse.

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Gribnitz
Sat Feb 28, 2004 5:52 pm
#71

I just re-read TH's "where we are" post. Why are they putting in the HAM experimentatiion in next publish when the combat modules come out this publish ??


I don't know about anyone else, but I am certainly not going to be making combat droids if they are all going to be inferior until the second half of the update goes out. I may make myself a BLL (if they can even take the combat modules, which hasn't been ID'd yet), then trash him after the next patch comes out.





-------------------------------------------------------------------------------------
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JediKnightMark
Sat Feb 28, 2004 6:41 pm
#72

OT


If this invasion doesn't go off as well as I would like it to, I have a TON of crated parts for those of your that will be sticking around, should anyone want them. dirt cheap since I'll either be hologrinding or going BH. 'course I might wait it out until the jedi revamp is on TC to see what that is all about lol we'll see.


Anyways, I'd like to know from anyone who cares to comment (since my client doesn't want to load for the umpteenth time today) what "combat-capable" droid they see as being potentially top of the line. We hear r3 b/c of the double clusters, we also hear probots might be retaining their combat crown. What does everyone think? Me, like I said before I'm sockpiling parts (droid brains, sensors, manip arms/packs, adv frames/brains/motives)but I'm not going to make any crated chassi until implimentation for obvious reasons.



---------------------------
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Jenden
Sat Feb 28, 2004 7:25 pm
#73

Ok, after a bit more testing it appears my DZ70 I made without any combat modules does indeed still have the attack, guard, and use ranged command, no damage stats are listed though so I'm not sure on how powerful it is.



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JavelinCatcher
Sat Feb 28, 2004 7:49 pm
#74







Jenden wrote:
Ok, after a bit more testing it appears my DZ70 I made without any combat modules does indeed still have the attack, guard, and use ranged command, no damage stats are listed though so I'm not sure on how powerful it is.







I built my first probot just now. I don't have access to any combat modules and none were installed. The probot still had the attack commands, attacked a target, and did roughly 35-40 points of damage per shot. I was able to repair him consistantly every10 seconds. I'm betting on this that it's a bug, same deal with the DZ70 since they are leftovers of inherent commands.


Edit: if I'm not mistaken, that was about the same damage range that Jenden's DZ70 did in our earlier test.


Message Edited by JavelinCatcher on 02-28-2004 06:50 PM

Message Edited by JavelinCatcher on 02-28-2004 07:21 PM



----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
AudioOrgana
Sat Feb 28, 2004 7:49 pm
#75








JediKnightMark wrote:

Anyways, I'd like to know from anyone who cares to comment (since my client doesn't want to load for the umpteenth time today) what "combat-capable" droid they see as being potentially top of the line. We hear r3 b/c of the double clusters, we also hear probots might be retaining their combat crown. What does everyone think? Me, like I said before I'm sockpiling parts (droid brains, sensors, manip arms/packs, adv frames/brains/motives)but I'm not going to make any crated chassi until implimentation for obvious reasons.





Well, I'd hedge your bets and start making Probots like mad, as I have been now.


I can afford to be wrong, so I've jumped full throttle into making full runs of Probots (997 each time). I have six factories working on finishing the first run right now, and I should have the second one going by early tomorrow (in addition to the 700-run I did last week).


At this point, worst case scenario is that I get suck with a ton of CL-10 bots that can be repaired after patch. It doesn't matter if R3's are "better" to me at this point, because if they are - there is no way I'm going to make them since their HAM is being "revistied" in Publish 8. (Why they put it there is beyond me...) That isn't to mention the huge amount of subcomponents.


I just did a little math - forgive me if I forgot something, but I'm not in game. This is how many parts you are going to need for an R3 (without armor, for the sake of argument):


Adv Droid Frame, 2 identical Advanced Droid Brains (with eight subcomponents EACH), Manipulator Arm Pkg, Adv Droid Motive (With Control Unit), Droid Sensor Package, and Droid Brain (in the deed assemble).


So a bare R3 needs 24 parts, 17 of which are Master Artisan items (which is insane to begin with, but that's another topic). To outfit one with six combat modules (with a droid brain each) is going to be another 12 components.


That's a total of 36 components for ONE R3 droid, without armor, and 17 of which are from another profession.


If that's the best combat droid, and that's what it takes to make it - count me out for sure.


At this point, I'm pretty sure I'm just gonna do as many runs of Probots until the patch, then retire. Even best-case scenarios right now are depressing - and the promise of blowing up MSE droids and flashing pretty lights for entertainers isn't enough for me to continue being a DE hoping patch 8 solves everything - I've bought into that false hope before, and I think I have just about learned my lesson.


Audio




Gribnitz
Sat Feb 28, 2004 8:54 pm
#76






AudioOrgana wrote:





So a bare R3 needs 24 parts, 17 of which are Master Artisan items (which is insane to begin with, but that's another topic). To outfit one with six combat modules (with a droid brain each) is going to be another 12 components.






I can't bear to bring myself to making R series combat capable anyway. I like the idea of having the 3PO's, LE's and Surgicals as combat. They have the talkie chips so they will be more interesting (kinda like the old probots used to be), but the R series has got to go. I can't believe they made them combat capable after everyone said "no way".




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JediKnightMark
Sat Feb 28, 2004 9:00 pm
#77






AudioOrgana wrote:

Well, I'd hedge your bets and start making Probots like mad, as I have been now.


I can afford to be wrong, so I've jumped full throttle into making full runs of Probots (997 each time). I have six factories working on finishing the first run right now, and I should have the second one going by early tomorrow (in addition to the 700-run I did last week).





As much I'd love to do that, I'm a two-factory, single account person so I can't afford the luxury of jumping full-throttle into anything. I have about 500k liquid, 3 heavy mineral, 1 heavy gas, 1 heavy chem and 1 fusion generator. 1 med house, 1 tent, 5 vendors, +resource crates. Def not in the position to be making any leaps of faith, ESPECIALLY when it's SOE that is telling me I won't regret it.


Even if I did have your resources Audio, I'm more the sort of person who is more confident going into battle with a well-planned attack tactic as well as a well-planned withdrawal or two, just in case. Hence the post lol. I hope those sets of 997 chassi don't go to waste for you.


BTW, on a diff topic could someone on TC post screenshots of the various droid deeds so we can get a visual of how the schematics have changed? I'm still a little fuzzy on if combatmodule clusters replace general moduleclusters or if they can both be put in the same slot...and if I'm saying it, at least 1 other person is thinking it

Message Edited by JediKnightMark on 02-28-2004 11:04 PM



---------------------------
Haelon's Mercantile, Bounties and Starship Services.
Tatooine 2490 -4860
2-4-1-4 Reality Consultant
Yet another beta wasted
A respec a day keeps the monotony away

Wynn814
Sat Feb 28, 2004 9:03 pm
#78

Someone tell me a good point of the patch please.



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