Droid Engineer Archive
Thread: Centralized Droid Issues
Mightion wrote:
The repair modules in my pre-publish 7 tamed R3 and R2 units still do not work, though repair modules in droids created and/or tamed after pubish 7 do work.
Gorantoth wrote:
Mightion wrote:
The repair modules in my pre-publish 7 tamed R3 and R2 units still do not work, though repair modules in droids created and/or tamed after pubish 7 do work.
I've heard about this one from numerous sources. I'll add it to the buglist when I get a chance later today.
Thanks for adding that to the list. Makes me feel a bit better. You may wish to clarify that it only seems to be droids that were already tamed before publish 7, that their repair modules do not work. It doesn't seem to matter when they were built, only if they were tamed before Pub 7. I just don't want the devs reading this, building a new R-unit, discovering it works, and saying "Fixed" without doing anything.
Like I said, my friend tamed a deed after publish 7 that was built before October 10th, and its repair module works. ![]()
In all tested droids I used:
-level6 armor from crates
-identical combat modules 88%
-identical combat clusters 72%
1) Highest HAM has ADV LE Repair chassis - 1.7K but dam and speed sucks - around 90 on 1.9
2) Highest DAM*HAM has ( of course ) ADV R3 - HAM 1.38K dam 120 - 131 on 1.89 ( 0.31 to hit)
3) Ranged attack is somehow not accurate and melee combat is more effective.
I know that 100% modules would be higher but still nothing to kill higher mobs, not talking about players especially PvPers.
Many paradoxes remain:
1) Lifter - no combat modules - why?
2) Probot - HAM doesnot improve with ANY higher armor, Probot doesnot offer ranged attack toggle and uses old funny ranged weapon even when all slots have combat modules installed.
3) Combat modules DO NOT STACK PROPERLY, ADDING MORE MODULES DOESNOT ADD SAME DAM AND/OR SPEED FOR EACH MODULE ADDED LINEARY BUT ITS SOMEHOW NERFED EVEN NOW TO PREVENT .... AGAIN .. TOO HIGH DAM.
It is annoying and unfortunate that droids have no function yet in SWG (devs are simply scared to give droids any real weapons) pbbly all devs play TKA or Commando or what ever combination but did not pbbly watch or read Star Wars movies or books.
Droidekas are in Geo Lab with decent HAM and damage stats, why to hell we cannot have them.
Or make combat modules inter-professional issue, so weaponsmith can make some parts to improve it or so..
Keretheh
Master Droid Engineer / Master Swordsman
Lowca, my shop /waypoint 4460, 5091 closest shuttle Doaba,Corellia
Yeah, noticed that combat capability caps at 600. Grrr. Could have almost 640.
Also, droid naming is definitely messed up - had a customer that could not name an R3 no matter what.
Storm2 wrote:
The W/D/G station at the Mining Outpost on Dantoonine seems to be bugged as of 4-14-04, the Droid Combat Module will not show up there on the list, it shows up at the station at my house, but not there at the Outpost....this is on the Chilistra Server
Um, you do know that there's a difference between PUBLIC and PRIVATE crafting stations right?
Thank you for that info.....I didn't think there was a difference
Joshua Stormlighter