Droid Engineer Archive
Thread: Combat \ armour modules, stacking and level questions
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DTQ
Sun Oct 09, 2005 3:10 am
#1
Okay Just mastered DE last night (the long hard way actually crafting droids) 4 months of grinding
now instead of selling grind level droids I want to work on optimiseing my units. Ive heard snippets about the changes to the droids since the cl is capped at 30, but I want to know the optimum module ratings to acheive capped damage and armour ratings.
at the moment I have lvl 3 droid armour modules in factory crates experimented to lvl 6 rating, I can produce lvl 6 armour using either grind level battle armour segments or Uber quality components (noticed no difference bet ween the two) either way the armour modules cap out at lvl 12 module rating, afterjust a couple of experimentation points
should I use cheaper resources to make these?
I have different levels of resources that allow me to produce Combat modules between 73-94. With the CL30 limitations does stacking combat modules or increasing quality of combat modules make any difference at all?
What is the minimum required combat module level required to hit capped damage output?
CohibaMonCal
Mon Oct 10, 2005 1:50 am
#2
There is specific information in other posts about what gives what levels, however one level 6 armour module will max a droid at level 30. remember to add a combat module (any rating) to make the droid attack - even Probots.
This is how it is at the moment - obviously if the rules change then the qualty may matter later on but at the moment, not really.
DTQ
Mon Oct 10, 2005 3:17 am
#3
So the quality of my combat modules makes no odds? its purely the CL? if so I am wasting some very nice resources on trying to quality cap combat modules
Straker_Atrella
Mon Oct 10, 2005 2:18 pm
#4
Right now Combat modules really don't matter. So save your good stuff. The new system is borked.
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