Droid Engineer Archive

Thread: New Purpose of a Surgical Droid?

RiCatcher
Fri Jun 24, 2005 7:12 am
#1

DEs can you help me? I'm a MCM returning to SWG after taking a looooonnng break. I used to use my surgical droid to heal wounds anywhere I wanted, and craft as if a crafting station was nearby. I decided to drop him, and buy a new and improved 21-B with a medical capability rating of 110. Now, I find I can cure wounds in the wild w/o the droid called. And, I don't do much med crafting anymore due to SOE medic changes recently. Am I to believe that if the droid is out, I can heal wounds and damage BETTER than if the droid wasn't called. My only problem with this is that an errant laser bolt (ok with lokian pirates it's intended....they're mean) can have my droid spitting sparks and lets face it they're not cheap. If the difference is slight, he won't see the battlefield but I'd like to use 'em if there's a practical reason to do so.




Rii - Master Combat Medic, Corbantis

CORE'

Shmook
Fri Jun 24, 2005 7:23 am
#2

Hey there, I was wondering this myself... it turns out there is some great data in the doc forum on this thread:

http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=92348

It seems that medical droid do improve healing somewhat but the improvement is small, in line with food/BE improvements I guess.


Hope this helps!




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Atan
Fri Jun 24, 2005 7:36 am
#3

Updated numbers for pub. 19 on TC here

Combat level 30 should prevent your droid to go down a little bit, try to get one with armor and combat mods, i guess a DZ70 or Probot would be better, for the moving speed




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RiCatcher
Fri Jun 24, 2005 11:49 am
#4

Both threads are very helpful. Thank you



Rii - Master Combat Medic, Corbantis

CORE'

ArthurDentOnBria
Fri Jun 24, 2005 2:16 pm
#5

small? that was certainly not the conclusion drawn by the writer of the post which you quote. In his words: "Droids provide huge increases in healing...". Also note that these bonuses seem to stack on top of for example the bonuses you get from clothing. Cumulatively, the effect of clothing and a +110 droid can add as much as a couple hundred points of damage to the power of your heal. Nothing "small" about that.





Shmook wrote:

It seems that medical droid do improve healing somewhat but the improvement is small, in line with food/BE improvements I guess.










ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
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Shian_Tavkin
Fri Jun 24, 2005 2:45 pm
#6

Healing with a 110 rated med droid has always resulted in better heals than without it (except when they were temporarily broken)


In combat situations you want it combat capable to prevent it from running for the hills


If you have gone that far you might as well have it as a full combat droid, less 1 autorepair module to accomodate your med6 (110)module. You might actually like the help a fast attacking albeit relatively low damage droid can give you, though thats a matter of choice. Try it and see






Shian -- Master Droid Engineer/ Master Artisan
ArthurDentOnBria
Fri Jun 24, 2005 3:29 pm
#7






Shian_Tavkin wrote:

Healing with a 110 rated med droid has always resulted in better heals than without it (except when they were temporarily broken)


In combat situations you want it combat capable to prevent it from running for the hills


If you have gone that far you might as well have it as a full combat droid, less 1 autorepair module to accomodate your med6 (110)module. You might actually like the help a fast attacking albeit relatively low damage droid can give you, though thats a matter of choice. Try it and see







Actually, if you stop and think about it, a droid with medical and auto-repair modules is kinda redundant. Why? Because anyone able to make use of the medical module, is also more than capable of healing the droid without the use of repair kits




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Shian_Tavkin
Sat Jun 25, 2005 3:16 am
#8






ArthurDentOnBria wrote:





Shian_Tavkin wrote:

Healing with a 110 rated med droid has always resulted in better heals than without it (except when they were temporarily broken)


In combat situations you want it combat capable to prevent it from running for the hills


If you have gone that far you might as well have it as a full combat droid, less 1 autorepair module to accomodate your med6 (110)module. You might actually like the help a fast attacking albeit relatively low damage droid can give you, though thats a matter of choice. Try it and see







Actually, if you stop and think about it, a droid with medical and auto-repair modules is kinda redundant. Why? Because anyone able to make use of the medical module, is also more than capable of healing the droid without the use of repair kits







HeH, true, but is it my fault that SOE introduced another bug into the equation? The carelessness with which things are implimented in this game continues to stagger me.


Ahh well...one day all will be well..or not






Shian -- Master Droid Engineer/ Master Artisan
Bunklung
Mon Jun 27, 2005 5:12 am
#9

Originally when testing my new droid I thought the auto repair modules were useless considereing I could heal the droid. However, that was until I went down to the lower levels of the Rryatt Trail. I had to constantly heal my droid and loop a marco (/tellpet follow;pause,etc) to stop him from fighting. Auto repair isn't huge, but it makes a difference when things get out of control and you need to heal your friends not a droid. When the armor is fixed on droids there may be less of a need for auto repair.

A side note about the 110 rating. If the droid does get incapped, you will still get the medical bonus as long as you stay near the incapped droid! You can always use incapcitation recovery on the radial menu to bring the droid back. Doctors can also heal the wounds on the droid. Auto repair modules use batteries like crazy so stock up.

My med droid: R3 Adv w/ level 6 armor, 1 combat, 110 med module, and 4 auto rapair.


If the armor ever gets fixed I'd like to try: Level 6 armor, 3 combat, 110 med, and 2 auto repair to give me 9k armor.



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Cphopp
Wed Jun 29, 2005 5:53 am
#10

aye I crafted a couple combat droid for my toons...first one I made i only put 2 auto repair...2 harvest...1 combat ( probot )


after seeing the innefectivness of 2 harvest chips... ( havn't tried like 4/5 harvest yet ) as opposed to myself harvesting with the simple press of a button...I choose to make a droid with 4/5 autorepair....helps for those times where the droid pulls like 5 mobs..and quickly incaps lol


oh...I also find it MUCH...MUCH..let me say again..MUCH cheaper to make droid batteries to keep my droid repairing itself than to find the resources required to make a droid repair 4.....of which take named resources...and are not that easy to find if you are relativly new to DE...and are insanley expensive to buy if the people selling them know what they are for lol


and we all know how often named resources of any quality that are actually used for good DE stuff spawn =/ ( case in point...tolium lol )





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