Droid Engineer Archive

Thread: Re-Newb DE questions (no not the grind kind)

darthfodder
Tue May 04, 2004 4:39 pm
#1


So I was a DE from July-Dec and then dropped because of the lack of progress and to chase the hologrind, well I have now opened a second account and he is my DE/Doc. I thought it would be a smooth transition being gone only a few months and getting back to DE but I have found that I have many questions. Any help answering these questions would be greatly appreciated.


1. I have tons of crates of old DE stuff around ie....GPs, driod brains, motive systems, manipulator arms,lvl 6 storage, med mod 6etc. My question is can i use these componets even though they are old and some have a low qaulity rating or should I delete them and start fresh, does a driod brain with -rating add anything vs a + rating componet? I know for some things it makes a dif, med6 modules, crafting stations....


2. Any help on new driod componets and how they work would be a great help, I checked the stickies and didnt think there was a complete breakdown yet, I understand its a brand new publish. Whats broke and what works?


for example how do i get a driod with harvest mods up to 100, i can make 15s and combine them in a cluster but cant find a driod that will hold two clusters that are non-combat am i doing something wrong?


3. Do subcomponets affect the final combine of the driods ham or is it just the qaulity of resources?


Thank you in advance, I will add more to this as they come up and hope anyone else with comments or questions will add to this as well. I apologize if all of this info is available elsewhere and I didnt see it.


Cheers,

-Sluma/Windar
Slothrop27
Tue May 04, 2004 5:16 pm
#2

Heya,

1. keep the old stuff, it still works just fine, especially those droid brains, they will be of great help.
2. the r3 droid now uses combat clusters even when filling them with noncombat modules, i.e., harvest modules,
pop those harvest mods in a combat cluster and then pop em in the r3 and you'll be good to go.
3. still seems like subcomponents don't matter much, best to just worry about the quality of your resources,
we are much more quality resource dependent now.

i know this doesn't answer all of your questions, but it's a start...

best,



GATELY--Master Artisan/Master SW/Master DE/Privateer ACE
ORESTES--Master Rifleman/Master BH/Imperial ACE

CGI STARSHIPS--Brenn, Naboo (-2867, 3547)
DROPOFFS--Tyrannia, Naboo (-70, 4609) SST GUILD VENDOR
darthfodder
Wed May 05, 2004 7:52 am
#3

thank you exactly what I was looking for, didnt know i could put non-combat in the combat cluster.
darthfodder
Wed May 05, 2004 3:25 pm
#4

ok new question, I just made a combat mod cluster the mech rating was exp up to 63, the combat rating is 304. Whats the mech rating mean? and what is the highest combat module rating?
Anruan
Wed May 05, 2004 3:49 pm
#5

Highest combat rating I've gotten is 600 (I put 6 104 rated combat modules in an R3).

-anruan
darthfodder
Wed May 05, 2004 8:01 pm
#6

So i just made a R2 with muscian flourish effects, does the rating matter on these modules? if so what does it do?
AudioOrgana
Wed May 05, 2004 8:05 pm
#7






Anruan wrote:
Highest combat rating I've gotten is 600 (I put 6 104 rated combat modules in an R3).

-anruan







600 is the hard cap on R3's, 550 the hard (and physical) cap on Probots. Anything over 600 in R3's isn't used - I believe at that point the max stats are 170dmg/1.52sp.


AO

darthfodder
Wed May 12, 2004 7:11 pm
#8

So structure main droids are working again?


If so what is the difference between 1,2, and 3?


darthfodder
Thu May 13, 2004 6:21 pm
#9

next question what is the highes rating you can get on a auto-repair mod, my best is 19?
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