Droid Engineer Archive
Thread: Best value on an R2?
Ok... I need a droid with a Weapon, droid and general crafting module. I found a good droid engineer I'm going to buy it from but I am hoping to get some insight on to what customizations I should be asking for. As I see it it's really a waste to get an R2 and then only use 1 of the module slots. So how many modules do I get to put in and what should they be?
Going to get the best quality of WDR I can get. But how many more do I get? From the site I found it has 3 modules? I am assuming armor 1 and maybe repair 1 would be useful. It sounds like the medical modules are kind of buggy and I'm better off just opening a camp kit for that.
Or am I better off trying to get a little higher lvl armor/repair? Does it add that much more? I dont plan on having it out in a fight, and i dont really have any other droids for it to repair... just want to fill those slots to start with since they cant be filled later.
All insight is welcome =).
Personally, I would put a repair module into the second slot. This will only allow you to repair other droids, making it currently useless for yourself. However if they ever let us call more than a single droid at a time it would be useful. It might also prove useful in a group.
There's nothing buggy that I am aware of concerning Medical Modules. Yes, you can only call a droid in camp, but they can remain out after that, when you might really want the ability to use the healing. Also, high level Medical Modules are more efficient than camps I believe (I don't really know what effect the different camps have on healing but I would be shocked if any of them gave a 10% bonus over being in the Med Center).
So for the third module I would either get storage or a Medical Module, depending upon what you want to do.
Ok guess I mis-read the site posted in the above sticky area, or it is very old info. That guy said the medical module can only be experimented up to like 50% which would mean it is 50% heal rate of a med center (including stimp packs)... meaning all wound and stim healing would do 50% what it would if you are in a med center.
I know good camps are 75% heal mod. And with a BountyHunter as a roomate I wouldn't have a lack of those. Storage? I also read you can only store 10 things in a really good storage module?
This isn't a big with Medical Modules. It's a DE bug caused by the fact we don't have enough Droid Experimentation skill. However, the final result of how well a medical module works isn't its experimental effectiveness, it's its Medical Rating, which can be up to 110. meaning you get a 10% bonus on healing with it.
Lower level modules with ratings below 100 will hinder healing, but a Medical IV module is 85 and from what you've said that's still going to work better than a camp.
Great thanks for all the info. . .
Ok so what I'm lookin to order sounds like Standard R2 which gets 3 service modules?
WDG crafting as high quality as I can get that to, medical, and repair module...
and then it comes with a armor slot on top of that?
Probably get whatever he can throw in for under 2k
Neclonmite wrote:
Probably get whatever he can throw in for under 2k
Dang! Just saw you were on Gorath. I was gunna buy every R2 Med/WGD/Repair that guy could crank out at under 2k.
Seriously, I doubt you'll find anyone selling an R2 with those modules for less than 2k. You'll be lucky if you find one for less than 10k.
I'd sell that model for R2(10k) + WDG(3k) + Repair(3k) + Medical(8k) = 24k on Eclipse and thats without armor.