Droid Engineer Archive
Thread: Combat droids amount of combat modules to put in..
Infje wrote:If I understand correctly, when you put 1 combat module in a droid it will have the maximum health and combat rating (damage, etc.). Is this correct?
That will only work if you add in an armour module with it.
A Level 6 armour module will make the droid CL30 regardless of any combat modules installed, so it will get max Health. If you then have a combat modules too, since the droid is already CL30, the damage will be maxed too.
If it was just one combat module, you'd only get CL10 (lower Health, damage and armour rating) if I recall correctly. And if it was a crappy combat module (below 55 Combat rating), it would be CL5.
I think a level 4 armour and a good combat module will get it up to CL30 afaik.
As for if this will continue to be the way. Well you can never count on anything with droids, but it is really unknown if this is working as intended or will change in the future.
Corran950 wrote:
for the time being till they change droids again. a level 6 armor module and combat module is all that is required. that opens up a lot of R series droids and fugitive tracker droids to be max combat droids. thus allowing those droids with more than 1 module slot to get additional modules like medical, item storage, harvesting, etc.
Really? i was under the impression that adding one armor module would bring the CL up to 30 and that every combat module you put in it would increase it's effectiveness.
i build them like this, 2 level 6 armor modules (just in case they ever fix the armor rating), one combat module, and 5 auto-repair modules. My R3's are max health, max armor, max damage, and have auto-heals of 114. Same with my probots except auto heals are 92.
And my advice is to NOT stick every possible module in non-combat droids. Kinda dumb to give someone all they'll ever need in one droid. You'll never see them again.
I make protocol droids with one crafting station and storage (or merchant)
I make r2 models with an astromech level and nothing else
I make combat droids with auto repair and thats it.
Peeps can hold more than 1 droid, make em use that datapad space.
Sandsifter wrote:
i build them like this, 2 level 6 armor modules (just in case they ever fix the armor rating), one combat module, and 5 auto-repair modules. My R3's are max health, max armor, max damage, and have auto-heals of 114. Same with my probots except auto heals are 92.
And my advice is to NOT stick every possible module in non-combat droids. Kinda dumb to give someone all they'll ever need in one droid. You'll never see them again.
I make protocol droids with one crafting station and storage (or merchant)
I make r2 models with an astromech level and nothing else
I make combat droids with auto repair and thats it.
Peeps can hold more than 1 droid, make em use that datapad space.
Or on the flip side, if they ever fix the Vitality, if you are sticking a combat module in them, and the crafters use them on thier factory runs. Now their Crafting droids and decaying, then they will come back to me to buy a new one.
You can make a CL 30 combat with max damage output by putting 1 Level 6 armor module or 2 level 4 armor modules and one combat module with a combat rating of 54 or greater.
I usually fill the rest of the slots with auto-repair. Or make Combat Medic droids by putting in a level 6 Medical module. They relally help in battle with the 10% healing bonus. Of course you can always throw in a storage module. People always need storage.
With this system you can even make basic CL30 combat droids most droid models.
If / when they change droids again i will re-adjust.
Winny