Droid Engineer Archive

Thread: Combat droids amount of combat modules to put in..

Infje
Mon Aug 29, 2005 4:50 pm
#1

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?


If so, what are the implications of me building combat droids with 1 module if/when SOE ever fix it? Does it mean my droids will be useless?


How many modules do all you DE's put in your combat droids?


Thanks!



Faelyn Kartho :: Nerfed Glowstick Newbie
Obo_alCan
Mon Aug 29, 2005 5:04 pm
#2


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.





Obbo al'Can Master Artisan, Master Shipwright, Master Droid Engineer
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Infje
Mon Aug 29, 2005 5:10 pm
#3

So is it advisable to then just build 'm with one or two good combat modules and an armour module?


Or fill the droid up?



Faelyn Kartho :: Nerfed Glowstick Newbie
Corran950
Mon Aug 29, 2005 5:21 pm
#4


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.



Corran Tristen
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Skizzik-
Mon Aug 29, 2005 7:31 pm
#5






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.



Skizzik
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Sandsifter
Mon Aug 29, 2005 8:43 pm
#6

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.


Corran950
Tue Aug 30, 2005 8:19 am
#7

putting 2 level 6 modules in seems to be a waste to me since a level 6 is the best we can make. i dont know if2 level 6 armor modules ever provided additional protection before the recent change.



Corran Tristen
Master Artisan - Master Droid Engineer - Master Carbineer - Rebel Pilot 4/4/4/3
Corran DroidWorks {CDW} Reopening Soon (TM)
"If you take sexual advantage of her, you're going to burn in a very special level of hell. A level they reserve for child molesters and people who talk at the theater." Book - Firefly
- Help Control The Jedi Population, Have Your Jedi Spade Or Neutered.
FIREFLY SEASON 2: help transmit the signal



MachineZed
Tue Aug 30, 2005 9:29 am
#8






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.



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winny
Tue Aug 30, 2005 6:04 pm
#9

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




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