Droid Engineer Archive
Thread: Test Center DEs
duncje wrote:
The server went down about 3 hours ago with an estimated 5 hour downtime. It'll be quite a bit later this evening before we know anything, more than likely.
There isn't much to know besides what chasis will accept combat modules, and how many modules Probots will be able to hold.
We are getting NO additional combat capabilities in this patch - while the chasis that are capable of combat may change the quality of the combat will not be any better than what we have now.
They already rebalanced Probot Adv to CL-10 - that's the best we are going to get until they add their little "Droid Handler" tree.
Although a few of the fixes are appriciated (and way, way overdue - i.e. repair kits), we are not getting any new abilities in terms of combat droids - they are just going to be more expensive and time consuming to make.
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Malitevv wrote:
we don't know that there aren't going to be any new abilities. we only know that they aren't going to add up to anything more powerful than CL10. they may very well be adding options regarding the damage type or options that provide tradeoffs between damage and attack rate with the new modules (for example). be interesting to find out.
Well, I don't so much consider that an ability, but a choice. Yes, a bit more damage for a bit less speed, or vice versa, would be nice and all, but with the stat caps on CL-10 droids, I don't see it amounting to very much difference. Sort of like experimenting on Probots now - you can get from 820HAM to 830HAM, which in a combat situation is negligible at best.
It will be interesting to hear back from TC later today, and I hope I'm pleasantly surprised - but TH's comment in the original Droid Invasion post keeps sticking to my mind like mashed potatos to your ribs...about how this is more a "solid foundation" for combat functionality than anything else. Read : not much is changing, but it's for the future when we finally shove Droid Handler into the game.
I am deadly curious as to whichchasis will be allowed to be combat droids - one could assume conflicting ideas from the different things posted. On one hand TH refers to "combat capable" droids, and in another paragraph he refers to all droids being combat capable now. Then again, I remember..."Clear-domes R2's...", where the information is coming from, and I realize we don't know squat (except that we will not be getting better combat droids) until it's actually in game.
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AudioOrgana wrote:
Well, I don't so much consider that an ability, but a choice. Yes, a bit more damage for a bit less speed, or vice versa, would be nice and all, but with the stat caps on CL-10 droids, I don't see it amounting to very much difference. Sort of like experimenting on Probots now - you can get from 820HAM to 830HAM, which in a combat situation is negligible at best.
Malitevv wrote:
AudioOrgana wrote:
Well, I don't so much consider that an ability, but a choice. Yes, a bit more damage for a bit less speed, or vice versa, would be nice and all, but with the stat caps on CL-10 droids, I don't see it amounting to very much difference. Sort of like experimenting on Probots now - you can get from 820HAM to 830HAM, which in a combat situation is negligible at best.
hopefully they do give damage type tradeoff options, those are a big deal I think. In the new biolab dungeon for example, I believe that many of the creatures there are highly resistant to energy damage. Would much like to have a probot that does something other than energy damage next time I make a run for that one.
LMAO, very true.
I spent 1/2 hour in there the other day and was getting absolute crap for XP - then I bothered to /ex them, and find out that they were neigh invulnerable to heat and energy.
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