Droid Engineer Archive
Thread: Droid Module Focus (Detonation): Information, discussion and bug-reporting (04/24/04)
NOTE:
Further testing brought out some new data:
TheRealTK421 wrote:
Detonation module (available at Master DE):
Items of note:
- This module requires a BH / Smuggler player to control the droid's Detonation module features and will be destroyed upon use. (The Whole Droid will be destroyed - leaving not even a pet control device in the datapad)
- The detonation 'power' of the explosion effected by experimentation (this appears to be the case but there isn't a on of number/info yet). It should also be affected by stacking the modules (Detonation Power 7 + 8, in two modules, will give +15 in the droid they are put in). (Yes, Modules stack inside droids - Confimed)
- The current reported radius appears to be about 10-15m. (Closer to 17-18m in full test at distances)
- Apparently, there's no control over where the dmg is applied (Health, Action or Mind) (Tests show it hits mind more often then the rest - and armor does prevent damage)
- The detonation module appears to add 10 to the Detonation Power rating when it is installed in a droid. So, if you build a module with a Detonation Power of 8, it will end up with a Detonation Power of 18 when built into the droid. (This is only for an MSE Mouse droid that it gets this +10 effect - other droids i have tried this in do not get the +10: I have gotten an Advanced MSE to be detonation power of 36 - two 8 modules which hit a Ranged Mitigation +2 Commando wtih 60% Composite armor for around 550 (1500 before armor effects and included 75% reduction for PvP)
for which a local dev commented (name withheld unless he wants to name himself):
Now Thats a Spicy Meatball!!)
CaixCatab wrote:
How often will it hit and do damage to a person actively attempting to avoid it?I don't want to make the question take to long to answer, but it would also be kinda helpfull to know how easy it is to take out while in a "real" battle, on larger scale than player vs drone. And for the did-not-really-hit, an approximation of how often the droid is just put out of the fight and can be reused and how often it is lost would be even more helpfull.
seems like it is going to be a real pain to get the droid deed, add it to your datapad, program the droid (i guess you only need to program follow and detonate). and only be able to use it once and start over bt acquiring a new droid deed. I quess I was kind of hoping it would be more like out seeker droids with only one charge and it only served on purpose, and you didnt have to program it everytime. oh, well.
Morturr wrote:
Items of note:
- This module requires a BH / Smuggler player to control the droid's Detonation module features and will be destroyed upon use. (The Whole Droid will be destroyed - leaving not even a pet control device in the datapad)
It won't be as much of a pain if you do two things:
frkjerm wrote:
seems like it is going to be a real pain to get the droid deed, add it to your datapad, program the droid (i guess you only need to program follow and detonate). and only be able to use it once and start over bt acquiring a new droid deed. I quess I was kind of hoping it would be more like out seeker droids with only one charge and it only served on purpose, and you didnt have to program it everytime. oh, well.
- Set up a few macros for quick/easy droid programming.
- Get your local 'go to' DE to crate up some of these in final deed form. Then, you just pop them out as needed.
/bow
Respectfully,
TheRealTK421 wrote:
It won't be as much of a pain if you do two things:
frkjerm wrote:
seems like it is going to be a real pain to get the droid deed, add it to your datapad, program the droid (i guess you only need to program follow and detonate). and only be able to use it once and start over bt acquiring a new droid deed. I quess I was kind of hoping it would be more like out seeker droids with only one charge and it only served on purpose, and you didnt have to program it everytime. oh, well.
- Set up a few macros for quick/easy droid programming.
- Get your local 'go to' DE to crate up some of these in final deed form. Then, you just pop them out as needed.
/bow
Respectfully,
Yea, thats what I was planning on doing. I think the trick with these is they won't be too usefull in PVP since you can outrun/shoot them, but PVE I think they'll be great. get a large group of mobs together in the corvette or something and let em fly.
My r3 with 6 detonation modules in it will rule.
hahahahahhaha
the most expensive bomb around.
I got some tolium but its only like 600something OQ.
10k of it though so I should be able to get 125 modules made right away.
999oq 999cd copper should help my experimentation on it and my inert gas I have is pretty high OQ as well so hopefully that will balance out the lower OQ on my tolium.
NardTang wrote:
wahoo!
My r3 with 6 detonation modules in it will rule.
hahahahahhaha
the most expensive bomb around.
I got some tolium but its only like 600something OQ.
10k of it though so I should be able to get 125 modules made right away.
999oq 999cd copper should help my experimentation on it and my inert gas I have is pretty high OQ as well so hopefully that will balance out the lower OQ on my tolium.
My... GOD!
You'd actually BURN an R3 unit?
sssssssssssssSSS(:-<
I am an awful, awful MDE
hahahaha
Nobody would buy them though, way too expensive, haha.
But I may make one and have a smuggler friend come over with me and send it into a group of tuskens at the sandcrawler out by the Krayt Graveyard. haha.
See how many of them it can mess up.
It could be fun.
- This module requires a Novice BH / Novice Smuggler player to control the droid's Detonation module features and will be destroyed upon use (Note per Morturr: The whole droid will be destroyed - leaving not even a pet control device in the datapad).
- You have to select the droid and either use its radial menu or select it and type /detonatedroid.
- It is unknown whether or not the BH/Smuggler is TEF'd if they use the droid?
- The detonation 'power' of the explosion effected by experimentation (this appears to be the case but there isn't a on of number/info yet). It should also be affected by stacking the modules (Detonation Power 7 + 8, in two modules, will give +15 in the droid they are put in). This has been confirmed from multiple sources.
- These should not be chassis specific and will go into any droid (and function).
- The current reported radius appears to be about 17-18m.
- Apparently, there's no control over where the dmg is applied (Health, Action or Mind). Note (per Morturr): Tests show it hits mind more often then the rest - and armor does prevent damage).
- It will only effect targets that are attackable by the user (confirmed).
- The range to activate the"/detonatedroid" command appears to be 150m.
- LoS (Line of Sight) not needed for "/detonatedroid" to work.
- No faction points of XP is gained by using these.
- Added a fix so that detonation modules would damage lairs and turrets. (TC notes: 04/21)
- Removed mission lairs as a valid target for the bomb droid. (TC Notes: 04/23, part 2)
Schematic / Resources:
- 40 units of Copper
- 20 units of Inert Gas
- 80 units of Tolium Reactive Gas
Durability (Decay): 50/50% Conductivity and OQ
Effectiveness (Quality and Detonation Power): 50/50% Conductivity and OQ
Description of functionality:
- A Bounty Hunter of Smuggler must set the droid to detonate. To do this, select the droid and type "/detonatedroid".
- It gives a 3 second countdown above the droid itself that everyone can see visually.
- If the droid is incapped within the 3 second countdown, it will disable the detonation. It may require a store/recall to re-enable the detonation module. Apparently, just healing it didn't re-enable the ability for it to detonate. (bug?)
- The person that detonates the droid should remain unscathed - along with any innocent bystandards that aren't a part of your group or factioned.
Message Edited by TheRealTK421 on 04-24-2004 07:40 AM
Questions:
1) /follow works from outside the 64m detection range of most creatures. Can I send my Toaster Bomb in from 80 meters and then detonate it using /tellpet?
1-a) Do creatures aggro on droids now? They haven't aggro'd on my Probots in the past, and I used to use the above technique to get my ranged Probot right up close to a target before initiating combat so that it would hold my target at a good range for my Rifle.
2) How much damage does a single module do at various experimentation values, and how much damage do multiple modules do stacked together? Tolium is an awfully rare resource, at least on Ahazi, so I'd like to get as much information as possible about the potential damage of Toaster Bombs before I start paying big bucks to get the stuff.
Something to keep in mind (for the Devs, so this is really for TK421 to relay to the Devs) - you can only use one Toaster Bomb per fight. Once you have initiated combat you are unable to call another droid so there's no worries about someone chain-firing these little guys at a target. I guess what I'm saying is that the damage they do can probably be higher than you might otherwise expect because each character only gets one shot.