Droid Engineer Archive

Thread: Droid repair pack woes

Sunfire1
Wed Apr 28, 2004 9:26 pm
#1

I love my new LE repair droid with a HAM of 5955 (out of 6000 max). The problem is, with the best materials I can find, and making all advanced subparts but unit delivery, the best I can get for power is 1720, with 30 charges from a Repair D pack.


Now the 30 charges is fine, but the 1720 is a drop in the bucket. I took my droid with me to the Lost Aqualish Cave on Talus because that badge was fixed this patch.


My droid performed admirably. But after one particularly long and nasty battle, I had to use 7 repair packs to get pet back up to full health. Now granted he was on his last legs when the battle ended. But still, with the 15 sec wait between heals, it took close to 2 mins to get him back to full health.


I think with the over doubling of droid HAMs (about time), our Repair packs should get a boost. Or, at the very least, stop requiring such SPECIFIC resources. I dont mind having to get Tatooine Fiboplast, since that is almost always available, even if not great quality, you dont have to wait long for nice quality to come along.


But to require an Intrusive ore I had never even seen before (along with many other specific resources), is a bit too much. DEs already require a huge number of specific resouces. To add so many to repair packs is just plain stupid.


Now that our droid are actually in demand as combat droids, its amazing we cant make repair packs as easy and effectively as BEs make pet heal packs. The worst pet heal pack I ever bought was twice as effective as the best droid repair pack I can make right now.


I hope the Dev will ease up on the resource requirements for repair packs, then we may be able to make repair packs that keep up with our pets new HAM.
Page 1 of 1
Previous Next