Ranger Archive
Thread: Question about SEA's
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BlankTim
Sun Mar 14, 2004 3:42 pm
#1
How many SEA's can a tailor put in an item?
Does it vary based on the item, like a pair of pants takes 4, and a shirt takes 2?
I'm wanting to build a "Ghili Suit" and all I can find/afford is +1 and +2 SEA's. 
Flenst
Sun Mar 14, 2004 4:37 pm
#2
Just one. Unfortunately, they don't stack, and if you put a second SEA in the same article of clothing/armor, only one of them will work (not sure if it's the higher, or the first one in).
+1's aren't going to get you very far, unfortunately, since you can wear a maximum of 7 articles of clothing, and in most cases you need +10 to notice any real effect (at least it works this way with food experimentation, the only thing I really know that much about, maybe someone can expand on this for SEAs like cover, rifle speed, etc.).
JBMat
Mon Mar 15, 2004 5:04 am
#3
4 sockets is the max. Highest SEA in wins. 125% is the max.
I think it's a waste of time and money though.
You can buy a BE modified shirt or pants, or both. At one time my camo/masscent wasmaxed. Never noticed a difference. Rasps, kreetles and other assorted nasties still broke maskscent and camo with amazing regularity.
I retired the expensive clothes. Now I wear off the rack instead of designer and the skills work/don't work just the same.
JB
darmokVtS
Mon Mar 15, 2004 5:33 am
#4
The difference with +25 camo/maskscent exists, definitly.
a) it breaks noticable less often against highlvl creatures (hard to put this in numbers tho)
b) if it breaks you can reapply it much faster (5 seconds instead of ... 12? or what it was again). Everyone owning bioclothing will be able to reproduce this.
a) it breaks noticable less often against highlvl creatures (hard to put this in numbers tho)
b) if it breaks you can reapply it much faster (5 seconds instead of ... 12? or what it was again). Everyone owning bioclothing will be able to reproduce this.
darmokVtS
Mon Mar 15, 2004 5:37 am
#5
Oh and there IS (at least atm) a 'point' to using quite 'expensive' sea's for some rangers
.
Pistoleers hit the speedcap anyway at master, a ranger/rifleman does not when using a t21 without speedslice, +4 riflespeed are needed to hit the cap with headshot3, +8 for adv. strafe. And yes, this DOES make a difference when hunting bigger creatures
.
(not that this or the initial question is very ranger specific heh
)
Pistoleers hit the speedcap anyway at master, a ranger/rifleman does not when using a t21 without speedslice, +4 riflespeed are needed to hit the cap with headshot3, +8 for adv. strafe. And yes, this DOES make a difference when hunting bigger creatures
(not that this or the initial question is very ranger specific heh
AgonThalia
Mon Mar 15, 2004 11:02 am
#6
Bio engineered clothing all the way. That is the best thing really.
for SEA's go for melee or ranged defense protection and scatter them amongst your clothing, like JB said, a +5 and a +6 in the same article of clothing only means +6 total.
A friend gave me a +6 camo armor attachment and that has maxed me out for camo. Rancors dont break it, the kreetles do.
little nasty foul bugs.
for SEA's go for melee or ranged defense protection and scatter them amongst your clothing, like JB said, a +5 and a +6 in the same article of clothing only means +6 total.
A friend gave me a +6 camo armor attachment and that has maxed me out for camo. Rancors dont break it, the kreetles do.
little nasty foul bugs.
Dark-Brigand
Sun Sep 25, 2005 7:00 pm
#7
I'm currently working my way up to Master Squad Leader, I also have Master Pistols, and a little CM, my question is in regrds to the various CA's and AA's geared towards Squad Leader.
I'm capped on pistol enhancements and have a number of sockets left to add mods into, however I'm not familiar which of your current mods work and which ones don't. i.e. group terrain nego...etc. Or which ones you find most usefull in running different types of groups.
Thank you for any light you can shed on the subject.
_scout_
Mon Sep 26, 2005 1:22 am
#8
Also dont forget maximum of + to your skills you can get via CAs or AA is +25.
With the SL Revamp luring around, nobody knows what they are going to do with any of our old mods, since Terrain Negotiations is going to be a active ability not a passive one anymore.
This might will make those group/- terrain negotiations SEAs more interesting for SL again ...
As a warning reminder:
I have about +20 in Carbine Accuracy while moving, they could never have been tested pre CU and now this "skill" isnt even existing anymore, while my old SEAs are filling up my bank account
With the SL Revamp luring around, nobody knows what they are going to do with any of our old mods, since Terrain Negotiations is going to be a active ability not a passive one anymore.
This might will make those group/- terrain negotiations SEAs more interesting for SL again ...
As a warning reminder:
I have about +20 in Carbine Accuracy while moving, they could never have been tested pre CU and now this "skill" isnt even existing anymore, while my old SEAs are filling up my bank account
Dark-Brigand
Mon Sep 26, 2005 6:40 am
#9
Thanks for the repplies, I'll just save my money and use the sockets for something else. That's the one thng I'd really like to see changed...remove all of the broken SEA's. I see merchant after merchant selling broken skill tapes for millions, and most of them I'm sure know that they're borked. Oh well...thx again for the replies.
AlienEntity
Mon Sep 26, 2005 12:47 pm
#10
The ones that don't work are Volley Fire and Steady Aim, the other which is Group Terrain Negotiation does work though. But after I believe 50 it just affects crawl speed.
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