Ranger Archive
Thread: High Charge Camo Kits
A couple things when crafting camo kits:
1) Use a high quality WDG (Weapon, Droid, General) crafting tool (i.e. effectiveness 13+). Track down your friendly master artisan to make a few good ones for you with very high conductivity materials and totally successfull experimentation.
2) Quality, quality, quality. Just like crafters we're going to have to harvest and stockpile high quality resources. When a certain resource pops up you'll want to focus on that one resource. An example is if a 960 qual herbivore meat appears for a particular camo kit you want to harvest a lot of it before it shifts and changes to a 200 qual herbivore meat.
3) Experiment and use those darn points.
4) Make a schematic and get an artisan to run them through a factory. I'm saving up the resources now to make crates to conserve inventory space. I also hear at the moment this is bugged and exploitable in that the factory creates 0 charge camo kits that can be used forever...
Initially, on our server (Naritus) all the resources for Dantooine camo kits were at 900+ quality. I was able to build camo kits with 9 charges (at master ranger)
My only beef is that camo kits should have 2 stats. One for charges and one for effectiveness to experiment with. This way we could make kick ass kits if we so desired where we could walk up and stick our hand up a Krayt Dragon prostate and they wouldn't know.