Ranger Archive
Thread: Experimenting on Camo Kits
Kildur
Master Ranger, Rifleman (4,0,1,1)
I've experimented on them without any Artisan skill at all and it works...sorta. I experimented on a Tatooine camo kit, used 2 experimentation points and it went from a 5 charge kit to a 6 charge kit. But there are a few issues, one of which I think is what is happening to you.
The first one is thatthe experimentation window said that I had 10 experimentation points available, but was only able to use 2. Now I've gotten a few different answers for why this is happening in-game and am in the process of testing it, the one that I _think_ is right is that I'd need some Artisan to use more than 2. I dropped out my Medic skill and picked up Artisan to test that but...didn't have enough resources on hand to make a kit. I'd have 2 of the 3 of one, 1 of 2 of another, etc. So will test that tommorow.
The second one seems to be what is happening to you, if you're using a crafting station at the HTFB it will work for experimentation, and if you havea droid with a crafting station it'll work for experimentation but...if you have your crafting station droid IN the HTFB it won't work. It seems that if a droid is next to the crafting station in the HTFB the two crafting stations (one on the droid, one on the camp) cancel each other out. I discovered this on Dantooine when a Doctor who was with me tried to make some Stims and Enhance kits and couldn't experiment on them at all while in the base. He had a Med crafting droid with him and was all sorts of confused until we guessed that the 2 stations were cancelling each other out. So he took his droid outside the camp and could experiment using the droid, then he came in the camp and stored the droid and could experiment from the crafting station.
So that definately sounds like what was happening from your description. I've never seen it in any patch notes or list of bugs but it appears that a HTFB and a droid crafting station cancel one another out if the droid is being used inside the camp.
"The first one is thatthe experimentation window said that I had 10 experimentation points available, but was only able to use 2."
The number of slots per experiment line is defined by the quality of your resources.
- I believe Malleability is used in this regards.
Better quality resources will allow you to experiment to higher levels.
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Currently on Corbantis, the material available to craft a Tatooine Camo kit is allowing only ONE Experiment slot.
- The Malleability of the bone I was using was an astounding 1 / 1000

For me it doesn't matter much. I generally end up with 8-10 left over points.
Pickup +14 or more effectiveness tools. They make a difference.
No you don't need artisan at all. Buy the best Weapon, Droid, and General tool you find, as close to +15 as you can get. Then find the best Workstation of the same kind. Start experimenting!
Jolandir