Shipwright Archive

Thread: Reverse Engineering What's Exceptional, and problems with REing

Nathanielstarr
Mon Nov 08, 2004 1:04 pm
#14

Looted engines are often better. The engines he's showing are only level 2's and they are up there with level 7s. Myself as a master shipwright use very few crafted items. Not because my resources are bad (Ive been an armorsmith from day one and have tremendous resources) but because it's just impossible for us to get those stats. I suppose that's intentional but I do wonder about the future of the shipwright profession. Once everyone masters pilot and doesn't need new chassis what will we do? Besides hunt for Firespray disks, that is.


Yeah generally lasers and shields are better player made but that's really it. I can make great but heavy armor and can make some really good reactors but you can easily find looted ones.

I think the ideal situation is to cut down the loot drops (flying solo and filling an almost empty inventory in an hour is a little much) and definetly make the really good stuff a little more rare.


I've never been one to think the loot drops in this game were disappointing. I've found alot of good items and made alot of good use of them.


What they should give us are things that add to crafting like nightsister layers do. So you can make a uber item by using a loot, but at least you are still making it.
CerionSkydreamer
Mon Nov 08, 2004 1:31 pm
#15

I haven't devoted much time to engines yet, mostly capacitors and reactors. The only way we'll know if a part is exceptional or not is over time as we the sample of looted parts points to maximum values.

For example, I've got a RE level 4 capacitor that I looted the other day sitting in storage with a ~770 reactor drain. I've not seen any component with a drain this low ever, even in beta. So I'm assuming this is very nearly the absolute best value--but it's taken me over a month to determine this. Now it may take me a long time to find the best max cap storage to go with this. RE Level 2 caps have cap storage maximums in the high 800s, but will this hold for RE level 4? Don't know as I've not looted enough RE level 4 caps to determine.

Another thing to keep in mind, though perhaps obvious, is that a part can have mostly horrible stats, and a single great one. This in my mind makes it an exceptional part. All you need is that one low/high number to combine with the other parts to make a godlike piece of gear.








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Co-valent
Mon Nov 08, 2004 2:37 pm
#16

Hi there. I've experienced the bug with the 180/180/180 thing when I used a 600/600/300 Yaw / Pitch / Roll. However, when I checked a day or two later, it was at 600/600/300, so maybe it's a display bug?




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Alanis
Mon Nov 08, 2004 3:18 pm
#17

The Pitch /Yaw/Roll thing depends on what Ship you place it.


Try this. Take any Engine and look at the Pitch/Yaw/Rool and try it in 2 Different Ships One heavy and one Light. It will change on which ship you place it in.


The Bug is the Number stay that way untill you place it in a Different ship. Those stats shouldnt even be on and Engine because thats the Ship stats.





Al'anis
Jaxom
DVad
Mon Nov 08, 2004 7:11 pm
#18



DVad wrote:
Well tbh i think the only thing that counts on engines are:-
AP/HP
Energy drain
Mass
Speed
As the others depend on which ship you put them in
I have looted a few 92 speed engines (lvl 6 mind)- sorry cant remember the mass atm.
And AP/HP are always low on looted items
So i suppose if it was exceptional we would be looking at High AP/HP Like upto around 1k? and more?

Message Edited by DVad on 11-07-2004 10:53 PM





Not being funny replying to my own post but i said this up the top there...



D'Vad [X-Wing]
Chimaera
What was God doing before he said "Let there be light"...
Religion is the easy way out........
Graxul
Mon Nov 08, 2004 10:17 pm
#19

For engines I look for speed,mass,reactor drain mainly.


For capacitor definitely a high recharge is key, then look for parts to reduce energy drain and mass. Got a re level 6 capacitor that has 42.6 recharge(exceptional)....i'm hunting for more re level 6 capacitors...just need one more. RE capacitors are nice.


For shields I look for a high shield recharge at least over 10...use rest as filler to increase front and back shield effectiveness


for guns, armor and shield effectiveness is key looted ion cannon and looted disruptor find another for higher min-max damage. RE guns are nice.


Everything else I use is generally player made.

But something to consider when making player made equipment.


If mass is an issue on my ship I like to get reactors from a lower tier that have reactor overcharger upgrades installed and heavily experimented on power production, armor and hitpoints. Often the values of parts created this way are way more appealing than thenext higher level reactor that is heavily experimented on reducing mass as well as producing power. On some ships mass is not an issue when it comes to power. We want upgraded equipment not unupgraded equipment.



Graxul Starweaver-Starsider
Grax Oblivion-Starsider
KillaernAnderling
Mon Nov 08, 2004 11:09 pm
#20

here's my best RE engine..





IGN: Maric Kaitan - Elder Jedi
IGN: Killaern Andrellian - Trader (engineering)
Auction Vendor: New Hope, Corellia -838 -608
KillaernAnderling
Mon Nov 08, 2004 11:13 pm
#21


never thought JTl would affect forums... typing and it posts... *IGNORE*

Message Edited by KillaernAnderling on 11-09-2004 01:14 AM



IGN: Maric Kaitan - Elder Jedi
IGN: Killaern Andrellian - Trader (engineering)
Auction Vendor: New Hope, Corellia -838 -608
KillaernAnderling
Mon Nov 08, 2004 11:15 pm
#22

and my best reactors





IGN: Maric Kaitan - Elder Jedi
IGN: Killaern Andrellian - Trader (engineering)
Auction Vendor: New Hope, Corellia -838 -608
Willbaby
Mon Nov 08, 2004 11:42 pm
#23



Iggep wrote:
""Lvl 2 Starship Engine (#1)
Armor 95.0/95.0
Hitpoints 95.0/95.0
Reactor Energy Drain 1270.2
Mass 1529.1
Pitch Accel Rate 180.0
Yaw Accel Rate 180.0
Roll Accel Rate 180.0
Ptich Rate Max 57.5
Yaw Rate Max 61.5
Roll Rate Max 61.5
Engine Top Speed 79.6""
Believe it or not, this engine IS RE'd. It started out as two lvl 2 engines. One had pitch accel rate/yaw accel rate/roll accel rate of 300/300/180. The 2nd had 500/500/25. So that doesn't exactly fit the word that was given to us from darth P about RE taking the best stat for each category. But I still say this is a pretty damn good engine. For a lvl2, this engine stands with engines that are much higher in level, so that alone makes it ever so worth buying.
Anyway, anyone have any comments about those pitch/yaw/roll stats after RE that I mentioned? I would have thought it would have come out to 500/500/250?





i just had a similar thing happen to me, the pitch/yaw/roll acel rate was 600/600 , re'd it and it droped to 180




Alita'GSA
12pt Master(Very Bored) Weaponsmith.
[Alita']s Weapons - Imperial Outpost Talus @ Wp[-1960 2170]
h4x
Mon Nov 08, 2004 11:45 pm
#24

Spent 3 hours in kessel and i got:


capacitor 1050 energy 57.5 Recharge (oh yea baby my decimator loves me)

engines with 75/71/75 yaw/pitch/roll topspeeds 79-84

boosters with 40 acceleration 31 topspeed 50 recharge 2000 energy

reactor with 25,000 energy..


It would seem thats the place to loot for your multiplayer ships.. granted the mass is of lvl10 stuff but what does it matter with 5mil to play with



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richorr - RSA - [Fat.Maniac] (+2) ArmorSmith, Master Shipwright, Imperial Pilot Ace
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Iggep
Tue Nov 09, 2004 6:14 am
#25






Willbaby wrote:





Iggep wrote:


""Lvl 2 Starship Engine (#1)

Armor 95.0/95.0

Hitpoints 95.0/95.0

Reactor Energy Drain 1270.2

Mass 1529.1

Pitch Accel Rate 180.0

Yaw Accel Rate 180.0

Roll Accel Rate 180.0

Ptich Rate Max 57.5

Yaw Rate Max 61.5

Roll Rate Max 61.5

Engine Top Speed 79.6""


Believe it or not, this engine IS RE'd. It started out as two lvl 2 engines. One had pitch accel rate/yaw accel rate/roll accel rate of 300/300/180. The 2nd had 500/500/25. So that doesn't exactly fit the word that was given to us from darth P about RE taking the best stat for each category. But I still say this is a pretty damn good engine. For a lvl2, this engine stands with engines that are much higher in level, so that alone makes it ever so worth buying.


Anyway, anyone have any comments about those pitch/yaw/roll stats after RE that I mentioned? I would have thought it would have come out to 500/500/250?







i just had a similar thing happen to me, the pitch/yaw/roll acel rate was 600/600 , re'd it and it droped to 180



I've had this happen several times now. Some people describe this as a a display "bug", or that those stats that are displayed in the final product are dependent on the ship you place that part in. Now, I haven't tried placing these parts in a ship, then removing them to see if they change.... but since these newly RE'd [parts haven't been in a ship yet, I see no reason why the stats should have changed to 180/180/180 in the first place. RE'ing is supposed to take the best stat for each category, and that doesn't seem to be happening. So from my perspective, it appears to be a bug. Styx, do you have nay input on this?




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Feisen
Tue Nov 09, 2004 6:33 am
#26



Iggep wrote:
I just picked up a lvl 1 engine with pitch/yaw/roll accel rates of 500/500/250 also. It was a lvl1 component, so I only needed it to RE. Guess what happened to those great ratings after re? 180/180/180, just like my example above.





I did this with a similar level 2 part and another level 2 part with really low mass. I got the same result 180/180/180. So anything above 180 in those stats is going to reverse engineer DOWN.



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