Shipwright Archive

Thread: Missle Pack Experimentation

TravisC555
Thu Aug 18, 2005 6:01 pm
#1

I made a crappy missle pack to see if they can be put in the factory, and tried to experiment, but I didn't notice much change. Does Experimenting work on Misslie packs?



Archabyakk the Wookiee

Master Shipwright, Master Merchant
Drusan
Thu Aug 18, 2005 6:38 pm
#2

Yep, works like a charm. My strategy is to put a few points into ammo one by one till you get it to the number you want. No wasted points that way cause every point of experiment won't neccessarily get you another round of ammo. Then put the rest into min/max. I tend to put mine into min so I can tighten up the damage range.



Haga Qubany
12pt Master Shipwright
QSI - Qubany Systems Integration, Sintari, Dantooine
Stohn Cabouser
12pt Master Droid Engineer
StohnCorp
EnFERn0
Fri Aug 19, 2005 1:19 am
#3

Less missiles in a pack, more packs to sell



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'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

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Ogoun_of_Kauri
Fri Aug 19, 2005 10:28 am
#4

I've gotten mk III protons to 13 missiles, mk II and mk IV to 11 missiles, mk I bombs to 3 and mk II bombs to 4. I hate getting a couple amazings then blowing more experimentation on missile quantity that won't go above the number it's at. A kinder gentler system would have the experimentation boxes stop then the max ammo quantity is reached, but then when did logic enter the rules of this game?


Missiles are one place my weapons systems CAs really come in handy.



...would master the pilot profession if the repeat mastery bug was fixed.

Kauri
Ogoun Astari
Master Shipwright (17 pt weapons and engines exp, 12 point chassis exp)
Smuggler's Alliance Ace


Starsider
Ogoun
Alliance Ace

EnFERn0
Sun Aug 21, 2005 11:14 am
#5

Because you can have 4.3 Mk II spacebombs in a pack...



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'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

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