Shipwright Archive
Thread: Question about Reverse Engineering? Do the components need to be the EXACT same?
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KabaI
Fri Nov 05, 2004 2:20 pm
#1
Eriwulf wrote:
Remember to look at the reverse engineer level of the component, not the certification level. Most of the time they are the same level, but sometimes they can be different.
Actually, I'm pretty sure you have to look at both. I've tried to put together lvl3 engines, where one was RE2, and the rest were RE3, and it wouldn't work. But I couldn't put the lvl3/RE2 engine in with lvl2/RE2 engines either.
Malitevv
Fri Nov 05, 2004 2:29 pm
#2
only the RE level matters. the level of the component is irrelevant.
KabaI wrote:
Eriwulf wrote:
Remember to look at the reverse engineer level of the component, not the certification level. Most of the time they are the same level, but sometimes they can be different.
Actually, I'm pretty sure you have to look at both. I've tried to put together lvl3 engines, where one was RE2, and the rest were RE3, and it wouldn't work. But I couldn't put the lvl3/RE2 engine in with lvl2/RE2 engines either.
speardancer
Fri Nov 05, 2004 2:33 pm
#3
KabaI wrote:
Eriwulf wrote:Remember to look at the reverse engineer level of the component, not the certification level. Most of the time they are the same level, but sometimes they can be different.
Actually, I'm pretty sure you have to look at both. I've tried to put together lvl3 engines, where one was RE2, and the rest were RE3, and it wouldn't work. But I couldn't put the lvl3/RE2 engine in with lvl2/RE2 engines either.
OK, check that again, you confused me....
but it should be, as long as the RE level is the same, they *should* go together.
But I could see both the cert level, and RE level having to match, to avoid creating those 'uber' items thru RE. then again, could be an advantage too
Malitevv
Fri Nov 05, 2004 2:38 pm
#4
speardancer wrote:
But I could see both the cert level, and RE level having to match, to avoid creating those 'uber' items thru RE. then again, could be an advantage too
I think it is where some of the uber loots are coming from....
Ricven
Fri Nov 05, 2004 2:56 pm
#5
Now you guys are talking about the RE levels, but doesn't the name of the name of the engine have to be the same b/c I have tried names of stuff that were different with the same RE level and it would not let me?
CerionSkydreamer
Fri Nov 05, 2004 4:35 pm
#6
There does exist some bug where identical items aren't RE'ing for some reason (so I've heard).
But, generally speaking, all that matters is the RE level and the type of component. Three RE level 3 engines should combine, or five RE Level 5 capacitors.
But, generally speaking, all that matters is the RE level and the type of component. Three RE level 3 engines should combine, or five RE Level 5 capacitors.
Malitevv
Fri Nov 05, 2004 6:03 pm
#7
Ricven wrote:
Now you guys are talking about the RE levels, but doesn't the name of the name of the engine have to be the same b/c I have tried names of stuff that were different with the same RE level and it would not let me?
the name should not matter. it doesn't for me.
OdiousEncounter
Fri Nov 05, 2004 6:12 pm
#8
Do blasters, ions, and disruptors all far into their own category for Reverse Engineering? Otherwise you could RE an ion and a disruptor together to get a weapon great against armor and shields both.
EyeDye_SWG
Sat Nov 06, 2004 1:11 am
#9
I mean do they have to be 3 level 3 siener xt-77 nova engines?
OR
Can they just be 3 level 3 engines?
Eriwulf
Sat Nov 06, 2004 1:18 am
#11
Remember to look at the reverse engineer level of the component, not the certification level. Most of the time they are the same level, but sometimes they can be different.
Cephalo
Sat Nov 06, 2004 1:28 am
#12
Eriwulf wrote:Remember to look at the reverse engineer level of the component, not the certification level. Most of the time they are the same level, but sometimes they can be different.
That sounds like it could be very useful. Find a cert level 1 component with low mass and RE level 2, and a regular RE level 2, and you might have something very cool for a small ship.
TomoRainer
Sat Nov 06, 2004 5:50 am
#13
You can RE any type of weapons, yeah. The only one I've really been able to set up so far is a level 2 weapon, but it has ridiculous effectiveness--something like .820 against armor, .915 against shields. Wish I'd had that a few tiers ago.
I haven't really found any weapons at higher levels that have much difference between shield and armor effectiveness, though. I put together a level 6 weapon for my scratched-together Dunelizard, and the best I could find was about .620-.640 for either stat. (It makes for a really great second weapon, though--the damage is almost as good as a level 7, the firing rate's okay, and its mass is about half a level 7, which helps keep me in my strange little ship.)
I haven't really found any weapons at higher levels that have much difference between shield and armor effectiveness, though. I put together a level 6 weapon for my scratched-together Dunelizard, and the best I could find was about .620-.640 for either stat. (It makes for a really great second weapon, though--the damage is almost as good as a level 7, the firing rate's okay, and its mass is about half a level 7, which helps keep me in my strange little ship.)
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