Shipwright Archive

Thread: Problem with Crafted Capicitors. This happening on your server too?

Opie76
Sun Nov 07, 2004 12:12 pm
#1

Going to keep this brief. Myself and about a dozen other shipwrights on flurry are all having trouble with crafting capicitors. I am personally using the best resources available, and still I can not craft a capicitor that can compete with the looted ones.


IF i put a quick recharge upgrade in it ,then the energy capacity goes way down. IF i put an energy capacity upgrade, then the regeneration goes down.


Experimenting on either stat in the final process still does not yield a product that is near the quality of loot. Ill post some exact numbers when i get back ingame and can compare a loot to crafted capicitor.


My question is this. IS this by design? Were we shipwright, the master of ship components not meant to craft superior weapons capicitors?


Avenir (Flurry)
PetaByte32
Sun Nov 07, 2004 12:13 pm
#2

Pretty much the same for me on Kauri. No capacitor I have crafted can beat alot of the looted ones.


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JabboFett
Sun Nov 07, 2004 12:22 pm
#3

it's the same on all servers...the engines and capacitors are usually better looted



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Scythe
Sun Nov 07, 2004 2:03 pm
#4

Same on Starsider, I use combined stat +900 resources for a Mark IV capacitor with a heavy battery, I come out with <600 max charge.


My RE'd level 6 capacitor has a scoonch over 1200 max charge, and double the recharge rate, AND 1/4 of the mass.


I don't have a problem with looted components being better, I do have a problem when they're THAT MUCH better.



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Candlemass
Mon Nov 08, 2004 1:02 am
#5

and to a certain extent, Reactors. Mine are generally pretty good, but there is looted stuff out there that's way better, and will blow it away once RE'd
RobertPalpatine
Mon Nov 08, 2004 1:03 am
#6

a majority of space loot seems to be dropping better than we can make. it is an issue i know that our correspondent will bring to the devs.




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ravingbantha
Mon Nov 08, 2004 1:50 am
#7

Yeah, from what I've seen only weapons, armor, and shields that are crafted are better than looted... However they tend to be abit heavier.
FreaDra
Mon Nov 08, 2004 2:40 am
#8


I *do* have a problem with that they are so reliably better. I mean, wheredid all this equipment on npc ships come from, if not from "shipwrights", cause someone had to make them...bad roleplay and logic on the part of the devs. I'm totally ok withthe occassional rare looted component which outperforms my stuff, but its the case that most of the capacitors, engines, and many of the boosters are way better than my stuff. Because of this, I dont even make caps and engines at all, cause I dont want my name associated with such garbage.





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CerionSkydreamer
Mon Nov 08, 2004 5:06 am
#9

What's even more ironic is that some low level loot is better than the higher level loot and crafted. I have a level 2 cap in my Y wing with a max storage of 849 and a recharge of 36, with Reactor drain and mass both around 1000 units (if memory serves). Is there even a high level crafted part that can compete?

I wouldn't mind if some looted items were better than crafted (though it doesn't make sense from a logical standpoint), sort of like all caps and all engines were better than crafted, but reactors, weapons, etc were always better crafted. From a game-play standpoint I could see the value in having nice loot. But as it stands now, pretty much across the board, loot is better than crafted.

But do we make a distinction between looted and RE'd? Reverse Engineering is part of our profession after all. I don't have an answer.








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rols_cerentz
Mon Nov 08, 2004 5:30 am
#10



CerionSkydreamer wrote:
What's even more ironic is that some low level loot is better than the higher level loot and crafted. I have a level 2 cap in my Y wing with a max storage of 849 and a recharge of 36, with Reactor drain and mass both around 1000 units (if memory serves). Is there even a high level crafted part that can compete?

I wouldn't mind if some looted items were better than crafted (though it doesn't make sense from a logical standpoint), sort of like all caps and all engines were better than crafted, but reactors, weapons, etc were always better crafted. From a game-play standpoint I could see the value in having nice loot. But as it stands now, pretty much across the board, loot is better than crafted.

But do we make a distinction between looted and RE'd? Reverse Engineering is part of our profession after all. I don't have an answer.




Those lower cert level components with higher stats, to me, are seemingly designed to allow the Level 1 Z-95 to stay in play longer and also be perfect for Imperial Pilots that are limited in mass due to their Starfighters light weight.

Everything can balance out if used appropriately.



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Joukahainen
Mon Nov 08, 2004 9:57 am
#11

I think the end result is that the best components out there will be reverse engineered.







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Ricven
Mon Nov 08, 2004 10:11 am
#12



Joukahainen wrote:
I think the end result is that the best components out there will be reverse engineered.




I feel a huge change in this profession coming in the near future that may upset some pilots. Howevere it will not be that they can not get good stuff they will just have to find a shipwright to make them the stuff. It think loot should be changed in the space game entirely, it should be components used to make a somponent better like with weapons on the ground, not the exact component. Thiw would entail the pilot still getting good stuff, just need one of us to make instead of just using us for a new chasis till master then write us all off.

Our new correspondent is on top of this issue and I personally am hoping this is on the first top 5 that we submit and hope the devs act quickly b4 its too late and EVERY Pilot is a master by then with tons and tons of stuff stored away which would make us useless. I also hope they come in and do what they did with the krayt pearls and adjust the stats so there not as good as they are now!! I know it would upset alot of people but you have to look at the entire game as a whole not just one or two professions. If you made it a more balanced looted stuff then it would force people to search for a shipwright to get better goods to become an ace pilot and adjust the economy a tad more and allow shipwrights to dispurse more cash by buying resources!



Ric
SquirrelStain
Mon Nov 08, 2004 10:27 am
#13

I feel the Looted components should have a wider range of stats. It would still allow the exceptional loot that has all its stats high, but this would be a very rare occurance.


If most loot would only have one stat that was high and most other stats low, it would make the Shipwright's ability to Reverse Engineer a sought after skill.


Just an idea, think about it...





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