Bugs: Major: #5 Not only the Mark I and Mark II of Droid Brain Upgrades have the same speed modifier, it applies to all levels, making Mark II-V rather useless. Also, the other optional upgrade for Droid Interfaces, Maintenance Reduction Kit, suffers from the same problem ... the speed modifier stays the same throughout all five levels, making any except the highest possible useless.
I used a #4 texture kit on a Kihraxz today and it worked fine. None of them add much color, but they do change the designs, so I don't think they're broken (though I haven't tested all of them).
Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today
1) Re: Major Bug #7, I've never had a problem loading missiles or countermeasures from crates - I have done this with chaff, micro-chaff, and mark II and III Proton missiles without any errors.
2) Different levels of Proton Missiles have widely varying effectiveness values vs. Shields and Armor. Mk II are 0.418, Mk III are 0.490 and Mark IV are 0.392!! Since this is not an experimentable stat for missiles, surely they should be the same at all levels?
Edit: Ignore #2 - I need to go back and check what resources I was using, when I'm sober
Hollow1Neville
Interior Decorator
Posts: 100
Registered: 08-20-2004
PA:
None! And very happy that way!
Server: Valcyn
Also, what about the 'good' successes I get in any of the parts which do not have 15 points of experimentation? I also have an abnormal amount of critical failures in any experimentation on any component which has only 10 experimentation points. I have never gotten 'good' success in the 15 experimentation parts!
Bug: The SW guide states you get 1% for cert 1, 5% for cert 5, and 10% for cert 10 RE'd items and so on - which in fact we are getting 1% for cert 1, 2% for cert 2/3, 3% for 4/5, 4% for cert 6/7/8 and 5% for cert 9/10 items.
It 'almost' makes the benefits of REing dissapointing compared to the original Beta 'random ranges' of 1-10%
Can this be added to the list?
If intended - please correct the SW guide.
Yez....~ o ~....Mayor - Fayth, Corellia....~ o ~....Gno [: Fayth Mall @ 3400 -5825 Fayth, Corellia :] Featuring 12pt. Armorsmiths, 12pt Chef, 12pt. Doctor, 12 pt Combat Medic, Shipwrights, Architects, Weaponsmiths, Smuggler Supplies Rare Loot Resources and more! Over 40 WELL STOCKED Vendors! Fayth also has NO SALES TAX!
Mark III armor experimenting. Way too many criticals.
A crate with 25 reinf parts. I critted on 10, 15 went through.
Mark IV with same. Critted on 2
Mark V with same. Critted on 3.
Can anyone confirm this? I have not noticed this and i just ran off a bunch of mark 1 - 4. It could have been just incredibly horrible luck.
Hollow1Neville wrote:
Also, what about the 'good' successes I get in any of the parts which do not have 15 points of experimentation? I also have an abnormal amount of critical failures in any experimentation on any component which has only 10 experimentation points. I have never gotten 'good' success in the 15 experimentation parts!
I dont see what you're getting, perhaps because i do all my crafting in a research center... It is interesting though, some hard data would be great.
Rogue1970 wrote:
Bug: The SW guide states you get 1% for cert 1, 5% for cert 5, and 10% for cert 10 RE'd items and so on - which in fact we are getting 1% for cert 1, 2% for cert 2/3, 3% for 4/5, 4% for cert 6/7/8 and 5% for cert 9/10 items.
It 'almost' makes the benefits of REing dissapointing compared to the original Beta 'random ranges' of 1-10%
Can this be added to the list?
If intended - please correct the SW guide.
Yeah i'll fix it... I just hate having to go through and correct all the errors (links etc) that the graphical editor kills from my nice html post.
Atreus47
Pilot
Posts: 670
Registered: 01-24-2004
PA:
SITH
Server: Tarquinas
RE'ed weapons are also generally superior to crafted ones. I use a level 6 RE'ed blaster, it has higher damage then my best level 7 crafted weapons, .650+ mods on armor and shields (furthering the damage gap), has faster rate of fire, and is MUCH lighter and easier on the reactor. I also use a level 7 RE'ed weapon, same story as the level 6 bascially. The loot/RE weapons do tend to have a much higher energy per shot, but with capacitor overcharge im finding that ES isn't an issue anymore.
Vastio | Maruko | Inutaishou Wielder of the Darkside | Master Doctor | Master Shipwright + Master Pilot
Paint kits lost in giant list of components on vendors, only show in base Ship Components category.
This has been changed. Paint and Texture Kits are now in the "Misc" category. Any Kits you have on a vendor need to be retrieved (not just withdrawn) for their category to update. Now they get lost in lists of factory crates, hehe.
--Jehryn Master Shipwright, Ace Pilot JTI Starship Equipment - New Haven, Corellia
What about droid interfaces speed? The speed gets slower as the level of component gets higher. Shouldn't it be the other way around?
When you say slower do you mean lower number or higher number. This was fixed in the last patch. A lower number is better meaning that it takes less time to do the task. So a 12.3 is better than a 23.4 etc. Re'ing DIs also now lowers the number like it should.
When I say slower, I mean slower. You clearly know that a higher number means the computer is slower. Higher level items should have better output which means they should have a lower number but they have higher numbers. Plus the mass gets higher with higher level interfaces so there's no reason to use them. Everyone I know uses a level 1 or 2 interface.
Jagged-F3l
Community Advisor
Posts: 616
Registered: 04-20-2004
Server: Chilastra
In the process of experimenting, I have observed the following problems:
Heavy Fuel Cell (Booster Upgrade) -- does not display "Booster Energy Consumption" during the crafting process or the item (e.g., inventory view).
Extended Life Battery & Quick-Recharge Battery (Capacitor Upgrades) -- very little difference (if any at all) in the "Recharge Rate" from one level to another.
Droid Brain Upgrade & Maintenance Reduction Kit (Droid Interface Upgrades) -- very little difference (if any at all) in the "Droid Command Speed) from one level to another.
Shield Limiter & Shield Overdriver (Shield Generator Upgrades) -- very little difference (if any at all) in the "Shield Recharge Rate" from level to level.
Quick Shot Upgrade & Speed LImiter (Weapon Upgrades) -- "Energy/Shot" borked from level to level.
Jagged' Fel, Chilstra, Master TKA / Master Doctor / Imperial Warrant Officer I Soontir' Fel, Chilastra, Master Shipwright / Master Droid Engineer/ Imperial Navy Pilot Initiate
Crillian, droid interfaces are working properly now. A level 7 interface will be faster than a level 1. The exception here is the old parts that were made or looted before this was fixed, but there's nothing to be done about that now.
Droid brains do need to be fixed, though. There's literally no difference between a level 1 upgrade and a level 9.
Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today
Ok thank you. I was confused because I think the only ones I have are old ones. I didn't know that's what they fixed, I thought it was just a problem with RE'ing
I am curious as to why Looted Boosters are considered better than crafted?
Is this based on an assumption that energy stored is higher on looted?
In comparison it's not.
If I loot a 2000 stored energy booster it probably has a 210 energy consumption rating.
I can craft one with 1000 stored energy with 101 energy consumption.
That's actually better. The burst lasts longer.
ALSO, the looted capaictor is going to have a Acceleration of maybe 35 and a Speed of maybe 25
My crafted booster will probably be a 50 Acceleration and a 40 speed (with an overcharger).
A booster's primary purpose it Acceleration not speed btw - it's meant to get you UP to speed faster not as an escape route. A good pilot uses it to catch an enemy, not run from them.
Just some thoughts to ponder, as I'm tired of seeing people cray nerf loot, when there's nothing wrong with it. The nerfers have made most of it worthless now anyway as well as removed a killer reward engine from the game - which should have just been moved to cert 8 from cert 6 and the mass tripled.
Yez....~ o ~....Mayor - Fayth, Corellia....~ o ~....Gno [: Fayth Mall @ 3400 -5825 Fayth, Corellia :] Featuring 12pt. Armorsmiths, 12pt Chef, 12pt. Doctor, 12 pt Combat Medic, Shipwrights, Architects, Weaponsmiths, Smuggler Supplies Rare Loot Resources and more! Over 40 WELL STOCKED Vendors! Fayth also has NO SALES TAX!
Some indicator of RE'd status (can be confused with crafted items)
This should be a fairly easy fix--if sliced items can have a "this item has been modified by a smuggler" message, the coding's already there. Just modify it for "this component has been reverse-engineered by a shipwright".
Relax Naming Restrictions
Definitely agree with this one. Changing the name from "Kuat Systems Booster" to "So-and-so Enterprises Booster" should not be restricted. What am I supposed to name it, "So-and-so Enterprises Chopped Liver"? A booster is a booster, and I should be able to name mine that.
Chassis - Picture of chassis upon examine
Texture Kit Preview ability
Please please please let me see what the heck I'm making and selling for these people. Let them be able to see what they're buying. Granted, it could lower my sales since they won't rebuy the right thing when they got the one they didn't want, but they're not going to anyway. The cost of ships is far too high for someone to repurchase from a mistake. Especially now with the solo group nerf--excuse me--"fix". And I for one only bother with the paint/tex kits right now when I need a quick loss leader. Plus, customers will fall in love when they see their ship and will probably be more likely to spend their hard earned non-soloed credits if they know they're going to get the one they really wanted on the first try.
Reverse Engineering should give Starship Crafting Experience
Yeah, that would be amazingly nice. I spend two weeks trying to rebuild my resource stock in order to level up because the resource requirements on chassis are insanely high, especially for the highest tiers. I love this profession, and I love to craft (I don't even have a problem crafting ships by hand, I don't care so much at this point about factory support), so if I can't create ships, I RE my guildmates' space loot just to have something to do while I wait for my harvesters to mine the steel I need. If I could at least gain a little xp REing while I wait, this would be much less of an exercise in frustration.
'Course, there's always the possibility of a Firespray schem, so I'm not grumbling too much.
Oel
New Member
Posts: 38
Registered: 12-14-2004
PA:
WOOK
Server: Eclipse
FORCE CRAFTING XP! BETTER CRAFTED CAPACITORS! These are by far the biggest issues at the moment, and deserve the most attention. Especially capacitors!
Also another possible bug, need confirmation. Crafted a mark5 booster, whenever i release the boost hotkey while flying, the ship gradually slows to normal top speed - but once it gets back to that speed, whomp - the ship's speed is instantly reset to zero. This does not happen with looted boosters of any level... anybody want to confirm?
CptnDynamo
Elder
Posts: 52
Registered: 05-27-2004
PA:
Wraiths Of war
Server: Bria
my in game name is Ococave i dont know why you whine my mark 5 boosters do 42.5 and my mark 4's do 38.9 its your resourses that are lousy and a week ship write at that go buy the uber resourses you need and you will get a uber booster
i did it the hard way bought all my uber stuff and put it together didnt even use a research center or crafting clothes