SWG Credits,Star Wars Galaxies Credits,Cheap SWG Credits

Archive for January, 2010

Experimentation

by credits on Jan.20, 2010, under Uncategorized

This was posted on the SWG beta forums, so some information may be dated.

Experimentation is the process of fiddling with a schematic to (hopefully) produce a better item. Any schematic can be experimented on, and each has a variety of areas that can be increased.

The basic process of expermimentation:

1) Make the item in a specialized crafting tool in the presence of the appropriate crafting station. The station can be public or private, it makes no difference.

2) Make the item as normal, until you reach a window with 3 buttons on it. They’ll give you the choice of making a prototype, a manufacturing schematic, or experimenting. Choose the option to experiment.

3) Now you’ll be presented with a window with 4 panes. The top pane will show a picture of the item. The lower three have information on the experiment.

The leftmost pane shows how many experiment points you have left. Note that these points are granted on a per-item basis, so don’t worry about using them all up. Also note that you don’t have to spend them all at once. You can run multiple experiments on the same item, if you wish, which will be important later. You also don’t have to spend all of the points. If you’ve done all the experimentation you want to and have points left, don’t worry about it.

The rightmost pane shows the risk of failure, given your current point assignments. There’s a pretty red bar that goes up as you assign more points, but doesn’t really tell you much, and a percentage number. Pay attention to that number… it can get pretty high.

The middle pane is the heart of the process. There are multiple rows, each one corresponding to an experimental attribute (something you can improve through experimentation). It shows the name of the attrbute, as well as 2 horizontal bars.

The big bar, broken into boxes, shows how many points you can assign to this attribute how many points are currently assigned, and how many points were successfully allocated from previous experiments (if any). Different attributes will have different maximums. Just click on the box corresponding to the number of points you want to assign.

The smaller bar underneath the big one denotes the improvement of the attribute over its base value. You will probably start with a little bit in this bar right away, depending on the success of the initial assembly.

SWG Credits For sale
Buy SWG Credits
Buy Credits

Leave a Comment :, , , , , , , , , , more...

Grinding Macro

by credits on Jan.20, 2010, under Uncategorized

There are several things you need to know:

There is no cut and paste. You have to type the entire macro with no mistakes.

Macros are case sensitive – do not use capital letters unless you see them in the above code. Macros are also space sensitive – be careful of where you use spaces (toolbarSlot12 has no spaces, /selectDraftSchematic 00 does.). You can also abbreviate some of these commands. The one I abbreviate is /selectDraftSchematic 00 can be abreviated as /sel 00. Macros are punctuation sensitive. Make sure each line starts with a / and ends with a ;

The toolbar slots are numbered 0 through 11 for the top row, and 12 through 23 for the bottom row.

The number 00 in /selectDraftSchematic 00 refers to the draft schematic number. There is no rule or easy method to identify the number of the draft schematic you want to craft. You can look in your datapad and count the number of items until you get to the one you want to make. (0 is the first item) This will get you close. Then open your crafting tool. In the chat window type: /sel xx where xx is the number you think the item is. This will select the draft schematic for that item number. If you guessed the right one, great! Otherwise, hit BACK and try another number (higher or lower depending on which item appeared) unti you get the item you want to craft. If you are near a crafting station (either public, private, or in someone elses crafting droid) your draft schematic numbers will change. If you own a crafting droid, pull it out when you are searching for the schematic number, and then pull it out whenever you run the macro. Otherwise, make sure you run your macro far from any crafting stations.

The pauses will need to be adjusted for your macro and your computer. The first pause is where you select the resources for your draft schematic (you have to select them for each item. Have these readily available in your inventory so you can just double click them when the macro runs). The second pause is the delay before the macro thinks the item is done. I used 6 and 4 respectively for the first and second pauses. If you are experiencing high lag, these delays may not be long enough. If you want to speed it up, you can adjust these figures.

As I stated earlier, the sample macro above will use one crafting tool and produce one sample item. After the macro has finished, the crafting tool will be busy until it actually finishes the item. (This takes the same amount of time as it would if you were manually crafting the item.) In order to crank out the experience, you will want to start crafting another item while the first one is still “cooking”. This will require multiple crafting tools. Since these are “grinding” macros, the qualtity of the tools is not important. (Nor is the quality of the resources you will be grinding with)

You should have enough crafting tools so that by the time you finish the last item on the last tool, the first one is finished and available for crafting. Each macro takes 10 seconds to run (using the pauses mentioned above), but each item requires an additional amount of time to actually produce the item (even though the macro makes practice items, the crafting tool operates as if it were actually making the item).

If you are crafting camp kits, they finish in about 15 seconds. So the first crafting tool will take about 25 seconds before it is ready to use again. Using this example, if you use 3 crafting tools, by the time the macro is done running on the third tool, the first one has finished and will be ready to use again. Some items take longer to produce (Enhancement Packs for doctors can take 80 seconds) so adjust your pauses to account for the items, and adjust the number of crafting tools so that when you finish the last one, the first one is ready.

To use more than one crafting tool, set up your hot keys as follows:

I used my last block of hotkeys for macro grinding. (CTRL F6). I placed my crafting tools in the lower row starting at lower F1 (Shift F1 – this is toolbarSlot12) and my next one in lower row F2 and so on for each crafting tool.

I set up upper F1 -F4 with stand, kneel, sit, and prone because I usually sit down to craft, and found I always expect these keys to be available. (I am a creature of habbit!) I placed the icon for my crafting macro on F6 and my macro to stop the macro on F9 (see below for the STOP macro)

Then I modified my macro as follows:

In order to have the macro automatically “go” to the next station, copy the macro code by retyping it within the same macro, after the first segment. (Don’t forget to change the toolbarSlot to 13 for the next one, etc..use the same draft schmatic number for each item). Repeat this code for each crafting tool you set up in your hot keys.

Now when I hit F6, my macro will run: It boots the first crafting station, opens the draft schematic and waits 6 seconds for me to double click my resources, then it closes all crafting windows and starts making the item. In the meantime, (4 seconds later) the next crafting tool boots and the process continues until the macro ends.

I used 5 crafting stations for my camping macro. I can now produce 5 sample items in less than 1 minute!

You can leave the macro right here and just keep hitting F6 each time you want to make items. Or you can add one more line of code to end the macro to make it run itself: /ui action toolbarSlot05; this is the same thing as you hitting the F6 key.

Now the macro will run forever (or until you run out of resources!) Thats why I made the additional macro to stop any macro that is running:

/dump;

Just place this macro on any other key. If you have to stop your macro, hit that key and your macro will stop.

You should set up your crafting tools in your hotkeys first. Then create your macro to do just one item. When you get that working, add code for the second tool, etc. testing it each time. The macros are trickey and sometimes your typos are hard to spot. By doing it one crafting tool at a time, you can easily debug the macro. When all of your tools are running, add the loop command and make the STOP macro.

If you want to actually produce items, take off the practice no item from each /createPrototype line.

Happy crafting!

SWG Credits For sale
Buy SWG Credits
Buy Credits

Leave a Comment :, , , , , , , , more...

Guide to Making Stuff

by credits on Jan.20, 2010, under Uncategorized

(a) A longstanding bug is sometimes your input hopper will appear empty after you have put items into it. Loging out and reloging will correct this.
(b) Sometimes when you enter a room with a private crafting station, the tool will not properly “sense” the station’s existance. Before you begin crafting, hold the “Start Crafting” radial for a few seconds and look for the “Input Hopper” option to appear before you begin. If it doesn’t, leave the room or structure for a moment and come back.
VII: Factories

Factories allow you to create multiple objects repeatedly and quickly. To use a factory, you first have to create a Manufacturing Schematic at a crafting station. Once you have done this, you go to your factory and select “Options”-> “Access Schematic Slot”. Next, you load the factories input hopper with components identical to the ones you used in the schematic and select “Start” on the factory. It will then continue to make an item every minute or so until the resources in the input hopper are depleted, or the charges on the manufacturing schematic have run out.

Items made in a factory appear in the input hopper as “Factory Crates”. These are pop-only stacks of items. That is, once you take an item off the “stack” it cannot be put back. To get an item out of the crate, double click on it.

Notes:

(a) When retrieving items from your output hopper, notice the default action is “Pick Up”. You can just double click on them, saving you the tedium of dragging to your inventory.
(b) Factory hoppers, like crafting stations, will occasionally appear falsely empty. Re-logging will correct this. (See ‘e’)
(c) Some items (Structural Modules and Wall Units that I know of) won’t appear in crates right now, but as identical items in the output hopper.
(d) EXPERIMENT. Don’t accept a poor experimentation round when creating a manufacturing schematic. Remember you are making a lot of these, so wasting resources for a few items to get a good result is better than generating 100 low-quality items.
(e) There are several bugs where you will not be able to see the contents of your hoppers. The most common can be worked around by opening the input hopper and depositing an item in it while the output hopper window is open. If this does not work, log out completely and wait a minute or so and reconnect.

SWG Credits For sale
Buy SWG Credits
Buy Credits

Leave a Comment :, , , , , , , , , , , , more...

Guide to Crafting

by credits on Jan.20, 2010, under Uncategorized

1. Create an artisan character with at least as much health as action and buffable to at least 1000 health.
2. Visit an NPC trainer and acquire Novice Marksman.
3. Purchase a player-made CDEF weapon of your choice (pistol, carbine, or rifle) ? ?Rorr?s Ore & More? keeps a ready supply of these to sell at cost to help the beginning artisan.
4. Begin hunting and working towards fourth tier in your chosen weapon. Run combat missions to get XP and credits. You might consider taking scout so you can harvest organics, which along with 3 cereal, can be used to make Travel Biscuits that give 20 GCXP each (plus 5 more if your friend eats them). This is optional, but generally worthwhile ? you can always sell back the Novice Scout skill later. Craft and survey as you like, but this is primarily for entertainment, not advancement at this stage.
5. Boot up your Mineral Survey Device and survey for all the ?metal? types of resources you find listed. Find the metal with the highest concentration in the spot where you are standing. The device will set a temporary waypoint to the highest concentration of that resource in your range.
6. Hit the ALT key to switch to mouse mode (the survey screen will be hidden) and run to the waypoint (if you are good at estimating gradients from the survey device?s output, run a bit beyond the waypoint to save time surveying).
7. Hit the ALT key and your survey screen will re-appear. Survey again. Repeat these steps until you have reached the highest concentration in the local area of the chosen resource. If the concentration is not at least 70% try a different area (such as another town).
8. Open your datapad and add a new waypoint. Use the ?Set Name? option on the radial menu for that waypoint to set the name to ?XX% ?. Trust me, you will thank me later when you have a dozen different survey waypoints. Note that your ?Resource Survey? waypoint will vanish the next time you use the survey device, so you MUST create a new waypoint.
9. Once you have found your mining point, wait until you don?t feel playing SWG to do this next step. Click ?Gather Resources?. You will start to gather the chosen metal. If you are in a reasonably safe area, walk away from the computer and do something else, coming back to check every 15-20 minutes and make sure you do not go auto-AFK and get logged out. You will stop gathering resources when your action pool runs out, but you will start resting automatically. You will just need to restart the resource gathering when you are rested. You also need to watch for creatures nearby, but since you have fourth tier in your weapon skill, you should be able to handle anything that molests you ? just be careful. You should be able to gather approximately 300-500 units of resources in an hour, depending on the percentage of the site. Remember, each resource is worth 2 GCXP, so this is a significant fraction of the XP needed to advance.
10. At some point, gather (or purchase) 4 units of any chemical using the Chemical Survey Device. Use this with 16 metal (stacks of 12 and 4) to create a second Generic Crafting Tool. You are now ready to begin crafting in earnest. Your best bet is to make survey devices, which require 27 units of metal and give 55 GCXP each. Specialized crafting tools give 65 GCXP, but because they require10 units of chemical, so they aren?t efficient to make. The Generic Crafting Tool gives the best return for a single type of resource.
11. Make certain you are still gathering resources at your chosen spot ? you can both craft and survey at the same time. If you are a scout and are in a buildable zone, put up a camp so that you can get some Wilderness Survival XP at the same time.
12. Use the ?double-barrel? approach to crafting. While one Generic Crafting Tool is tied up moving the finished item from the output hopper to your inventory, use the other Generic Crafting Tool to start on the next item. By the time that item is complete and fabricating, your first tool will be cleared out and ready to go. Periodically destroy or give away the Generic Crafting Tools you have made (anathema, I know, but keep in mind this is only until you get to your ?real? advanced profession).
13. The problem is that even with Surveying III (and much more so with Surveying I), you will burn through your resources slightly faster than you can gather them. This is why harvesters are essential and why you should focus all your efforts on getting to Engineering III as soon as possible.
14. You will need approximately 6000 units of metal (allowing for critical failures) to get to fourth tier in each of the Artisan branches. Approximately 20,000 units of metal are needed to reach Master Artisan. ?Rorr?s Ore & More? sells all types of resources at a flat rate of 2 credits per unit. This amount of cash can easily be obtained from missions if you do not wish to gather resources yourself. Note that you do NOT need steel, which is popular and sometimes hard to find ? any kind of metal will work.

SWG Credits For sale
Buy SWG Credits
Buy Credits

Leave a Comment :, , , , , , , , , , , , , , , , , more...

‘The crafting session has ended

by credits on Jan.20, 2010, under Uncategorized

The response ‘The crafting session has ended!’ is normal.

Be sure you are not near a Crafting Station or a droid that acts as a Crafting Station. They can cause a loss of resources with no xp or items made.

The ‘no critical failures’ exploit only works with architect items.

Everybody is going to have different schematic numbers. You must experiment to determine yours. Simply start a crafting session manually, type in ‘/selectDraftSchematic 00′ and hit enter. Write down the name of the item selected. Click on ‘BACK’, then ctrl-UP so you don’t have to type the whole thing again. Delete the 00 and type 01… etc. Repeat until you have found all the items you might want to macro craft.

Modify both lines of ‘/createPrototype’ to ‘/createPrototype practice no item’ if you want only the xp (with 5% bonus) and not the items. If you have enough resources, this helps you level up like crazy in the early skills. I did this with survey tools, then with wind generators. Only took a couple hours to make Novice Architect. Having enough resources is the key

Leave a Comment :, , , , , , , , more...

Harvesting and Pricing of Resources

by credits on Jan.20, 2010, under Uncategorized

wow cdkey
Buy game card

we noticed someone asking how to price minerals this is what i do for my own personal Resource Procurrement Buisness I run on Corbantis!!!

ALOT of Simple Math is Involved but it is VERY simple Averages!!!!!

Say you have some Metal!!! (for simplicity sake i will use 5 numbers and very simple numbers!!!

Overall Quality: 500
Shock Resistance: 500
Decay Resistance: 500
Conductivity: 500
Unit Toughness: 500

Take all 5 of the numbers and add them together to get a total Sum of 2500… Now Divide 2500 by 5 the total number of stats!!! you get WOW 500 HAH Divide your End Total by 100 and that would be the Cost of the Resource!!! so for the Above Resource I would Charge 5 credits per unit… Would I get it… depends… on who is buying… I tend to run a Contract for High Ammounts.. 10k + Units of any given Resource Type!!! and i charge 3 creds per… only cuz i get ALOT of customers.. but If you ask me for a Specific Kind of Resources… for instance… Doonium Iron!!! then I will charge 6 creds per… cuz it is more difficult to find a good spot for a specific kind of material versus just General Any Iron!!!

I sell Resources on my Vendor using the Above Math and I get my prices…. Highest Cost I have Ever Charged for anything was 9 Creds for some Inert Petro Chem… because it only had 2 stats and both were 900+ and I got it…

This can work for Energy… Harvested MAterials from Animals.. it will work for anything.. Myself and a few of other Crafting Friends use this guide to determine the PRices for EVERYTHING including the items we craft.. just takes a bit more math…

which i will include a generic guide here… an item takes 20 units of resources.. your resource value comes out to be 4 creds per unit… that would be an 80 cred item… too low no profit for your time… so now take the final OVERALL percentile value after experimentation… for instance a crafting tool made to be 90% effective 20% durable… would be 110% divided by 2 or 55% now take that 80 creds and multiply it by 55% which would be 44 creds.. and add that 44 Creds to your original 80 creds and now your item is selling for 124 creds…

ITs all simple Math… and if we could get EVERYONE to use this we would have a working Economy.. where peopel could afford stuff and or save money for stuff.. instead of the Generalized Price Gouging you see everywhere… 120,000 credits for a suit of composit armor is a bit much… I am not an armor smith but I know for the HAM costs behind it… and the overall effectiveness of it.. it isnt worth 120,000 creds to me… but if you can get that amount ROCK on.. I myself wont pay it nor would I charge it…

SWG Credits For sale
Buy SWG Credits
Buy Credits

Leave a Comment :, , , , , , , , , , , , , , , , , more...

Guide to Weaponsmithing

by credits on Jan.20, 2010, under Uncategorized

SWG Credits For sale
Buy SWG Credits
Buy Credits
SWG Wars Galaxies Credits
Buy SWG Credits EU
swg powerleveling

However, in general, the starting guns use a lot of copper. I started on Rori, where I found a decent copper, then moved to Naboo and found an OBSCENE one with like 996 conductivity and 956 quality, and the difference in my guns was HUGE.

The later guns use a lot of iron, because they call for a lot of shock resistance.

Like I said in my guide, look in that bottom right hand corner and see the %’s of the attributes that best suit the weapon, then use the materials that are the highest in those categories. I have an excell spreadsheet that I created a column of formulas for, things like 2 x conductivity + quality, quality + shock, etc. Then I sort by the appropriate column for the weapon and use the things at the top of the sheet.

Rules of thumb to be the best weaponsmith in the galaxy:
1. Don’t stay on one planet. Not only can you make more money by moving around, you can also find different materials.
2. Have lots of different materials. That “crappy” iron with a quality of 45 may become a bloody godsend when you’re making a component that only uses heat resistance and shock resistance.
3. Survey and sample one of every material everywhere to make sure you have all of the attributes of all possible materials.
4. Don’t skimp the technology tree. I know you want to make that FWG, but spending equal time on the fireams and technology will ensure you have the highest quality weapons. Nothing irks a marksman more than buying a high-level gun, only to find out it’s garbage because a newbie made it without any experimentation points.

Good luck, and look me up on Radiant if you need a gun :) I’ll be making bowcasters the second I find bloody Doonium Iron :)

SWG Credits For sale
Buy SWG Credits
Buy Credits

Leave a Comment :, , , , , , , , , , , , , , , , , , , more...

SWG: Crafting

by credits on Jan.20, 2010, under Uncategorized

once its working its a case of doing a manual one first (make sure if you just want to practice tick the box while doing the manual one so you dont create items while the macro is working)and then press the macro and it will load it all up to the part where you put in your mats and wait a few seconds and it completes it… just dont change the pauseing at the end or in the middle, only change the one thats marked on my macro as 4 thats the one which changes the time it gives you to add the mats, so if the thing needs 6 mats dont put it to somthing like 3 or 5 unless you can click extramly fast and find all the mats at the same time in that short amount of time

tbh this morning i didnt know what i was doing with macros and now i find it easy :)

Heres a template for if you want just 2 tools working with a loop and add from there :)
Also remeber to rebind 1 – = (1 to 12) on your actionbar to be binded to each of the F keys at the top of the keyboard, dont know why just keeping it as straightforward as i did it if you were doing this macro that iv put here
Also 00 on your toolbar is Number 1

Name it : craft1

/ui action toolbarSlot00; <--Generic tool in slot 00(1,F1)on your toolbar
/pause 1;
/ui action defaultButton;
/pause 5; <--Change the number if you need more or less time
/nextcraftingstage;
/nextcraftingstage;
/createProtoType practice no item;
/createProtoType practice no item;
/pause 1;
/ui action toolbarSlot01; <--Generic tool in slot 01(2,F2)on your toolbar
/pause 1;
/ui action defaultButton;
/pause 5; <--Change the number if you need more or less time
/nextcraftingstage;
/nextcraftingstage;
/createProtoType practice no item;
/createProtoType practice no item;
/pause 1;
/macro craft1

and there you have it a 2 tool macro loop, and if you wanted to add another tool to it (if your cooldown is like 30ish)just take /macro craft1 off the end and add another line which would be;

/ui action toolbarSlot02; Bold Text<--Generic tool in slot 01(2,F2)on your toolbar
/pause 1;
/ui action defaultButton;
/pause 5; Bold Text<--Change the number if you need more or less time
/nextcraftingstage;
/nextcraftingstage;
/createProtoType practice no item;
/createProtoType practice no item;
/pause 1;
/macro craft1

and there it is, im pritty new to SWG so most people might know this already ^^ as my highist toon is now my crafter lol but macroing is easy just follow this :)

SWG Credits For sale
Buy SWG Credits
Buy Credits

Leave a Comment :, , , , , , , , , more...

Brief Guide to the Death Watch Bunker and Jetpack Crafting

by credits on Jan.20, 2010, under Uncategorized

Armour: 80% kinetic is essential, anything higher is bonus. Energy resistances or a PSG can come in helpful when the Battle Droids swap to ranged.
Foods: Brandy, Ahrisa, Canape essential. Vercupti and Synthsteak/Exo Proteins helpful. Commandos will want to bring Snow Cake. Jedi will definitely want Synthsteak and possibly consider Flameouts.
Spices: Muon and Pixie are the things to look out for… remember to watch the downer. Weapons: Tankers should bring low level cheap weapons, Jedi,Commandos,BHs bring your best and hardest hitting stuff.
Stims: Anyone with medic should bring a suitable supply of the best stims they can handle, Docs and CM’s will know what they need.
Buffs: Go for duration more than power, you’ll need a good 3hrs 30minutes to do this at a breathable pace.

Jetpack Parts
These are looted either from the chest at the start of the DWB or from random Black Sun spawns on Yavin and Endor: Ducted Fan, Injector Tank, Fuel Dispersion Unit.
The Jetpack Base is only lootable off random spawns of Black Sun The Jetpack Stabilizer is looted off the Overlord in {MapPoint 31} The Alum Mineral is a reward for completing the Foremans Quest {MapPoint30} Your Droid Engineer will also require a piece of Bounty Hunter Armour to get into the forge itself.

The Beginning

So you’re all kitted out better than an Everest scaling team. Thats good.
Once your team is formed up, head out to the Bunker itself. If you do not know where it is, you shouldn’t be going, but for reference, its -4692 4344 in the NW of Endor. Only one member of the group needs to have spoken to Boba Fett and they will have to punch the switch at the very start to gain access for the entire group.
But before you go in, set up a camp roughly 300-400m away, anywhere after you’ve gone through the “lag wall”. Have your entertainer start their music and make sure everyone is listening. At this point run through the rules of the raid and ensure everyone knows whats happening. Remind people to put on armour. Use cheap weapons. Check stims, check foods, check spice. Once the music buff is done, start the dance buff. Once the dance buff is done, get the Ent to start the music again, but this time DO NOT /stoplisten. You will then have it saved up so 2hrs into the raid you can type /stoplisten and you will get a second mind buff. At this point your Docs should have started their Havla rounds with buffs. Once everyone is buffed up, start moving towards the bunker. Remind them of the “DWB Rules”

The DWB Rules

Everyone will come up with their own rules, but I have my standard rules
1) Follow the Leader
2) No Area Attacks – thats no Spin, Cone, Strafe, Flurry, Warcry or
WookieeRoar
3) Take the corners tight and stay together
4) Touch Nothing
5) Only one person loots –> assign this person before you go in, so nobody
gets confused.
6) Follow the Leader
These rules will keep your group focused on the task and keep you from
agroing extra mobs.

The Entrance

Upon the start of the DWB, you will want to hug the right wall, as you
decend down {MapPoint1}. Hit the switch at {MapPoint2} to give your entire
group access to the DWB. Proceed through without agroing the Battle Droids.
Continue down the green ramp and meet your first SBD. Set your tanks on it
and make sure you assign someone to clean up the Black Sun.
Once the SBD goes down, proceed quickly to the next room where there will be
4 Battle Droids. Have a tank take one BD each and have the rest of the group
concentrate on one at a time. Once they are dispatched move quickly into the
large room and get everyone into the pit. Please don’t destroy the droids,
they’re completely harmless and really quite lovable.

Rageon Vart

Hit the switch at {MapPoint4} and wait a little while. Your first DW friends
will turn up. Deal with them and soon a DW called Rageon Vart will show up.
Kill him and loot his key. Use the key on the terminal and move on.
At this point you may move to the medical facility {MapPoint6} or battery
cleaning droid {MapPoint5} for the Foreman Quests, its straightforward
enough, just make sure you walk past the BDs and hug the walls, they should
ignore you. Resist the temptation to tap them on the shoulder.
Carry on down the long yellow corridor and do not stop until you are at
{MapPoint7}. Bring all your agros with you and deal with the there. Once
they have been dealth with move to the opposite corridor, the one that heads
towards {MapPoint11} and {MapPoint12}. Stop at the last corner before the
ramp going downwards and dispatch the BD and SBDs that you have picked up.

Klin Nif

Upon entering {MapPoint11}, assign a tank to the SBD that awaits. Instruct
everyone NOT to touch the Coal Bin, it will only bring more SBDs upon you.
Walk through the door towards {MapPoint9} and hit the switch that is there.
That will agro the 2 SBDs that guard it. Bring them back and assign a tank
to each. DO NOT DESTROY THEM YET.
By this point, a few DW will have spawned in the middle of that large room.
Hit them with a ranged weapon and coax them into {MapPoint11}. Have your
group descend upon them like thunder. This will spawn more DW in that room,
and you simply bring them in. After two waves, a DW by the name of Klin Nif
should show his face. Bring him in and end him. Loot him for the key and use
the key on {MapPoint9}. Then despatch of the SBDs in reverse order (the
original {MapPoint12} SBD being the last.

The Fishtank

The next room is hit-or-miss, you can try to walk slowly past everything and
down the ramps, but inevitably someone will agro something on the top floor.
So your best option is to engage the top level BDs and DW immediately, and
proceed slowly down the ramp after.
Once you hit the second ramp, you will see an SBD downstairs. It is
impossible to sneak past that one so once you’re onto that second ramp peg
it into the glass “Fishtank”. Move all the way down to where a large
fuel-drum-like object is, and kill anything you’ve agroed there. This is a
good spot to take a short rest, you may find your Brandy’s wearing out at
this point.

Fenri Dalso

Proceeding along the corridor, take the left (following the yellow on the
map) to {MapPoint22}. Here you will want to bunch everyone up as tight as
you can in that little space between the two intersecting corridors. This is
what we affectionately call “the box”. Whilst you’re friends take down the
SBD,make your way along {MapPoint23} and walk past the two BDs on your
right. Continue walking to {MapPoint24} and, avoiding the SBD at the end,
flick that switch. Make your way back, by which time a whole load (6) of DW
will have spawned.

This is one of the hardest parts of the DWB. You MUST not use any spin
attacks as you will inadvertantly trigger 3 SBDs, who would not make good
company at this point. Have another member of your group shout out targets
to concentrate on while you are returning from {MapPoint24}. AT THIS POINT
(AND THIS POINT ONLY) YOU MAY HAVE YOUR JEDI AND COMMANDOS CONE FROM
{MapPoint22} towards {MapPoint23}. This will greatly increase damage output
BUT MAKE SURE THE JEDI STAY A SFE DISTANCE AWAY. The DW are capable of spin
attacks and one hit will take a Jedi Knight down.
After a little while, a DW calling himself Fenri Dalso will turn up. Leave
him for last and once he’s dead, loot him for the key. Take the key back to
{MapPoint24} (be careful not to agro the BDs along the way) and unlock the
door to the mines.

The Mines: The Foreman

Head through {MapPoint22} and into the mines. You will want to run nonstop
all the way to {MapPoint30}. Do not worry about Alum Poisoning, it will not
harm anyone whos buffed, and you cannot get incapped by it. At {MapPoint30}
bring all your agros into the little corner at the end and have your Jedi
and Commandos again cone into that area. Assign one or two melee’s to rat
duty, as they deal out a fair amount of damage. DO NOT TALK TO THE FOREMAN
YET.
Once everything has died and all is quiet, you may take a short break here.
If anyone has previously completed the Foremans quest, they are granted a
free Alum Mineral every 3 days. Cash that first. Then you may have others
start talking to the Foreman. You will then be given the task of seeking out
Haldo.

The Mines: Haldo

Haldo is a name you will grow to hate. He has gone a little crazy, and you
will find him in any one of three spots (that I know of). He will either be
at {MapPoint32}, the small mines-room with a white blob in the middle by
{MapPoint18} (see map), or the smallest outcropping of mines near
{MapPoint35}. Its easiest to just /tar Haldo and then work it out from
there. Once you reach him, attack him and he will come to his senses. Have
your relative people /peace and chat to him. Depending on where you are in
the quest, he will give you different answers. You will probably want to
move on to the Overlord now.

The Mines: The Death Watch Overlord

The Overlord lives at {MapPoint31}. If you follow the map directly north of
this position, you will find a small outcropping. This place is ideal for
accumulating agros and coning into the corner. be careful not to cone into
the next corridor or you’ll have mine rats swarm you. Once you are rested,
have a ranged attacked attack the Overlord and drag him to your position.
The Overlord is not harder than anything you have faced so far so feel free
to /dance, /snog or /hot the Overlord whilst his demise is in progress. When
he falls, remember to loot the Jetpack Stabilizer. At this point you may
want to try and forward your Foreman quest, or you may want to go on to the
Jetpack. If you wish to continue the quest, check the end for the quick
guide to the Foremans Quest.

The Mines: The Jetpack

So this is it, the Jetpack. Make your way towards {MapPoint34}, taking your
time and stopping to kill any agros, When you reach that last bit of mines,
cone into the corner anything that you’ve picked up. Then have your DE open
the door, and everyone pile in. Go to the first floor where you will find a
Jetpack Crafting Droid. Your Master Artisan will have to feed the components
in one at a time. But there is a catch. DW will spawn as soon as you put the
first part in, so be alert and DO NOT LET YOUR ARTISAN GET HIT. After a
while, and after several “Continue” boxes, you’ll get chucked out of the DWB
to the entrance, hopefully with a Jetpack deed in your inventory.

CONGRATULATIONS YOU HAVE MADE A JETPACK

FOREMANS QUEST
The Foremans quest is made up of several stages:
1) Talk to the Foreman {MapPoint30} to gain quest. Go find and speak to
Haldo
2) Go to the Medical Facility {MapPoint6} and get the Cure
3) Take the Cure to Haldo. Get a dirty battery in return.
4) Take the battery to the Foreman, who tells you to clean it.
5) Take the dirty battery to the droid at {MapPoint5} who will swap it for a
clean one.
6) Take the clean battery to the Foreman, who tells you to set the water
pumps.
7) Go to the Water Pumps {MapPoint13-16} and set them.
8) Return to the Foreman and claim your Alum Minerals.
Fun, no?

FACTIONAL QUESTS
I haven’t actually done these, but I believe for the Imperials, you simply
kill the Overlord that lives at {MapPoint28}. Loot him and you’re done. For
the Rebels, go to {MapPoint29}, where you will be told to rescue a guy, who
is at {MapPoint7}. What happens after that I do not know.
Thats pretty much all there is to this most wonderful of bunkers, I hope
that this little guide (written up in 3 parts over 2 days to a total time of
about 1hr10mins) has been helpful and helps creates more Jetpacks for all.

SWG Wars Galaxies Credits
Buy SWG Credits EU
Cheap Credits

Leave a Comment :, , , , , , , , , , , , , , , , , , , more...

Weapon Statistics Explained

by credits on Jan.04, 2010, under SWG GUIDE

One of the first things people will look at is damage. Many will just look at maximum damage. The connisuer of good weaponry will consider both. A 21-62 pistol will do less damage in the same firefight that a 30-62 pistol will do. You will not hit for maximum damage every time, no matter what. Realize when you power up a weapon the effects that powering this stat up will have. If you power up max damage, you are reducing your consistency in damage dealing. You will deal more damage, but sometimes not as much as possible. Powering up minimum damage will allow you to be more consistent. The choice of which you want is up to you.

Attack Speed – Again, this is one primary consideration for people when buying weapons. All else identical, a 3.3 weapon will do 25% more damage than a 4.4 weapon in the same given period of time. The number is the number of seconds between firing. We all know the feeling of sitting there getting beaten on by a creature and wanting to scream “SHOOT DAMMIT, SHOOT!”. This is an excellent stat to power up. A +30% power up on that 3.3 attack speed gives you a whopping 2.3.

Wound Chance – This is the chance to make the **edit** bleed. It is a percentage. A 4.4 is worse than a 7% chance. Inflicting wounds is a good thing, and you can power this statistic up. Many times it will be a secondary power up on a two statistic power up.

Range Modifiers (–/41/-80) – The first number is your zero range modifier usually a penalty). Low on pistols, moderate on carbines, and high on rifles. The second number is your Ideal Range modifier (see Ideal Range below). The third number is your max range modifier. These determine, before stance bonuses, your chance to hit at a specified range. As you move toward the target, when you first get into range, you will be affected by the max range modifier. As you get closer this will climb to the middle number, and as you move closer still, will fall off to the first number. Powering these statistics up can be tricky, and many will ignore the power ups for these in favor of damage. But you can do great things with accuracy bonuses. If you use a pistol, a zero range or ideal range power up is great, especially if you want to hit consistently while running. If you’re using a carbine, consider a ideal range power up. If you are using a rifle, a Max Range bonus can be wonderful, or better yet a Max Range, as you can hit better from a farther distance. Any scout can tell you the further you are from a creature, the longer you have to shoot at it before it figures out WHERE you’re shooting from.

Ideal Range – The Ideal Range of a weapon is just that…where it works best from. Farther the better. Why? The closer you are, the fewer shots you get on a charging creature or brawler who thinks guns aren’t fair toys. A carbineer might want to power this up. A pistoleer would KILL to be able to be effective at more than 15m A rifleman’s best friend is range. All in all, a good statistic to power up, especially if it comes with a damage/wound/range modifier power up on the same power up.

Max Range – Pretty self explanatory. Can’t hit from farther away than this.

Health Cost – NO weapon will require HAM points to fire in a normal manner. This statistic is the health cost of using a special move with this weapon. This number is multiplied by a cost multiplier of the special move in question. IE If a special move health multiplier is 3 and your Health Cost is 15, it will cost you 45 health to do this action. Lower is better. Always good to power up this stat, and the other cost stats, especially if you have a low pool in that area or have a weapon that sucks away at a pool. You can die just as easily by draining yourself through special moves (not directly kill yourself, but make it easier for someone to kill you) as you can getting gnawed on by a angry Falumpaset.
wow cdkey
Buy game card

Leave a Comment :, , , , , , , , , , , , , , , , , , , more...

Looking for something?

Use the form below to search the site:

Still not finding what you're looking for? Drop a comment on a post or contact us so we can take care of it!