Tag: Amount Of Time
New Junk Loot Spawn Locations
by credits on Mar.13, 2010, under Swg Credits
Since the RE Junk Loot Insta-Respawn nerf, I was just wondering if anyone had some locations which were still viable for farming junk loot. I have used the Slum Thieves outside of Espa which have about a 10-20 sec spawn timer, but it is still just not the same. Are there any other good locations which could be done either AFK or ATK to produce large stacks of loot in a reasonable amount of time? Any information would be helpful and feel free to PM me if you are not comfortable posting. Best wishes and have a good one! Also I am a full member so if there is a topic on this already in one of the other sections, a link would be super handy!
Yes we all want to loot, but if you are monopolizing a legacy spawn (Mos Espa Thieves for example) you are violating the rules and hindering lower level toons.
Now if you are sitting on one spawn of 4 NPCs and not affecting the other spawns of which there are 5-6 total. Then you should not be bothered by a GM.
I have talked to a number in excess of 7-8 different GMs of various levels and they all pretty much say the same thing, that you can not own the entire spawn and there for hinder other players. I have the tickets and the chat logs saying this very same thing as I have been reported by others only to just get asked to move or told as I stated above. In order to get perma-banned you have to do somethign really stupid. I have been farming that area on my server for nearly 7 months and the worst I got was moved to a different location while AFK.
Also having the AFK tag over your toon is a billboard for getting flagged for a ticket. I report anyone I see monopolizing the spawns and have talked to a number of GMs when approached in game. If you are goin gto AFK in that location don’t use “blink” or similar macros they are obvious, spamming chat is just stupid as well that is advertising you are AFK. If someone comments to me about not responding I fire back with there is nothing in the rules that says I have to respond to a tell/GM and in that, they can’t say a word.
I use:
/mood obnoxious;
/pause 1200;
/macro afk;
Thus never go AFK.
Since the insta spawns are no good, now GMs are much more likely to respond to locations like Mos Espa and probably quick in response time.
You can farm you just have to be smart about it. If you don’t, you reap what you sew.
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
Single Pull in SWG
by credits on Jan.04, 2010, under SWG GUIDE
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The first thing to understand is when one would want to single pull, and why. The answer to “when” is; all the time. Why? Simple math.. every player can deal a fixed average amount of damage per second to creatures, so the amount of time it takes to kill two creatures with a total of 10,000 hit points is fixed, whether you fight them seperately, or at the same time. Lets say for the sake of this exercise it takes 1 minutes, 40 seconds to kill the two creatures. Thats 100 seconds of combat in which we deal 10,000 hit points of damage, so we dish out 10 damage per second. Generally, creatures deal out much more damage than we do. So lets say that each creature can deal 20 damage per second. If you fight them one at a time, you would engage the first 5,000 hp creature for 50 seconds after which it would be dead, and then the second one for another 50 seconds and it would be dead too. During these two fights, you will have recieves 20,000 hit points of damage (which we’ll just say was healed). Thats 10,000 damage from the first creature and 10,000 from the second. Now lets change things a little and say you engage them simultaneously. You can’t change how fast you kill them, so the fight will still last 100 seconds, but now you are taking twice as much damage for the duration of the fight, so 40,000 hit points of damage instead of 20,000.
Assuming that you could actually survive the extra 20,000 damage you took (because the damage went to a pet, or you had doctors healing you the whole time), it still cost you twice as much in stims to get through one fight.
There are plenty of good reasons to fight creatures one at a time, but that one alone is enough to make it worth doing. You are more likely to survive the fight and it will cost you less to do so. In the case of a large group, this would mean that you probably don’t have to stop to make a camp and heal everyone now, so you can keep right on hunting, thus making you more effective in the long run.
PRE-REQUISITE: Where should you fight?
Once you have determined where the lair is, you should try to fight in a clear spot (no other aggressive creatures around) which is at least 80m (90-100 is better) away from the lair. Bring all your creatures to your chosen place and fight them there. Don’t send pets in early while the creature is running to you, don’t use suppression fire before it gets there, and don’t charge it or go to it to fight. The reason for this is simple. As you are fighting, MORE creatures will continue to spawn. They generally will spawn and/or wander within about 45m of the lair (there are exceptions). If one appears or wanders that far in YOUR direction, and you are at 80m from the lair, it is now only 35m away from the fight.. getting close. So if you are in a precarious situation, this is the MOST important thing to remember (it is also the thing most people seem to ignore, and then die) . DO NOT FIGHT ANYWHERE WITHIN THE SPAWN AREA! More creatures will come and you will die. Ok, now that you’ve chosen a place to fight, bring the creatures in for the slaugher one at a time.
So how exactly can we separate one “mob” (mobile object, a creature or humanoid that is hostile to us) from the others? There are many cases, I will try to illustrate each one, from easiest, to hardest.
1) Non-social Creatures – (such as Tortur)
This is the easiest case.. just make sure everyone in the group attacks the same creature. Only one until it is dead, then move to the next. Position is irrelevent. This will ensure the fastest hunting over time.
2) One social creature positioned far from its friends
This is mostly simple, just stand as far from its friends as you can, so they don’t come after you, and attack the one that is alone. It doesn’t matter if the creatures are aggressive or not (red dots vs yellow dots). There is only one thing to consider. Make sure you are close enough to the creature you are about to engage and make sure you are standing and thay you do NOT have maskscent or camoflauge engaged. If the creature can’t immediately determine where the attack is coming from, instead of charging you, it may wander first looking for you. In some cases, this could lead to it wandering towards its friends, and then you’ve got multiple mobs to contend with. Make sure you PULL, the creature, don’t charge it. Attack with ranged weapons first, let it come to you and fight it where it is safe.
3) Two social creatures close to each other, far from any other friends
This is just as easy to single pull as the previous example, but requires a different method. SWG assist logic works in such a way that creatures assisting the one being attacked automatically know where you are and charge you, regardless of other circumnstances. We will take advantage of this. Move to a distance beyond 65m. You MUST be outside of successful attack distance for this to work. Target the farther of the two creatures and fire on it. Nothing will happen because you are too far to fire, but the assisting creature ‘knows’ its buddy is being attacked, and knows where to find you, so it comes running, while the one you attacked stays put. Change target to the charging creature, and let it come to you. Dont go to it, as you will probably end up getting the one you first shot at join in to help its friend if you fight too close.
4) A pack of social aggressive mobs
Believe it or not, hunting aggressive mobs is much easier than the non-aggressive ones. As long as the mobs have ANY amount of distance between them (they’re not standing on top of each other) this is pretty easy. Make sure you don’t have maskscent or camo on. Now, before you start, hit the peace key. This is the MOST important thing. When you hit ‘peace’ and aren’t in combat, what it does is prevent you from auto-firing at the next mob that agro’s on you. You’ll know you did it via the peace symbol that shows up next to your HAM bar. Pick out the target you wish to pull. It should be the closest one, because when a mob starts chasing you, if it runs by its friends, they MAY join in. The closest one will run away from his friends. It helps at this point if you know the agro range of the mob you are pulling. Run to the edge of its agro range, that’s to say the maximum distance you can stay at and still get it to agro on you, and run sideways in front of it.. side to side, but don’t get closer, and definately don’t run closer to any of its friends. It will eventually start to chase you by itself, and its friends won’t help, UNLESS you forgot to hit peace first. In that case, you will auto fire on it, and as a reaction to your attack, its friends will come running. Once it has chased you to where you want to fight, kill it. Rinse, repeat.
5) A pack of social, NON-aggressive mobs
These are a little more tedious to pull than the aggressive ones. It is harder to do well, but is safer. What you want to do here is change the situation into either #2, or #3. By running around at what I can only call the agro range (even though they don’t actually agro, being non-aggressive), some of the creatures will react to you. One of two things can happen. If the creature are afraid of you (not many of those anyone cares about), they will run away. Otherwise, they will ‘bluff’ charge you as if to attack. By running the right way when they charge you (or run away), you can take them to a spot of your choice. Once you’ve succeeded in getting one or two of them far enough away from its/their friends, proceed with pulling as described in case #2 or #3 as needed.
This should be enough for any group or individual to hunt mobs within their capability safely and successfully.
Farm Credits
by credits on Nov.05, 2009, under SWG Credit Farming Guide
As a Commando you can deal out amazing amounts of Area of Effect (AoE) damage and Damage over Time (DoT) effects, all of which can be done from range (of course). In addition to your special skills, you can also use flamethrowers and rocket launchers for absurd amounts of damage. The Commando seems to be built for farming, and of course leveling everything in sight. I would suggest equipping a flame thrower rather than a rocket launcher, and I will point out some details as to why below (acid launchers are great alternatives too).
1) One of the major benefits to farming with a Commando is being able to use an amazing array of different attacks and weapons. You can lay mines, throw grenades, and use a flamethrower simultaneously, landing massive DoT and AoE damages as well as spraying ridiculous amounts of flame in all directions (or acid). It is important to put as many Expertise points into all skill lines that will assist you in doing greater immediate impact damage, DoT and AoE damage, and enhance your Precision attribute.
2) The best areas to farm credits post-Chapter 5 are where there are MANY DOZENS of level 5-30 enemies that are non-Elites. Meaning, their health will be low enough, and armor, to allow a single attack to kill the entire group. An interesting thing to note is that there is not a huge difference in the number of credits “randomly looted” from a bunch of level 5′s as there are from a bunch of level 30′s. I’ve noticed an average of about 160 credits on each level 1-5 corpse, and about 220 credits from level 20-30′s. This means that if you can find a consistent, quick-spawning area of level 1-15′s you will have the best chance at killing them all, looting them all, and then rinsing and repeating faster than possibly having to make a second or third attack on level 20-30′s. And this is all about time-efficiency and not fun. Though the fun comes in seeing how many credits you will loot in a short amount of time.
3) I would recommend heading to Mos Eisley, Tatooine and venturing outside the city a few hundred meters to the West. You should see mass spawns of Swoop Gang members and generally a bunch of ‘red agro’ enemies between levels 1-10 (max). You can also head right outside the city walls (to the South I think) where you will find mass-mobs of level 1-5 ‘red agro’ spawns. Either of these groups will do. One of the reasons I recommend Mos Eisley is that it is A) setup as the ‘starter town’ and thus has many low level enemies and B) Since it is a ‘starter town’ has mass-spawns to provide for the many dozens-or-hundreds of new players needing xp early in the game. Take advantage of this fact, as rarely anywhere else in the game will you find so many low level spawns with such fast respawn timers that are purely ‘humanoids’ (thus giving you credits rather than ‘organs and meat’). It is important to note that you should avoid killing and looting many animals/creatures for farming credits because the credits will be non-existent or sparse at best, and you will fill up your inventory with worthless meats and organs.
4) Once you have located one of these low-level ‘humanoid’ spawns, simply start “going to town” on the same area with your flamethrower or acid launcher, promptly followed by immediate grenades and AoE attacks, as well as any other attacks you might have on-hand with your Commando. For nearly all of these Mos Eisley-centric spawns you will notice that, typically, a single grenade attack will wipe out the entire bunch. I would recommend also just running in circle around huge mobs and spraying your flamethrower, which should burn all of them to death within seconds.
4a) An Important Note:
For the most effective use of your Commando, run through any mass-spawn mob and agro them all with your Flamethrower to get them running after you. Then start running in wide arcing circles until you have a lengthy train behind you of enemies. Then, stop arcing your run, and run straight backwards, looking at the enemies as they straighten out in a line right behind you. Then, with the right timing, you can wipe out the entire bunch with a single potent mine or grenade, or even just spray the whole bunch with your flamethrower. It doesn’t matter how many enemies there are in front of you (even many hundreds), a single attack by grenade, mine or flamethrower will drop every single one of them instantly. This is a fun alternative way to kill groups while having a bit more fun, and using less Stamina.
4b) Another Important Note:
You can also try running in just a huge circle, spraying your Flamethrower at the center of a mob, and ’rounding’ up all the enemies in a central group while running in circles flaming them to death. This is called the “Lasso Technique” by some Commandos.
5) Have a loot macro set up to automatically loot the corpses faster (see the forums for a number of posts that have details on the loot macro command lines and how to set one up). I will also post a new guide on how to set up a loot macro very soon. Once your loot macro is set to run (and preferably cycling every 1 second) you should be able to run over every corpse very fast and it will loot everything on them without you having to open any loot windows. I would also recommend have three loot macros set up, all of them identical (named differently though: like macro1, macro2, and macro3). Then activate all of them within milliseconds of each other and watch as three (or more) loot macros cycle every tenth of a second.
6) Simply rinse and repeat.
Outside of Mos Eisley I usually average about 5,000-10,000 credits per minute at a leisurely pace, sometimes upwards of 15,000 or more a minute if I’m actually paying attention and trying. This means that you should be able to average between 500,000-750,000 credits an hour, at a moderate pace. I typically perform this type a farming an hour each day I play while ‘hanging out’ on an IRC chat server with some Guildies (Ventrilo) to pass the time. A few of my Guild members do this very same method of credit farming for 2-3 hours a few days a week and net over 20 million credits a week.
From time to time you may notice lower credit amounts being looted, and may drop to 200,000-300,000 credits an hour. That’s all part of ‘farming’, where some days the server drops more, sometimes less. I usually average about 5 million credits a week extra at a leisurely pace, and that’s what this method is geared towards. Enjoy!
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