Complied Lists for Base Building - By Maldini
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It is my pleasure. This is why I put this guide together. If you have any other questions, please let me know.
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I always have questions. Just may take me some time to come up with them.
I currently have enough Components laying around to Craft a Basic Telepad. In comparing the pre-made TP vs. the crafted TP it appears to be a good expenditure
Purchased
-15C / -80 E / 75K
Crafted
-25C / -50E / 15K
for 10 more Control than what the pre-made requires and a major drop in Placement Cost it's a tempting Item to whip together. Before I do so and commit Components/Salvage to the project there's a few things on my mind...<ul type="square">[*]1. Is the Crafted Basic Telepad the TP that is used for Raids and not useful for usual PvE stuff?
With a PvE SG that has no interest in PvP making a TP pad that's only useful for PvP would be completely worthless to the SG, and a waste of contributed Salvage pieces.
I have seen references to a Raid Teleporter but can find no such Item in the Lists under Pre-Made or Crafted. With this gap in intell there is the possiblity that this aformentioned "Raid TP" could be the Crafted TP pad.[*]2. What Zone Beacons can be attached?
I realise there is the possibility that the Crafted TP Items could have the same characteristic flags set as the pre-made and such information could be looked up in the game. There is also the possibilty that they are different just to mess with the Player Base. (Sure Devs state it's "to give more options to our players," but we all know it's really just to confuse the heck out of us! )
Our VG base has both pre-made Tech and pre-made Arcane TP pads in place. I believe this is to be able to cover that the different TP pads can only be Beaconed to specific Zones. (Assuming the VG has all Zone Beacon Badges available.) I have noted gaps in our Base's transport abilities when trying to get to VG personnel in some zones and would like to rectify that situation. If the Tech TP Aux Beacons are limited, crafting a Tech Basic Telepad to try and get to those zones becomes a worthless effort.[*]3. How big is the Crafted Tech Basic Telepad?
In reading through threads on the boards I have noted that space is always a problem and seen some interesting configurations in order to deal with the needs of space vs. placement. I think (if I recall correctly) that the one of the Arcane TPs is a larger model which causes almost no end to people's problems in trying to get them into the TP Room. Maldini's lists don't have the Size requirements on them at this time. (A known work-in-progress, yet nonetheless an extremely valuable resource.)[/list]
The Raid Telepad is only for raiding. The crafted telepad is only for zoning.
It's not much of a component investment, they're all common and easy to gather.
You can attach 2 beacons per telepad. They just have to be in the same room, they don't need to directely contact the pad. Tech beacons go on tech pads, arcane go on arcane. When you have the explore badge for a zone you can access both types of beacons for that zone.
The crafted pad is 1x1.02 or thereabouts. It's not completely square. However, if you rotate them so the long sides are together, you can fit two of them into a 2x2 room along one wall. Another difficulty in placing it is that because it's a rectangle it won't fit on a 1x1 square at a different height than the rest of the room as it would be overhanging.
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<ul type="square">[*]1. Is the Crafted Basic Telepad the TP that is used for Raids and not useful for usual PvE stuff?
With a PvE SG that has no interest in PvP making a TP pad that's only useful for PvP would be completely worthless to the SG, and a waste of contributed Salvage pieces.
I have seen references to a Raid Teleporter but can find no such Item in the Lists under Pre-Made or Crafted. With this gap in intell there is the possiblity that this aformentioned "Raid TP" could be the Crafted TP pad.
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The Telepads that are crafted are the PvE versions. The one that is automatically ready for purchase is the Raid Teleporter. The Raid Teleporter can only be used when participating in a Raid and you are the attacking SG/VG. Also the Raid Teleporter is needed when participating in the Cathedral of Pain Trial, as it is the only way to access that Shadow Shard instance.
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[*]2. What Zone Beacons can be attached?
I realise there is the possibility that the Crafted TP Items could have the same characteristic flags set as the pre-made and such information could be looked up in the game. There is also the possibilty that they are different just to mess with the Player Base. (Sure Devs state it's "to give more options to our players," but we all know it's really just to confuse the heck out of us! )
Our VG base has both pre-made Tech and pre-made Arcane TP pads in place. I believe this is to be able to cover that the different TP pads can only be Beaconed to specific Zones. (Assuming the VG has all Zone Beacon Badges available.) I have noted gaps in our Base's transport abilities when trying to get to VG personnel in some zones and would like to rectify that situation. If the Tech TP Aux Beacons are limited, crafting a Tech Basic Telepad to try and get to those zones becomes a worthless effort.
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One thing that you have to remember is that if you have a Tech Crafted Telepad then you have to attach Tech Beacons to it and not Arcane or else it won't work. To "attach" a beacon to a telepad you simple have to place a beacon on a wall in the same room as the Telepad is in. The Telepad to which the beacon attaches will turn Yellow. You can attach up to 2 beacons per Telepad currently as these are the only versions that can be crafted. You can place both Tech and Arcane Telepads in a base, but must make sure that the beacons are the right kind when attaching to the Telepads.
To use the Telepads, it's wise to scroll into 1st person view and watch up to the computer/floating stone in the Telepad. If you move the mouse of these, it should then turn into a blue hand, allowing you to access the Teleport menu.
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[*]3. How big is the Crafted Tech Basic Telepad?
In reading through threads on the boards I have noted that space is always a problem and seen some interesting configurations in order to deal with the needs of space vs. placement. I think (if I recall correctly) that the one of the Arcane TPs is a larger model which causes almost no end to people's problems in trying to get them into the TP Room. Maldini's lists don't have the Size requirements on them at this time. (A known work-in-progress, yet nonetheless an extremely valuable resource.)[/list]
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You can fit 2 Telepads in the 2x2 room. This has been tested and proven. The bigger the room requirements the more you can fit in there. For instance the first secure Transport Room allows you to place 4 telepads in it and you have plenty of room to do so. The 2x2 Transport Room only allows you to place 2 Telepads in it.
If anyone would like a copy of the Microsoft Word file containing all these charts, send me a PM with your email address, and I can send them out to you.
Please note that they are still a work in progress.
you got a list of rarity also? i had a list of them bookmarked on the forums but the forums ate the thread . ..
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you got a list of rarity also? i had a list of them bookmarked on the forums but the forums ate the thread . ..
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I never found usefulness in rarity of salvage. Basically I go by the following rule: if the salvage is used to make very high-end components or items, then you can bet that it will drop rarer than more common salvage.
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I never found usefulness in rarity of salvage. Basically I go by the following rule: if the salvage is used to make very high-end components or items, then you can bet that it will drop rarer than more common salvage.
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That was exactly why I did some rarity analysis. There are some things listed in Expert formulas that are actually not rare. There are also the Special Salvage pieces with a rather predictable drop rate.
I guess the analysis has disappeared from the boards (I have a copy of it) but my results are in this guide.
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I never found usefulness in rarity of salvage. Basically I go by the following rule: if the salvage is used to make very high-end components or items, then you can bet that it will drop rarer than more common salvage.
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That was exactly why I did some rarity analysis. There are some things listed in Expert formulas that are actually not rare. There are also the Special Salvage pieces with a rather predictable drop rate.
I guess the analysis has disappeared from the boards (I have a copy of it) but my results are in this guide.
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The fact remains that as you level you will come across more and more rare salvage to craft the higher end components. That's why I never saw a point in calculating the relative rarity of salvage pieces. Also very rare salvage pieces such as Unstable Rad Pistols which are used to make very high-end equipment are only available in certain circumstances - i.e. PvP missions.
Also unless you just like to collect and look at the pretty salvage, getting the high end stuff wouldn't be a necessity really unless you had millions of prestige to spare, since the high-end stuff is beyond what most SG's are able to currently afford.
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Also very rare salvage pieces such as Unstable Rad Pistols which are used to make very high-end equipment are only available in certain circumstances - i.e. PvP missions.
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The fact that those are available in a fixed system (PvP missions, AVs, SFs) means they're not on any kind of rarity system at all. They're not "very rare", at least not compared to the "common/uncommon/rare" drops from any villain groups. Hence, they are "Special".
"Very high end" is not quite accurate, as there are 6 weapons on the Advanced tables that require Special salvage. The same Special salvage for those goes into Expert level formulas, too.
That was one of the reasons I made the list. To identify things as rare vs special without consulting the whole list of formulas.
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Also very rare salvage pieces such as Unstable Rad Pistols which are used to make very high-end equipment are only available in certain circumstances - i.e. PvP missions.
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The fact that those are available in a fixed system (PvP missions, AVs, SFs) means they're not on any kind of rarity system at all. They're not "very rare", at least not compared to the "common/uncommon/rare" drops from any villain groups. Hence, they are "Special".
"Very high end" is not quite accurate, as there are 6 weapons on the Advanced tables that require Special salvage. The same Special salvage for those goes into Expert level formulas, too.
That was one of the reasons I made the list. To identify things as rare vs special without consulting the whole list of formulas.
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I would say that salvage gained from PvP missions are still on a rarity system, since in fact I don't get certain pieces as often as others. They may be on a separate drop schedule, but in all I get, for example, Arachnos Guns and Armor Shards, far more frequently than I would an Unstable Rad Pistol.
But discussion on salvage rarity is not the topic of this guide, because it never was an issue I found important in general base building, especially since many crafted items are extremely expensive to place. Maybe the future will change that, but for the present this guide won't focus on rarity.
(self-deleted. I was not wanted in this thread already.)
salvage link is blank now
They should all still work. I haven't changed the source files in any way.
Very nice info, thanks. This has really helped my SG start putting together our base.
I hope you'll update it. Some things I'd love to see - what badges unlock what, what's auxilliary vs main, what some of the things do (like where can you go with craftable teleporters - areas and locations in them), etc.
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Says the PW is wrong?
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?? huh?