Patch 1.2 information

This forum is dedicated to the new universes where AP will be present: Star Wars The Old Republic and The Secret World
Post Reply
User avatar
Chrisax
President
Posts: 23045
Joined: Wed Apr 19, 2006 1:08 pm

Patch 1.2 information

Post by Chrisax »

Crash sent me the following info (you know, you can really post interesting things like this :) and even less interesting ones, Crash :))

Thanks Crash! :D
Crash wrote: You prolly know a lot of this stuff already, but I found it a good read: http://feature.mmosite.com/swtor/upcomi ... yond.shtml

Crewskills: (woo-hoo!) The goal of crew skills in 1.2 is to to make every single crew skill viable for endgame. To that end, there is an overhaul to the current reverse engineering system - better reverse engineering rates and the ability to reverse engineer more items. There is also going to be a change to the augment system - synthweaving, armstech and armsmech will be able to make augments while slicing (the current source of augments) will be providing mats for these three professions for augment making. There is a huge emphasis on the crafting of orange armor with crit slots to both customize the look you want and also providing the best stats since the majority of endgame mods/armoring/enhancements can now be removed. Schematics for new orange gear will be released with 1.2 so if you don't like the look of the orange gear you can get right now from crafters there is hope down the road.

BOOOOOO!!!!!!! Sadly for users of biochem, reuseable stims/adrenals will be phased out sometime down the road - Bioware doesn't like the idea of reuseable stuff and aims to provide a more robust economy. For those concerned about expensive & hard to get crafting mats, Bioware assures you that when 1.2 comes, some of the previously operation exclusive mats will be able to be traded and there will be resource nodes on the new planet & some of older areas as well.
User avatar
Bredin
Leetissimo!
Posts: 1914
Joined: Fri Apr 21, 2006 12:25 pm

Re: Patch 1.2 information

Post by Bredin »

I really hope they throw Biochem people a bone to offset this nerf. I spent a lot of time/credits to level it.
General, Athen Paladins
User avatar
Bredin
Leetissimo!
Posts: 1914
Joined: Fri Apr 21, 2006 12:25 pm

Re: Patch 1.2 information

Post by Bredin »

In the article it says that SWTOR cross-server pvp will use the Elo ranking system. Here is the wiki that explains the system

http://en.wikipedia.org/wiki/Elo_rating_system
General, Athen Paladins
Elrojo
BacoTroll
Posts: 2517
Joined: Fri Jun 27, 2008 10:18 am
Location: Australia

Re: Patch 1.2 information

Post by Elrojo »

Least my slicing will come in handy. My top 2 leveled toons have arms tech and synth weaving and it's bloody annoying that both aren't very profitable, in the same way as biochem is. So it was important to have slicing to offset this. But it didn't provide mats. Now it will for both.
User avatar
Crash
Big Leet
Posts: 292
Joined: Thu Dec 15, 2011 9:15 pm
Location: Colorado, USA

Re: Patch 1.2 information

Post by Crash »

More from the devs ...

CREWSKILLS IN PATCH 1.2

ARMORMECH: Characters with the Armormech profession will now be able to learn Aim, Cunning, Shield and Absorb augments schematics, which may be reverse engineered for a chance to research their prototype and artifact variants.

Armormech crafters may now reverse engineer almost any modifiable outfit into an empty custom (orange) shell of the same name and appearance, which may now gain an augment slot when crafted with critical success.

ARMSTECH: Characters with the Armstech profession will now be able to learn Endurance, Surge, Critical, Accuracy and Power augment schematics, which may be reverse engineered for a chance to research their prototype and artifact variants.

We have also added new schematics to create custom (orange) ranged weapons to the profession and enabled the reverse engineering and researching of vibroknife and shotgun variations. As with Armormech, a critical success while creating a custom weapon may yield an additional augment slot.

ARTIFICE: As alluded to in a previous blog post, color crystals are seeing some change in Game Update 1.2. We want players to be able to choose their weapon color without having to worry about stats. To this end, we are introducing top-end crystals for all available colors to the game.

Lack of schematics is one of the major concerns we've heard from the community. To address this, we are adding a large number of schematics to the game. This includes elder game crystals as powerful as those found currently found through the highest level of Operations, as well as +Power crystals of various colors.

We have also added mid-level and end game schematics for the creation of the prestigious magenta crystal to the game along with a new exploration activity chain for obtaining them. All magenta crystal schematics have been changed so they can be freely traded via the Galactic Trade Network.

Artifice is also the first profession to gain some dedicated PvP crafting. Players may earn crystal schematics of various colors via PvP, making it the only profession able to create items that offer a permanent expertise bonus at this time. The required materials for these crystals will also be obtained through PvP, creating a closed loop for those players that prefer to only engage in Player versus Player conflict.

Finally, Artificers are now able to create willpower based shields for Sith Assassin and Jedi Shadow tanks and, while crafting Enhancements, gain a bonus item on a successful critical.

BIOCHEM: With BioChem being in a fairly good spot already, we are not making any major changes to the profession at this time. Some minor changes include producing an additional implant on a crafting critical, reclassifying 'Red Goo' as a Grade 6 Biochemical compound via Bioanalysis Missions and a new, special recipe for the creation of delicious Ice-Scrabbler Jerky...

CYBERTECH: If your character has the Cybertech profession, you will now be able to sell any of the vehicles you create on the Galactic Trade Network, as we have removed their binding restrictions from the game.

A critical success while crafting grenades now results in double the number of grenades (which also had their cooldown reduced to 3 minutes to allow more frequent use), and a critical success when creating item modifications now yields an additional mod for your efforts.

SYNTHWEAVING: Players with the Synthweaving profession can now learn schematics allowing the creation of Strength, Willpower, Defense, Alacrity and Presence augments, which may be reverse engineered and researched into their prototype and artifact level variants. As with Armormech, a critical success crafting custom (orange) outfits will add an additional augment slot to the resulting item.

We have also added a number of additional light armor schematics and tweaked the material requirements for some custom (orange) outfits for better balance.

REVERSE ENGINEERING & RESEARCH: Reverse engineering has shown to be a surprisingly popular mechanic practiced by a large number of our players. With this update, the team has not only significantly increased the chances of successfully researching a new schematic through reverse engineering, but also improved the overall functionality of the reverse engineering system.

For example, you will now see a 'Research Available' indicator in item tooltips while in reverse engineering mode, indicating if a schematic can be researched from an item. The dreaded 'You already know this schematic' message when discovering an already known schematic is also a thing of the past. Instead, players now discover another available schematic in that case, leading to less frustrating and more predictable research advancement.

We have also added new content for both the leveling and end game:

Players with the appropriate professions are now able to reverse engineer random loot items and acquire materials from them - including Operations materials from end game items.
Reverse engineering and research is now available for tier 2 end game items (and will automatically happen if the player wins a 'disassemble' loot in a group).
Mods from tier 2 end game items may now be extracted and researched. However, Armorings that provide a set bonus can only be extracted. They do not yield research schematics.
Modifiable weapons and armor can now be reverse engineered and researched into empty, custom (orange) shells with the same name and appearance, adding a wide variety of new outfits to the game.

FULL BLOG IS HERE: http://www.swtor.com/news/blog/20120320
User avatar
Chrisax
President
Posts: 23045
Joined: Wed Apr 19, 2006 1:08 pm

Re: Patch 1.2 information

Post by Chrisax »

At last... wait and see how it goes. There are still some work to do though IMHO but this is an improvement.
Post Reply