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Official Feedback Thread for Re-Engineering

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Please use this thread to post feedback and issues found for our new feature Re-Engineering.

New Feature:

Re-Engineering:
  • Re-Engineering gives the ability for players to re-roll some mods in order to craft and modify certain pieces of Equipment to greater satisfaction.
  • A new resource has been added to the game to make this system work: Salvage.
    • Salvage is rewarded to Captains from salvaging equipment obtained from loot drops.
    • Salvaging a piece of equipment will destroy it and reward an amount of Salvage based on the equipment’s Mark and Quality.
  • The cost of Re-Engineering a piece of equipment will be dependent on how many available mods the player wishes to re-roll, with the cost per mod decreasing as the player opts in to additional mod randomization.
  • This is still a work in progress.
  • For more details, please visit the Re-Engineering blog at: https://www.arcgames.com/en/games/star-trek-online/news/detail/10764734-introducing:-re-engineering!
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Comments

  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    The cost of Re-Engineering a piece of equipment will be dependent on how many available mods the player wishes to re-roll, with the cost per mod decreasing as the player opts in to additional mod randomization.

    This doesn't appear to be the case. Here's what the blog lists as the price of all 5 mods being unlocked:
    4ifYAq9.png

    Here is what is on Tribble as of 1/9/2018:
    niRZ4LQ.png
    jJgd4bn.png

    It appears what we currently have in testing is opposite of what is listed above/intended. One mod is cheaper than rerolling all five, when it should be five mods is cheaper than rerolling one mod.

  • entnx01entnx01 Member Posts: 549 Arc User
    edited January 2018
    The cost of Re-Engineering a piece of equipment will be dependent on how many available mods the player wishes to re-roll, with the cost per mod decreasing as the player opts in to additional mod randomization.

    This doesn't appear to be the case. Here's what the blog lists as the price of all 5 mods being unlocked:
    4ifYAq9.png

    Here is what is on Tribble as of 1/9/2018:
    niRZ4LQ.png
    jJgd4bn.png

    It appears what we currently have in testing is opposite of what is listed above/intended. One mod is cheaper than rerolling all five, when it should be five mods is cheaper than rerolling one mod.

    I'm betting the costs shown were per slot rather than total. That would have been 3,225 Dilithium and 2,500 Salvage.

    If that's not the case, it really was bad planning to roll out images that didn't match intended functionality.
  • brenguardbrenguard Member Posts: 1 Arc User
    edited January 2018
    If only the salvage specialist trait gave salvage for this, my Talaxian would be happy
    Brenfast
  • entnx01entnx01 Member Posts: 549 Arc User
    brenguard wrote: »
    If only the salvage specialist trait gave salvage for this, my Talaxian would be happy

    You know...I'd kinda second this. But we'll probably get it renamed to something that doesn't imply he/she gets Salvage.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited January 2018
    The cost of Re-Engineering a piece of equipment will be dependent on how many available mods the player wishes to re-roll, with the cost per mod decreasing as the player opts in to additional mod randomization.

    This doesn't appear to be the case. Here's what the blog lists as the price of all 5 mods being unlocked:
    4ifYAq9.png

    Here is what is on Tribble as of 1/9/2018:
    niRZ4LQ.png
    jJgd4bn.png

    It appears what we currently have in testing is opposite of what is listed above/intended. One mod is cheaper than rerolling all five, when it should be five mods is cheaper than rerolling one mod.

    The picture in the blog post is probably an earlier screenshot. As to your question, see Borticus's comment here:

    https://www.reddit.com/r/sto/comments/7p87ed/introducing_reengineering/dsfdh51/
    SphinX_AU wrote:
    the more dil expensive it is.

    Slight clarification: That should be "... the more expensive it is per slot."

    The overall cost still increases if you're rolling, say, 4 slots vs. just 3. It just becomes more efficient (lower cost-per-slot) as you accept the greater risk of increased randomization.


    EDIT: Deleted my previous question. Never mind. I figured it out myself. For some reason, the video in the blog post didn't play for me; it must be one of my browser settings. I had to dig through the source to find the video. Here it is for other people who might be having the same issue:

    https://i.giphy.com/media/3ohc16ecbLFBmyAWBy/giphy-hd.mp4
    Post edited by frtoaster on
    Waiting for a programmer ...
    qVpg1km.png
  • salazarrazesalazarraze Member Posts: 3,794 Arc User
    The cost to re=roll needs to go up, WAY up. @borticuscryptic said that values are just placeholders for now. I envision the cost being closer to 10,000+ dilithium per mod per roll.
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
  • lighte007lighte007 Member Posts: 390 Arc User
    Would that mean it would be technically CHEAPER to Upgrade weapons than reroll them? Even though they say they want you to reroll your mods instead of mark 2 to mark 14 Epic.
    The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
  • themariethemarie Member Posts: 1,055 Arc User
    I played around with it this morning.

    I fail to understand why it has to be random. Would it kill you to make it possible to build the gear we actually want? Real research and development is not a random-number function. People do not throw a bucket of dice on the table and build a complex system in that manner. Engineering does not work that way either. Feels like it if you have a TRIBBLE manager, but in general it's a methodical approach that yields predictable results.

    Do away with the random factor and allow us to build what we want at a cost, and you'll get a lot further and make a lot more people happy.
  • lighte007lighte007 Member Posts: 390 Arc User
    edited January 2018
    I salvaged some things and it looks like 'Epic Consoles' give 2k Salvage.
    While 117 Salvage for Common and Uncommon is kinda pitiful amount aka in terms of the vendor trash you can easily get from missions.

    Though I did like you could reroll the Epic Modifier though. That's a nice improvement comparability.
    The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
  • no09dysonsphereno09dysonsphere Member Posts: 410 Arc User
    can the dominion polaron beam array's innate crth and dmg mods get changed to listed mods so it can be rerolled?
  • darkbladejkdarkbladejk Member Posts: 3,816 Community Moderator
    I've been playing around with it a good bit in order to reach some conclusions. As it sits right now in this current iteration at the time of posting this I like what I see, though there are a few gripes I have. I will list some pros and cons.

    First the good. I'm very glad we can lock in the mods we don't want to re-roll as it would have been a nightmare if this wasn't possible. I also like having a better variety of epic level mods to shoot for now as well. Having options on that final epic level mod is a great thing. As it sits right now cost wise I would drop quite a bit of dilithium on this as it's very cheap to re-roll mods and such. If costs were to increase they don't need to go much higher than what they are now. These are some of the good things I see. I don't think I need to elaborate too much into these as they speak for themselves imo. Now moving on to some of the issues I see.

    1: Any item you can use on a ship or ground setup should be able to break down for salvage.
    That of course excludes consumables such as hypos, repair parts for ships, holiday items, Subspace Field Modulator and other such items. As a hypothetical lets suppose I get a reputation set that I just absolutely despise and want to get rid of it. I should have the option to sell it to a vendor for a small amount of ec, or break it down for a small bit of salvage. Reputation items and mission rewards could also be adjusted this way to give slightly less salvage than a full on crafted item or lockbox item.

    2: Tooltip showing salvage value of items.
    I won't rule out the possibility that perhaps I missed it, but having the salvage value of an item listed in the tooltip along side ec value would be a great thing to have. If I missed it then my bad, otherwise I believe determining the salvage value of an item could be displayed easier.

    3: All lockbox weapons should be able to re-roll
    As it was sitting when I tested earlier I could re-roll my coalition disruptors I had on my test character, but I couldn't re-roll my phased tetryons, which are also lockbox weapons. Whether that's a bug or not I don't know. I do still believe though that all lockbox and crafted weapons should be able to be re-rolled.

    4: Spiral Wave Disruptors should be able to re-roll
    Since they're not tied to any reputation imo they should be able to re-roll their mods. They require a character to own a Galor or a Keldon before you can purchase additional beams and must be purchased for about 40,000 dilithium a pop at that. Because they get an extra mod compared to other beams they already cost about 800 dilithium extra per tech upgrade than a normal lockbox or crafted beam. A similar cost increase could be applied to spiral wave beams to re-engineer. Or perhaps not allowing the ultra rare or epic modifiers to be re-rolled.

    That's some of the main gripes I have. I do see a few folks talking about cost increases, but honestly I think they're fine where they are. If costs are deemed too low I wouldn't raise the dilithium cost any higher than 1600 dilithium per mod at the absolute max. Too much higher than that and very few will be able to do much with the system. Much higher than that and the only folks who could do much with the system are the folks who could fill all 39+ million dilithium it takes to get a fleet to t5 on their own. Ideally imo the costs stay where they are, but if an increase does go through I would like to see it at 1,000 dilithium per mod.
    The cost to re=roll needs to go up, WAY up. @borticuscryptic said that values are just placeholders for now. I envision the cost being closer to 10,000+ dilithium per mod per roll.

    Going to strongly disagree with a cost that high as the only folks who would be able to afford it would be the folks who could dilithium plate their entire account. The only way I would ever see a cost that high being justified is if it straight up let me pick the mod I wanted without any random chance. otherwise that's way too high.
    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

    Star Trek Online volunteer Community Moderator
  • spencerb96spencerb96 Member Posts: 248 Media Corps
    3: All lockbox weapons should be able to re-roll
    As it was sitting when I tested earlier I could re-roll my coalition disruptors I had on my test character, but I couldn't re-roll my phased tetryons, which are also lockbox weapons. Whether that's a bug or not I don't know. I do still believe though that all lockbox and crafted weapons should be able to be re-rolled.

    Phased Tetryons are weapons with dual procs, which leaves them in the same situation as Rom Plasma. Borticus commented about that issue on reddit. Basically, they need to have a [Proc] mod added on to help make them compatible with this system.

    ffluoti63bi9.png
  • batdoodbatdood Member Posts: 37 Arc User
    Where is everyone getting slavage to test this? I went to the console at Drozana and there's none there.
  • jordan3550jordan3550 Member Posts: 328 Arc User
    I couldn’t find the salvage either so I just crafted mk ii beams and upgraded them to max then salvaged them
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited January 2018
    Thanks for the feedback so far! It's great to see players already experimenting with the system! I have a couple quick responses for you this morning:

    1) We didn't put Salvage on the Drozana vendor on purpose, so that you'd need to try out the Salvage mechanic. It needs just as much testing as Re-Engineering, to ensure that it's doing what we expect it to, in as wide a range of scenarios as possible. We may add Salvage packages at a later point in time.

    2) I'm not sure if our last round of price tweaking made it to Tribble, but we definitely want to keep each re-roll affordable, to encourage a greater amount of experimentation and interaction from players. As I've said elsewhere, a lot of our price model is informed by what it would previously cost to pursue the "Craft a Mk2 and Upgrade It" method of getting the mods you want on an item. Our hope is that Re-Engineering becomes a preferred method over that one.

    3) Nearly everything listed by @darkbladejk is on our long-term list of improvements we're pursuing. You won't be able to Salvage or Re-Engineer a great many items when this system initially rolls out, but we're aware of the types of items listed in this post, and already know what we want to do about them to make them compatible with Re-Engineering. Salvage is a slightly trickier issue, as it uses Crafting Recipes under-the-hood to figure out what to break down into, so we'll need to figure out an alternative solution at some point for items like Rep Sets, Lobi Gear, and many other things, if we want to allow them to be Salvaged.

    Keep the feedback coming!
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • batdoodbatdood Member Posts: 37 Arc User
    So, from what I can see so far the [pen] mod isn't available when you re-engineer? I guess it still remains a mod that you only get at time of initial crafting, unless I've just been unlucky but I couldn't see it rolling around in the list.
  • batdoodbatdood Member Posts: 37 Arc User
    The cost to re=roll needs to go up, WAY up. @borticuscryptic said that values are just placeholders for now. I envision the cost being closer to 10,000+ dilithium per mod per roll.
    I have to disagree with this as well. I've re-engineered a few different items now and if you're looking for specific mods, it's already going to be quite expensive. Don't forget that this is random RNG. One item took quite a few re-rolls to get exactly what I wanted. 10k/mod per roll is way too much. If they were to implement that cost, I definitely wouldn't bother with re-engineering at all. Unless I was going to have the ability to specifically pick the mods that I want. I don't understand why we can't have that ability to begin with but at least I don't have to trash a lot of the stuff I make.

  • chrisofborgchrisofborg Member Posts: 28 Arc User
    edited January 2018
    NCwiTFA.png
    Looks like the OLD Winter weapons are re-engineerable.

    I've noticed a couple of items that appear to be modifiable that maybe aren't supposed to be?
    • Trilithium-Enhanced Omni-Directional Phaser Beam Array
    • Preeminent Warp Core
    • Kinetic Cutting Beam:aiwE0U0.png


    Post edited by chrisofborg on
  • chk231chk231 Member Posts: 161 Arc User
    edited January 2018
    The cost to re=roll needs to go up, WAY up. @borticuscryptic said that values are just placeholders for now. I envision the cost being closer to 10,000+ dilithium per mod per roll.

    For gold items, perhaps it should cost more. For everything else, no. That's too expensive. Now, I've been playing this game for 8 years, so it doesn't matter what it costs because I have a surplus of resources. For everyone else, and new players, that's a bit pricey. There are people smarter than I, so I'll leave the final decision up to them. I'm sure you guys and gals can come up with a price that's affordable for everyone; my 2 cents. Really cool system though! :)
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  • danpmkdanpmk Member Posts: 44 Arc User
    edited January 2018
    Here's my feedback, after playing with the system for a few hours last night:

    First, 4 issues:
    • You can re-roll the [Borg] modifier off of Anti-Borg Antiproton weapons from the Omega Reputation boxes/store. That was probably intended be locked.
    • You can re-roll the [Sonic] modifier off of Sonic Antiproton weapons from the Nukara Reputation boxes/store. That was probably intended be locked.
    • The [Vulcan Lirpa [Psi] [Stn]] from Hearts and Minds can be put in the reengineering window when rare, but both of those mods are locked. I'm not sure the solution for that one though, since you don't want to give the impression that higher rarities can't be re-engineered...
    • In cases where you have, say, two slots to roll, and only one of those slots can get a certain mod, eg. [EPG], due to a mod limit, rolling it on one will then remove it from the listed options of the other. But if you're about to roll both those at once, sometimes both slots will say they allow [EPG] even though I presume it won't actually allow you to do that. Might want to put a check in for that, somehow, though I am not sure what to suggest to implement that.
    • (Unrelated to re-engineering) the [Arc] modifier does not give +2.5% cat1 damage to omnis or wide-arc DHCs. But since they are modifiers that modify the weapon (more firing arc), and are treated as normal--if locked--modifiers by this new system, I think they should. I would go as far as to say that any locked modifiers, today and going forward, should act like this so long as that item is capable of being re-engineered, since dual-proc weapons are about to be 'normalized' anyway.

    I found no issues with salvaging or rolling, aside from that two-slot-roll confusion I mentioned.

    Next, my suggestions:
    • Might wanna unlock the mods on the Zephram Cochrane Shotgun now that reclaiming it for new mods is less of an issue.
    • Right now, the Delta reputation store/box weapons, and all further reputations, can all be re-engineered due to having the right number of mods, while the Nukara (Refracting Tetryon), Romulan (Romuan Plasma), 8472 (Bio-Molecular) and Omega Borg Prosthetics cannot. It would be so nice to have this system apply to all the rep weapons, I would test the dual-proc system you mentioned here and on reddit on these items first. Add [Refract], [Disrupt] and [BioMol] (or whatever name) modifiers to the first 3, and add some kinda third mod to the Borg Prosthetics just to make them work, that way we can test dual-proc the system with those.
    • This system is intuitive enough that I think you can add the reputation, mission and lobi set items that have no mods, and just get one at ultra-rare, to the system just fine. Being able to re-roll their UR and Epic mods would be much appreciated; I know they have the issue of innate mods, and often a pretty random amount of them, but there's no reason they need to be added to the system whole-hog. Just UR and Epic for now would be wonderful.
    • As for warp cores, I know those items need a bit of an update as it is right now, still using old modifier names (GG instead of CtrlX, etc.), but I think they will fit into this just fine. They get 4 mods at common Mk XI, 6/7 mods at uncommon (only a bit more than 4, not so bad), 4 at Very Rare (keeping the special ones like Trajector Jump locked if you add the rep ones), 4 at Ultra-Rare. In fact, it would be a nice excuse to add new modifiers to the warp core system; would be nice to get [EES] and [ESS] in addition to [EAS] and [EWS] at UR. Only the Rare mod is a problem, since while singularity cores have 4 options, warp cores have 11, so the chances are lower. Now that you have mod limits implemented and working, though, you can make the epic modifier share the same limit as the rare warp core ones. This would let Singularity Cores get all twelve [W->S] style mods at epic, while Warp Cores will have the 12 options for both, just no duplicates allowed!
    • You excluded Consoles from the re-engineering system, and as I was looking over them, I am also not sure they will really fit with the system as it is now. Few consoles have mods... it's really just the fleet ones, Dyson rep ones, and the crafted ones. The crafted and Dyson ones all have huge lists of modifiers available though, which would make them impractical to roll. For example, the crafted Conductive RCS and Exotic Particle Field Exciter have 25 possible modifers; who wants to roll a 4% chance of getting a specific mod? The Dyson consoles have fewer, but still too many for this system, which was really geared to the main slots that only have 4 options. So my suggestion is to make it work differently for consoles: just let players pick a new mod from a list and pay for it with a set dil and salvage cost. It would give players who've invested in these consoles to epic quality a real way to adjust their builds, which is the core intent of this system.
    • We need a way to buy salvage for EC from vendors. Right now one of the fastest ways to get salvage is to buy common loot from vendors and salvage it en masse. But that is tedious... which means this will encourage botting. No one likes to know that an automated system others are using is only saving their fingers some ache. Therefore I'd recommend to cut out/off the cheat-encouraging middleman and add an option to buy salvage from ground and space device vendors, just like how you can buy basic tech upgrades for them.
    • My last suggestion since this post is too long already: You guys added so many double-mods for Epic with this system... have you considered just making Epic give two mods instead? It might be simpler and more intuitive. The UI can even show a little rarity-colored box around each slot, with the two epic ones being in on gold box. That way instead of Deflectors having so many epic options, they can just roll the two independently.
    It is corporeal.
  • captainneicaptainnei Member Posts: 5 Arc User
    edited January 2018
    After playing around with the Re-Engineering system, I would like to make this suggestion:

    Can we have it so it won't roll the same mod you started with currently have?

    I've seen it roll the same thing up to 5 times. So if what I ask was implemented and you start with [Acc], you won't get [Acc] on that roll. Say you get [CrtH]. You won't get [CrtH] on the next roll (though you could end up back with [Acc]). This way you are guaranteed to get a different mod every roll, which is what we are trying to do to begin with.

    Otherwise, this IS going to be a lot of fun!
    Post edited by captainnei on
  • disqord#9557 disqord Member Posts: 567 Arc User
    I'm vehemently against the prices going up for rerolling. It's fine enough where it is, and if the system is going to be as approachable as crafting mark 2 -> 14, the prices shouldn't only be affordable by the people who spend their entire lives in STO doing nothing but grinding. Normal people play the game too, and I would think that things would be a lot nicer if we priced rerolls around that point.

    As for salvage, I'd agree that having a value on the tooltip would be very helpful. The values for salvage could possibly do well to go up a little bit, as most missions award the basic common-uncommon (But mostly just common) drops, and using only the drops that even can be salvaged (Most of the time items are just commodities or devices) would take a good while to build up. Of course, this is from the standpoint of someone wanting to reroll a bajillion things at once, without having been able to stockpile throughout my character's lifespan.

    One last thing. Make it easier to salvage stuff in bulk. There's a replicator tab for selling items for credits, and that is so much more useful than having to agonize over right-clicking every item in your inventory.
  • anodynesanodynes Member Posts: 1,999 Arc User
    The cost to re=roll needs to go up, WAY up. @borticuscryptic said that values are just placeholders for now. I envision the cost being closer to 10,000+ dilithium per mod per roll.

    Right now on Holodeck, you can reroll just about any weapon's first 3 mods for a big fat goose egg in dilithium. The only mod that actually costs dilithium to get that you might want to change and can right now is the one at Ultra Rare. Since the Phoenix Upgrades came out, the cost of a reroll on that one is somewhere close to 2500 dilithium to upgrade the item to Ultra Rare for the chance. This current version might be a bit low, but 10,000 dilithium per chance would make it way more expensive than it is in the actual game as it is today.

    I honestly have no idea what a numeric value for rerolling the Epic mod would be, since those are all set in stone on Holodeck right now.
    This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
  • dukedom01dukedom01 Member Posts: 462 Arc User
    In case anybody was wondering how lockbox weapons currently work out:

    Cannot be re-engineered:
    - Polarized Disruptors
    - Phased Tetryons
    - Phased Polaron

    Can be re-engineered:
    - The 18 other types.

    As pointed out already the first three are dual procs so nothing unexpected there.
    It moves the pre-coalition weapons back out of the 'HA HA! NOPE!' range into something that could be done if you really want to. Still lots of trash opening those early packs you have to discard because none of the lockbox weaponry could be salvaged, not sure if that is WAI or a bug though. Can the new guy who is chained in the lockbox basement allocated some time to finally bring them on par with current weapon packs?

    The amount of salvage you get seems to be determinated by mark level and rarity only (i.e. VR mk12 space weapon does give the same amount as a VR mk12 ground weapon), which takes a bit getting used too. So does the fixed re-engineering cost.
    Ceterum censeo Otha supplendum in praemiis.
  • entnx01entnx01 Member Posts: 549 Arc User
    batdood wrote: »
    So, from what I can see so far the [pen] mod isn't available when you re-engineer? I guess it still remains a mod that you only get at time of initial crafting, unless I've just been unlucky but I couldn't see it rolling around in the list.

    From Bort on Reddit (https://www.reddit.com/r/sto/comments/7p87ed/introducing_reengineering/dsfgo80/):
    2) How does this system interact with crafted weapon modifiers like [Pen] and [Over]?

    Crafting-only mods remain crafting-only, and cannot be rolled into. They CAN be rolled OUT of, at which point they are currently lost (the lists don't have them as an option), so roll with care when one is present.

    They are still limited to once per item.

    On that note, I've noticed that crafting mods in the current build can *not* be rolled out of. They're locked and have no option to unlock.

    Video Proof: https://youtu.be/_aIePjiUliM?t=27m25s (from SOB's stream last night)

    If that's a bug, it needs to be fixed.

    If that's intentional, this won't replace the "Mk 2 and upgrade" route but will add to it.

    Either way, I'll play the slot machines, sure, especially on mods I didn't want anyway.

    My only "complaint" so far is that, while Dilithium costs per slot decrease as you go for more slots (500 for 1 slot down to I think 300 per slot for all 5 slots), the Salvage cost is constant per slot. Perhaps a similar type of discount per slot if we go for more slots?
  • scrooge69scrooge69 Member Posts: 1,108 Arc User
    edited January 2018
    The cost to re=roll needs to go up, WAY up. @borticuscryptic said that values are just placeholders for now. I envision the cost being closer to 10,000+ dilithium per mod per roll.

    are you KIDDING me??

    not with this RNG cr@p!


    if its to bne 10K dil i dotn want a RNG roll but a choose to change to tool pff
    [SIGPIC][/SIGPIC]
  • khunsarikhunsari Member Posts: 11 Arc User
    The dil cost right now for each mod roll is perfect in my opinion. I find salvage reasonable because it will get people to que for loot more often. The system would be a complete bust if the dil cost goes up too much. If the cost to re-roll was too high, plus the cost of phoenix boxes, than good luck ever getting people to donate dil to fleet projects. Personally, I can't wait to be able to re-roll hybrid weapons like phased polaron. Right now the cost looks very reasonable for both salvage and dil.
  • chrisofborgchrisofborg Member Posts: 28 Arc User
    Stats for salvage from purchased weapons:
    • Mark 1 weapons cost 849 EC and yield 0 salvage
    • Mark 3 weapons cost 3394 EC and yield 16 salvage
    • Mark 5 weapons cost 6789 EC and yield 25 salvage
    • Mark 7 weapons cost 10183 EC and yield 39 salvage
    • Mark 9 weapons cost 135377 EC and yield 60 salvage

    So... on a salvage/EC scale, buying a ton of Mk III weapons from a vendor gets you the best deal.
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