Jump to content

Skitzophrenik

Members
  • Posts

    27
  • Joined

Reputation

10 Good

1 Follower

  1. Yeah I figured this out a moment ago actually lol. I had equipped everything but the helmet and had tossed that into the stash. Just went and put on the helmet and it unlocked. Thank you for the reply though
  2. So got the Taskmaster armor from Cartel and while i got the armor on the character i claimed it on just fine, its still showing locked/darkened out in Collections tab so I cant like "unlock" it for anyone else or anything. Any way I can fix this?
  3. This...I fully understand bosses and even having some mobs see stealth but to see it at the range they do is ridiculous. For example (and I know this will cause some flaming but whatever...) in WoW as a rogue if you approach a mob with the "sees stealth" icon over its head...it will aggro you at about the same range it would if you were approaching without stealth on at all. I just finished a Taral V HM FP and got spotted by both bosses (who the rest of the group snuck by no problem...all of them without stealth) I got spotted by the patrolling big bots (exact name escapes me) again AFTER the rest of the group and moved by, and without the bot moving at all, it popped up the orange target and came after me. I was doing a Maelstrom HM FP yesterday to get the HK part and I kid you not...I pulled the first boss by him seeing me in stealth and i was standing BEHIND the rest of the group...and when I say behind like literally a couple feet behind...
  4. I would really like some kind of explanation as to the reasoning behind mobs (this is at max level now) somehow seeing a stealthed player easier then they see said same player unstealthed...I am getting so tired of running a FP or something and behind behind the rest of the group and yet seeing the stupid orange targetting circle appear around my character and suddenly ive pulled the boss even though im way behind the rest of the fully visible group. I have nothing against some mobs having the ability to see stealth but when they can spot you way farther away then they actually see unstealthed AND then proceed to aggro on you right away it gets a little annoying.
  5. Yeah im working on trying to get a tanking version of the +aim lvl 25 implant, got the Vehement one (+crit +alacrity) but trying for one with tanking stats....out of like 6-8 implant's RE'd today (after learning the Vehement one) i've gotten the stupid message "You already know that schematic". So you mean to tell me out of the like 10+ different versions that Torhead shows I can learn from RE'ing hte implant...i managed to somehow get the one I already know two times in a row? Yeah I really hope you are right and that they are fixing it in 1.2 cause annoying is putting it mildly...glad at least it isnt like a lvl 49 implant that takes 40 minutes just to craft one implant to wind up getting this message...
  6. Yep this has been on the known issue's list for a very long time. Really wish they would fix it simply cause Im tired of moving the mouse over the bar for my smuggler and having all the numbers and everything all screwed up as the game tries to fit the giant numbers all into the lil tooltip.
  7. I am having the same kind of issue with Grade 3 Underworld Metal missions. So far have only one (every once in a great while a 2nd one will show up) Underworld Metal mission (thats only Moderate yield) that ever shows up. Tried logging in out to see if the missions would cycle, send companions on the gift/luxury fabric missions to see if underworld metal missions might take their spot to no avail. Its kind of screwing over my efforts at making a lot of Cybertech gear (especially droid components for my T7) cause most of the stuff for my level (level 29) require Grade 3 underworld metals. I honestly think Bioware needs to look at reducing the number of companion gift missions in general and replacing a number of them with fabric/metal. There are times where I feel Underworld Trading should be renamed to Companion Gift Trading...hell I think Bioware needs to go through all the crew skill missions and cut down on the number of Companion Gift missions, there seems to be a disproportionate number of companion gift reward missions compared to actual crafting material reward missions (i.e. med supplies, fabrics, metals etc)
  8. Ok, my smuggler is Biochem/Bioanalysis/Diplomacy (247/245/202). Currently working on trying to get implants up to prototype/artifact level as well as medpacks and such up to artifact for level 24. Something I have noticed is that 3/4 of the schematics im working on require Hallucinogenic Compound (Grade 3 Biochemical Compound) and Im currently on Nar Shadaa (map says lvl 20-24) and have yet to get any Hallucinogenic Compound off nodes. This naturally leaves me with Bioanalysis missions to get it (Im fine with this) except every time I go to send my team to do some missions to get said compound....3/4 of the missions are for first aid kits, processors, etc...hell I have YET to get a Rich Yield for grade 3 compounds...gotten it for everthing else in that tier but never seen a Rich yield Grade 3 Compound mission....and most of the time there is only 1 mission that gives Grade 3 compounds. So far I have never had such difficulty in trying to acquire such a massively required component for my schematics then Grade 3 tier. I honestly think you guys (Bioware) really need to look at adding in a few more Grade 3 Compound missions to the randomizer (or whatever you wanna call it).
  9. Yes...synthweaving is what you are looking for. Synthweaving= force user armor while armortech=non-force user armor.
×
×
  • Create New...