Firefall - Open Beta

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Topic review
   

Expand view Topic review: Firefall - Open Beta

by Stu » Mon Jun 03, 2013 12:59 pm

Interesting Article on Firefall...

Discussing the loot system.

http://www.youtube.com/watch?v=QxfkWZPAUg4

by Stu » Tue May 07, 2013 4:28 pm

2.2GB huge but downloaded w00p di w00p

by SlipperyDuck » Tue May 07, 2013 12:42 pm

Patch is now LIVE

by Stu » Mon May 06, 2013 1:38 pm

^ ^

Looking forward to the patch and to see what else is being released. I must commend the Dev's for the approach to this 'Pre-Release' beta. I can also see as Lee said some interesting play dynamics coming though and additional potential with this game.

The Net code is ridiculous! Very smooth thus far.

For a F2P this games has a huge amount of potential and the daily grind doesn't seem to be too much of a grind because of the amount of action that get sent your way. Makes it challenging.

by SlipperyDuck » Mon May 06, 2013 10:15 am

Stu and I played quite a bit of Firefall this weekend. Hells bells, resources are everything in this game and tied into every element.
This is a good thing, whilst still early in the dev cycle with a lot to add and simplify, the fun you can have with friends is nothing short of EPIC.

*note on Thumper (the primary resource collection) is that resource collection with a squad is potentially monumental. Why? well, they've made the resource collection as such:
1. Squad member deploys thumper, the size of the Thumper deployed results in exponential aggro and there for exponential volume of critters that attack. The result is that it becomes REALLY difficult to fend off the hordes, however the resource collection is also monumentally larger. Massive XP from the Hordes.

2. An individual usually hits [E] once the thumper has reached 100%, it take 5 seconds from hitting [E] till takeoff, This is IMPORTANT, they have coded in a MULTIPLIER for squad members to additionally run up to the Thumper during this 5 second window and also hit [E]. If you get this right, each successful member [E] press is a MULTIPLIER for the resources.
b. ie. If you've collected 100x Ceramic Dielectrics; 2 Squadies hitting [E] = 2 x 100x = 200x Ceramic (for everyone in the squad); obviously 300 for 3, etc etc. potentially HUGE windfall of resources as the squads get bigger.


Some may say that this game seems monotonous, while there is some truth in that, it's only because of the current DEV cycle not having all the content in it, they havent 'enabled' the quests yet. Hell, you could argue they sent this to Open Beta WAY too early, with too little content, still, Stu and I have managed to stay WELL entertained without being too stuck simply doing Thumping tasks.

For a free game, much like Planetside was, what is not to love, the quality and execution are amazing and things are only going to get better.

Today (monday 6th May - delayed however) they are releasing the First Beta Patch. I'll post the Patch notes here:

Patch Highlights

  • In-game squad voice chat now added.
  • Beta Crystite vendor is active with all announced items.
  • Two new abilities added to each battleframe archetype for open world use.
  • Added components as very rare loot drops from larger creatures.
  • Trans-Hub Command rework and optimization.
  • Power levels added to major POIs. Increasing a POI's power level increases its global buff along with adds new NPCs such as special vendors.
  • Progression costs have been adjusted down.
  • The P-39 Cobra (LGV) can now be crafted.
  • Equipment durability and repairs added. For the time being, repairing equipment is free of cost.
  • Improvements to the visuals and functionality of the Crafting and Garage UI (more improvements yet to come).
In-game Voice Chat

  • Added in-game squad Voice Chat. You can configure your settings at the Options -> Voice Chat menu.
  • Added a key bind option in Key Bindings for Voice Chat push-to-talk (PTT).
Beta Crystite

  • Ratchet has relocated and opened up shop for all your Beta Crystite purchases. You can find her nearby Spicy Al's in Copacabana, just past the fruit stand. Items immediately available (all prices in Beta Crystite):

    • Beta Crystite Pack: 10,000. Each pack comes with one consumable, one boost and a one-time use version of a Beta Crystite item with a small chance of a permanent version of the item.
    • 50% resource boost, 60 mins: 10k
    • T.E.X. Leash: 20k
    • Cobra LGV: 75k
    • Angel Wing Gliderpad: 300k
    • 5% Permanent Resource Boost: 15k
    • 10% Resource Boost, 6 months: 250k
    • Beta Crystite Crate (11 Beta Crystite Packs): 100k
    • Crystalwing Gliderpad: 20k
    • Diamondwing Gliderpad: 100k
Combat

  • Changed the progression curve on newly crafted abilities.
  • Lots of new visual effects and sounds to existing weapons and abilities.
  • Added 10 new abilities to use in the open world (2 per archetype, usable by all frames within the archetype).These can be crafted at the Molecular Printer.
  • Improved hit registration and network performance.
  • Added subtle strafing momentum.
  • Using an elemental damage chamber should now remove the previous one if you already had one in use.
Assault

  • Added Bombs Away: The Assault deploys a barrage of bombs, damaging targets in the area of effect.
  • Added Burn Jets: Activate Burn Jets, allowing the Assault to hover over the ground.Enemies underneath the jets are damaged.
Tigerclaw

  • Fixed a bug where you could use Trailblaze with the scatter shot alt fire.
  • Fixed a bug where missile shot was not working with the basic plasma cannon.
Firecat

  • Fuel Air Bomb now leaves a fire patch in its wake.
  • Inferno Dash now leaves a trail of fire behind.
Biotech

  • Added Poison Ball: Shoots a ball that damages targets and afflicts them with poison, damaging them further over time.
  • Added Healing Generator: Deploys a healing generator that leashes to nearby allies and converts a portion of their damage into healing.
Recluse

  • Fixed a bug where the Recluse passive wasn't doing any damage.
  • Fixed a bug where Kinetic Shot was only doing 1 damage.
Dragonfly

  • Healing Pillar will now display on the caster's UI how long it will last before it detonates.

Dreadnaught

  • Added Turret Mode: Toggled activation ability that locks the Dreadnaught in place.While in Turret Mode, the Dreadnaught has increased damage, rate of fire, accuracy and a damage absorption shield that reapplies itself (does not require you use your primary weapon).
  • Added Absoption Bomb: The Dreadnaught braces for impact, briefly gaining extreme damage resistance. The Dreadnaught then explodes outwards, dealing the absorbed damage to nearby enemies.
Accord

  • Fixed a bug where the Dreadnaught passive wasn't activating.
Rhino

  • Laser MG Alt Fire reload has been fixed so it plays the proper animation.
  • Reduced the amount of ammo the Laser MG consumes on alt fire.
  • Fixed a bug where Sundering Wave wasn't debuffing targets.
  • Fixed a bug where Dreadfield wasn't working.
  • Gravity Field Grenade base duration increased to 6 seconds. PvP duration increased to 6 seconds (up from 5). Adjusted other stages to appropriate starting durations.
  • Gravity Field Grenade now makes enemies within it take bonus damage (starting at 10%).
Engineer

  • Added Charged Pulse Generator: The Engineer shoots out a deployable that begins charging up ambient energy. When fully charged, the deployable deals heavy damage and knocks back nearby enemies.
  • Added Claymore: Places a directional explosive. Enemies who trigger the claymore take heavy damage. Several claymores can be stored at one time.
Accord

  • Fixed a bug where the Engineer passive wasn't healing deployables.
Bastion

  • Fixed a bug where Overseer (Bastion) stats were not coming from crafting.
  • The sentinel pod cooldown now begins upon ability activation.
Electron

  • Shock rifle has added damage degradation with a lower max range.
  • Fixed an issue where the Shock Rifle was not doing 1.5x damage on headshots.
Recon

  • Added Resonating Bolts: The Recon shoots out a powerful explosive that detonates after a short time. This ability has several charges that can be stored up.
  • Added Proximity Response: The Recon explodes outwards, damaging and knocking back nearby enemies. Affected targets become briefly snared, significantly reducing their movement speed.
Accord

  • The R36's alt fire has a slower rate of fire with improved accuracy
Nighthawk

  • Smoke Screen now provides a short stealth duration to allies. Stealth lasts while in the smoke or for two seconds outside of it.
  • Added small AOE damage when killing enemies in the open world with the sniper rifle.
  • No scope accuracy has been increased.
Raptor

  • SIN Scrambler now taunts NPCs on hit, causing creatures to attack the target (no additional effect in PVP).
  • Power Field now increases charge rate and spin up for weapons.
  • Added small AOE damage when killing enemies in the open world with the charge rifle.
Open World

  • Added component loot drops from creatures.
  • Resource rewards added for encounters and ARES missions.
  • Resource veins are now bigger so multiple players can thump on the same node.
  • Added the ability to look at what resources are in that SIN area by pressing TAB while viewing the world map.
  • Crafting items now have shareable components.
  • Fixed various issues with clipping and collision in regards to mountains in the open world.
  • Updated deployable collision radius, players should no longer be able to place deployables under players (ex. glider pads).
  • Finding resources should be much easier via world map display and resource area tuning.
  • Squad thumpers now remove the full quantity collected from resource veins.
  • Accord completion bonuses are now taken from the resource veins.
  • Player-built LGV race starting line will now despawn properly.
  • Fixed various props around the open world.
  • Fixed an issue where SIN Imprints would not play upon collection.
  • Fixed an issue where using anything with a physics event on a Melding Tornado Shard would cause it to fall to the ground (they are now immune to physics events).
  • Fixed an issue where the Dropship would disappear when a player is dropped off in Copa.
  • Fixed an issue where Chosen Engineer would over use its ability to spawn Drones.
  • Fixed an issue where the interact button would cover faces of "short" or sitting NPCs.
  • Known Issue: Participating in a thumper encounter will override the TAB key to show a scoreboard instead of the durability paper doll.The current work around is to reload your UI using the /rui command.
Melding Anomaly Neutralizer and Melding Field

  • The gameplay flow has changed for the beginning of this encounter.
  • The Melding Anomaly no longer does damage.
  • To activate a Melding Anomaly Neutralizer a player with a M.A.N Unit in their inventory just needs to interact with the Anomaly itself.
  • The Encounter will begin as normal.
  • Fixed an issue where users were not getting an empty MAN after using a charged MAN.
ARES Missions

  • ARES Missions now more prominently display their difficulty on the world map.
  • ARES missions now provide raw resource rewards commensurate with difficulty.
  • Retrieval ARES missions have further cleanup on end-of-scenario crashes.
Trans-Hub Command

  • Trans-Hub has undergone some changes for future plans.
  • Improved the flow of the city and reduced some of the clutter.
  • Improved performance of the city.
  • Removed the old tunnel for the LGV mission.
POIs

  • Power levels are now in for Copacabana, Trans-Hub, Thump Dump and Sunken Harbor. UI is currently missing, though a SIN card on the terminal shows all relevant information. Power is measured in megawatts.
  • Note: UI is not complete for this feature yet.
  • Players can upgrade the power level depositing Crystite Resonators into the power amplifier terminals at these locations.
  • Power levels can decay if Crystite Resonators have not been deposited after some time.
  • Crystite Resonators are awarded after events in which Accord Merit Points are awarded.They can also be bought from normal crafting vendors for 1 Accord Merit Point each.
  • At each additional level, the global buff given by the town will increase in power (for example, Sunken Harbor's XP buff goes from 1% at level 1 to 5% at level 3).
  • Outposts that are not Copacabana, Trans-Hub, Thump Dump and Sunken Harbor are always considered to be at level 1 and are not under some of the restrictions of the bigger towns.
  • New sets of civilians and guards spawn at power levels 2 and 3.
  • "Exclusive NPCs" are present at specified power levels of the POI.Look out for these advanced crafting vendors:
    • Corporal Leticia Delgado - Copacabana
    • Carl Denman - Sunken Harbor
    • Corporal Jato - Thump Dump
    • Staff Sergeant Thane Fisher - Trans-Hub
  • New sets of deployables spawn at power levels 2 and 3.
  • Level 1 (level range: 0-100 megawatts): Chosen SIN Detector - places all Chosen that are attacking the outpost into SIN for 2 minutes.
  • Level 2 (level range: 0-200 megawatts): Newly tweaked Flamethrower and Riot Gun turrets and Area SIN detectors (places nearby enemies into SIN and increases damage dealt to them).
  • Level 3 (level range: 0-100 megawatts): AA guns, energy barriers and sensor drones which act as mobile SIN Detectors.
  • Automated outpost turrets have received a slight revamp and should be more effective in the fight against the Chosen.
Progression

  • Progression constraint unlocks now cost Crystite in addition to resources, experience and crafted items.
  • Progression constraint costs have been adjusted down.
  • Stock, Stage 1 and Stage 2 items have been rebalanced.
  • Progression constraints have been renamed and now have tooltips.
  • Progression items are now craftable with rare components purchased at POIs from special NPCs that spawn at Power Level 3.
  • CPU is now functioning properly.
  • CPU Cores are now available for purchase at crafting vendors. Mod your gear today!
Crafting

  • Added recipe to convert Crystite to Beta Crystite (1:1 ratio).
  • More progress on the crafting UI both visually and functionally (it is still a work in progress, though).
  • Added refine button which acts as a shortcut to the refining recipes.
  • All components will now take a very short time to craft (usually 10 seconds).
  • All final items will take enough time to let you do a thumper or two, or some PvP.
  • Trying to craft a crystite hybrid component will select the raw resource refining recipe.
  • Shared components! Many components can be used in similar items.
  • Cleaned up the Nanoprint lists a bit, less spam.
  • Aranha, Thrasher, Hisser, Culex DNA and Chosen Tech pieces are now used in the creation of colored crystite hybrid modules, used in Stage 2 recipes and beyond.
  • Stage 2 items will almost always have superior performance than Stage 1 items.
  • Sifted Earth refining takes significantly less time.
  • Sliders have been implemented into the crafting UI.
  • Sliders can control the amount of a resource you can refine.
  • Select stackable items can be crafted in multiples.
  • Resources for crafting a component will be sorted by best to worst preferred stat value.
  • Fixed an issue causing some recipes not to show up in crafting UI.
  • Fixed an issue causing sifted earth to break input selection in crafting UI.
  • Fixed an issue where components could not be selected on some recipes.
  • Fixed an issue where the stats scroll bar was not resizing.
  • Fixed an issue where the recipe tree was duplicating itself in the Misc category.
  • Known Issue: The second workbench at the Molecular Printer will sometimes disappear after unloading or loading from it.Using the command /rui in chat will bring it back.
Cobra P-39

  • The Cobra P-39 is the first craftable LGV in the game and now has a Nanoprint at the Molecular Printer. This is a permanent vehicle.
  • The Cobra P-39 requires 5 components to be built: Cobra P-39 Keys, Tri-Axial Wheels, Microfusion Engine, Transverse Suspension, Metalloid Chassis.
  • The Cobra P-39 Keys can be found at the vendor in Copacabana near the Molecular Printer.
  • All other components are found at vendors in the POIs affected by power levels only when the POI's power level is 3. Look out for these vendors:
    • Lieutenant Dwayne Tucker - Copacabana
    • Dynamo - Sunken Harbor
    • Jun - Thump Dump
    • Blanca Gomes - Trans-Hub
    • Components for the P-39 are bought for Crystite.
Crafted Equipment Durability and Repairs

  • Added a HUD element to display when equipment is about to break or is broken.This pops up at 50% but can be brought up at any time with TAB.
  • All equipment will take a 10% durability hit after dying and respawning in the open world.
  • Equipment will take durability hits from general usage.
  • Equipment can be repaired at the Garage.
  • Repairing equipment is currently free of Crystite charge (temporarily only).
UI

  • Fixed an issue where XP and Resource boost notifications were displaying 0% boost.
  • Triple monitor: splash screens should be more consistent when switching from the login screen to the main UI.
  • Triple monitor: left and right monitors are now blacked out during loading screen.
  • Triple monitor: loading screens with descriptions will no longer stretch onto the third monitor.
  • Fixed an issue where you could not play SIN Imprints through the Achievements UI.
  • Fixed an issue where loot UI would give errors in trying to access obsolete stats.
Garage

  • Adjustments made to progression and Garage UI.
  • You can see all owned equipment regardless of requirements.
  • Item requirements stand out more - if the item is red you cannot equip that item.
  • All abilities in the Garage now have tooltips.
  • It is now possible to view tooltips and loadouts for battleframes not owned.
  • Equipping/Viewing gear choices in Garage has been streamlined.
  • The amount of the resource needed to progress the battleframe selected is now displayed in the Garage.
  • Items in the Garage show their durability pool.
  • Items in the Garage now have a little icon on them when they are damaged.
  • There is now a button in the Garage that allows players to repair damaged items.
  • Clicking on various parts of the player is no longer required.Select the slot you wish to modify from a list to the right of your character in the Garage screen.
  • Changed font and coloring on Tooltips.
  • Tooltips are now positioned relative to mouse's vertical position on the frame.
  • Prevented right clicking out of Garage.
  • Pressing 'Esc' in the Garage while the slotting interface is focused will close the Garage and not just the interface.
  • Fix for redundant stats appearing in tooltips that are already calculated as attributes.
  • Fix for inverted stats being +/- flipped in item tooltips.
  • Fixed an issue where the item tooltip would break when using compare.
  • Fixed some missing description text of some items.

by SlipperyDuck » Fri May 03, 2013 10:02 am

Only those with the power of the universe dare triple post

by BadA$$jack » Fri May 03, 2013 9:56 am

Tripple post ???

by TygerBS » Fri May 03, 2013 9:54 am

Oooh My Fuck!

by SlipperyDuck » Fri May 03, 2013 9:52 am

[h=1]RAWR: Guide to Advanced Crafting[/h]


[h=2]4. Crafting I: How it works[/h] You have gathered your resources and you have refined them – now what?
Here’s an idea: Build something. Something fast! As our example we will use the “Servos II”.
In the printer menu , click on “Common Components” (common because more than one frame uses Servos), then on the “Servos” subgroup, then on “Servos II”.
The submenu you get now has 4 entries, alphabetically sorted: Kinetic Booster II, Servos II, Servo Motors II, Servo Overdrive II.
The second one, “Servos II”, is the actual equipment item and uses the other 3 components listed.
Each of these components is made out of more subcomponents.
Let’s start with the Kinetic Booster II:
By clicking on it, you will be able to see that it requires a “Basic Leap Booster” and a “Basic Power Cell”.
At this point you should probably grab/open a notepad, as the crafting interface is quite raw at the moment and doesn’t show you everything you need in one window.
You can find the nanoprints for these subcomponents by closing the “Common Components” menu (by clicking on it once more), and then opening the “Sub Components” menu.
This will be a very long list, alphabetically sorted. Scroll through it to find the Basic Leap Booster – you will find that it requires 300 “POWER Carbons” (more on that in the next section) and one “Basic Seed Crystite Module” – another subcomponent from the same menu. The Basic Seed Crystite Module requires just one Seed Crystite Hybrid.
So, do this:

  1. Produce the Basic Seed Crystite Module.
  2. With the result and 300 Carbon produce the Basic Leap Booster.
  3. Produce another Basic Seed Crystite Module.
  4. With that module and 100 Ceramic Dialectrics produce the Basic Power Cell
  5. In the Common Components menu, use the Leap Booster and Power Cell to produce a Kinetic Booster II.
You now need to repeat that process with the appropriate subcomponents for the Servo Overdrive II and the Servo Motors II, then you can put all 3 together into your actual equipment item – Servos II. Have fun running through Firefall faster and jumping higher!
One small hint, concerning finding specific nanoprints in the molecular printer: Above the selection menu there is a search bar. Type in "boos", and you will only have a few results instead of a giant list - including the "Basic Leap Booster" you had been looking for.










[h=2]5. Crafting II: Quality and Constraints[/h] In the last part of this guide we have produced Mk II Servos without much regard for what materials were used.
That isn’t always a good idea though!
We mentioned that a “Basic Leap Booster” is built using 300 “POWER Carbons”. This means that any carbon can be used, but one with a high Power value should be preferred.
The reason for this is simple – in Firefall, the power value of the material used changes the quality of the Basic Leap Booster. If the material used has a high Power value, you will produce a Basic Leap Booster with a high Quality level.
If you use a Basic Leap Booster with a high Ql to build a Kinetic Booster I, that Kinetic Booster will also have a higher quality. This in turn will grant a bonus to the Servos built with it – you can jump higher with them.
So, in short: If you use a carbon with a higher Power value for the Leap Booster subcomponent, your produced Servos will let you jump higher.
If you don’t have a high powered carbon though, don’t worry – the produced Servos do have base stats which you get regardless of what materials you use – so the result might not be ideal, but it will be usable.
As previously noted, there is one carbon that has Mass as its main stat, one that has Cores as its main stat, and one that has Power as the main stat – this would be “Energized Carbon” as suggested by the name.
If you have multiple carbons with a similar Power value, it’s recommended that you use Energized Carbon, for the following reason:
The stats of your material don’t just affect quality of produced items, but also the toll using these items will take on your battleframe in Firefall.
Each battleframe has a limited amount of available power, a limited amount of mass it can carry, and a limited number of CPU cores.
The values of the materials you use to produce your servos determine how much of these constraints is taken up by the servos.
2 Examples:
A - You decide to build your servos with Energized Carbon Ql 499 – Power 499, Mass 165, Cores 329.
The servos produced will have a high Power consumption, medium demand of CPU cores and low mass/weight. The servos will allow you to jump quite high.
B – You decide to build your servos with Carbon Composites QL 785 – Power 523, Mass 785, Cores 262.
The servos produced will have a marginally higher Power consumption than Version A, but will weigh MUCH more than Version A, with similar CPU demands. Even though these servos jump a small bit higher, they are worse than Version A, because they take up a lot more of your battleframe’s constraints.
Of course there are situations in which you would still use version B – for example, if you have finalized your other gear and found that you have a lot of CPU cores left free, or when you don’t have any other carbons and absolutely can’t/don’t want to get them.


[h=2]6. ALTERING YOUR EQUIPMENT[/h] While reading this guide you probably asked yourself: “Why should I bother crafting at all if it’s this complicated?”.
Part of that is already answered in the guide – crafted items can be significantly better than stock items. For example, in the first 3 hours of play after the patch introducing the new crafting system the author of this guide produced jumpjets with 50% more energy and plating that regenerates 9hp/s instead of 1hp/s.
There is another reason as well though:
If you craft extra versions of an accord frame item, you can use it in the faction versions of that battleframe. This goes for everything – weapons, abilities, passives, ultimates, armor.
For example, by default the Accord Engineer has a Sticky Grenade Launcher, a heavy turret, passive regeneration for his turrets, an energy field and a supply station.
By default the Bastion Engineer has a Tesla Rifle, 3 small turrets, an energy wall, a sentinel that repairs turrets and does damage, and some other things.
Now, if you craft an extra Sticky Grenade Launcher and heavy turret, you can replace the Bastion’s Tesla Rifle with the Grenade Launcher and the energy wall (or any other ability) with the heavy turret.
Once again, the author currently plays a Bastion with Sticky Grenade Launcher, heavy turret and 3 small turrets, and he is also planning to add the ultimate Anti-Personnel-Turret from the Accord frame.


[h=1]Bugs and other things to be aware of[/h]
Image
Image
These are just some things that you should keep in mind - some helpful hints as well as current bugs etc.


  • The displayed manufacturing times are currently broken: The required time displayed for manufacturing 167 Bio-Organic Stintergels (example) is 167 seconds or 2m47s, and that is correct. As soon as you click on “Manufacture” though, the display often breaks and shows a much shorter time – in my example it was 1m36s. If you believe that time and click on Unload when it’s completed, you only get a SIN error, and your crafting interface breaks. Show patience and make a note of the actual time before you start a process
  • The best way to fix your interface when it broke as described above is to type “/rui” into the chat. This reloads your complete interface and only takes a second (no loading screens or anything). This command also helps with many other interface problems.
  • You may be able to create MK II items from the beginning, but you can’t equip them immediately: When you mouse over the nanoprint for the Heavy Turret II, you will see that it requires “Nanoprocessors”. This is a technology unlock that you get for unlocking the 6[SUP]th[/SUP] CPU level in your Bastion’s garage. This in turn requires 10,000 Hi-Strength Polymers of any quality in addition to XP. Every frame has their own material requirements, check them out in the garage!
  • The resource group colours for ceramics and biomaterials are behaving a but funky at the moment. For example, ceramics give green crystite hybrids, but surface deposits are yellow – for biomaterials it’s the other way around.

Is this list missing anything? Let us now on our forums!

by SlipperyDuck » Fri May 03, 2013 9:50 am

[h=1]RAWR: Guide to Advanced Crafting[/h]


[h=2]1. INTRODUCTION[/h] The Firefall crafting system is simple yet detailed:
A casual user can get results from it with minimal understanding, however with a greater understanding of the underlying mechanics for resources and the crafting process people can get exactly the results they require and even make products of superior quality to those with only a casual understanding.
RAWR exists to research and educate players who want to further their understanding of the crafting system, and this guide will explain how to achieve those goals.
The guide itself has the various sections listed on the left side of the page. Each section may link to external sources of information or to R&D projects which are fantastic reference sources that the authors have kindly allowed us to host.











[h=2]2. UNDERSTANDING MATERIALS[/h] There are 5 different resource families in Firefall, with 3 different resource types each – one type with Power as the main stat, one with Mass, and one with Cores.
Each group has its own colour, which is relevant for several things:

  • Colour of surface deposits
  • Colour of the vein indicators when using a scanhammer
  • What kind of bonus materials you can get out of refining the resource
These are the materials in their groups and with their main stat each:
Ceramics (green)

  • Ceramic Insulators - Cores
  • Ceramic Dialectrics - Power
  • Ceramic Composits - Mass
Polymers (purple)

  • Electroactive Polymers - Cores
  • Conductive Polymers - Power
  • Hi-Strength Polymers - Mass
Metals (red)

  • Computational Metals - Cores
  • Conductive Metals - Power
  • Hi-tensile Metals - Mass
Carbons (blue)

  • Electroactive Carbons - Cores
  • Energized Carbons - Power
  • Carbon Composites - Mass
Biomaterials (yellow)

  • Bio-Organic Smartgels - Cores
  • Bioactive Compounds - Power
  • Bio-Organic Stintergels - Mass
The main stat is always the highest one in any given material – for example, in Bioactive Compounds the Power-stat will always be higher than Cores or Mass. The second highest stat will be around 2/3 of the highest, and the low stat will be around 1/3.
The stats are used for the constraints system in Firefall: When you use a material with high Mass, the item produced with it will weigh a lot (and your battleframe has limited carrying capabilities). More on this can be found on the “Crafting II: Quality and Constraints” page.
One thing to note is that over time new Quality levels of each resource will be found in Firefall. For example, There might be a Bioactive Compound Ql 174 today, which displays as white and has a Power value of 174 (Cores and Mass are lower accordingly).
Tomorrow though, you might find a Bioactive Compound Ql 695, which will display as purple and has a Power value of 695! This would be significantly better for creating high quality equipment that requires Power-materials, but it will also be harder on the constraints.
[h=4]MATERIALS AND BATTLEFRAME PROGRESSION[/h] Each battleframe in New Eden requires a certain material for constraint progression. You need large amounts of that material to unlock your frame's constraints beyond a certain level, meaning that any resource can be valuable, even if it isn't commonly used for crafting or happens to be of poor quality.
BIOMATERIALS (Biotech archetype frames)

  • Bioactive Compounds - Recluse
  • Bio-Organic Stintergels - Dragonfly
  • Bio-Organic Smartgels - Accord Biotech
CARBON (Dreadnaught archetype frames)

  • Energized Carbon - Rhino
  • Carbon Composites - Mammoth
  • Electroactive Carbon - Accord Dreadnaught
CERAMICS (Assault archetype frames)

  • Ceramic Dialectics - Accord Assault
  • Ceramic Composites - Tigerclaw
  • Ceramic Insulators - Firecat
METALS (Recon archetype frames)

  • Conductive Metals - Nighthawk
  • Hi-Tensile Metals - Accord Recon
  • Computational Metals - Raptor
POLYMERS (Engineer archetype frames)

  • Conductive Polymers - Accord Engineer
  • Hi-Strength Polymers - Bastion
  • Electroactive Polymers - Electron

[h=4]QUALITY COLOR SCHEMES[/h] Here’s a short table displaying how material quality is coded by certain colours (independently from the previously mentioned group colours):
[TABLE="width: 606"]
[TR]
[TD] MIN (Ql)
[/TD]
[TD]
[/TD]
[TD] MAX (Ql)
[/TD]
[TD] QUALITY-GRADE
[/TD]
[TD] COLOUR
[/TD]
[/TR]
[TR]
[TD] 1
[/TD]
[TD] -
[/TD]
[TD] 400
[/TD]
[TD] COMMON
[/TD]
[TD] WHITE
[/TD]
[/TR]
[TR]
[TD] 401
[/TD]
[TD] -
[/TD]
[TD] 700
[/TD]
[TD] UNCOMMON
[/TD]
[TD] GREEN
[/TD]
[/TR]
[TR]
[TD] 701
[/TD]
[TD] -
[/TD]
[TD] 900
[/TD]
[TD] RARE
[/TD]
[TD] BLUE
[/TD]
[/TR]
[TR]
[TD] 901
[/TD]
[TD] -
[/TD]
[TD] 999
[/TD]
[TD] EPIC
[/TD]
[TD] PURPLE
[/TD]
[/TR]
[TR]
[TD] 1000
[/TD]
[TD]
[/TD]
[TD]
[/TD]
[TD] LEGENDARY
[/TD]
[TD] ORANGE
[/TD]
[/TR]
[/TABLE]










[h=2]3. REFINING MATERIALS[/h] In Firefall, all materials you gain from thumping, surface deposits, chests or as rewards are raw materials, need to be refined in order to be useful.
This can be done at a Molecular Printer of your choice:

  1. Open the Printer.
  2. In the top left menu, click on “Refining Process”.
  3. In the submenu opening up, click on “Raw Resource Refining”.
  4. At the bottom of the screen there is now a box showing you what raw material is being refined. You can change the selection by clicking on that box.
  5. Click on “Manufacture” in the middle of the screen to start the process.
  6. Once the refining is completed, you can get your results by clicking on “Unload” on the appropriate workbench, in the bottom left corner.
When you refine a raw material, the whole stack is always used. The time needed depends on the size of that stack: Each unit takes one second. So, if you refine a stack of 50 Units of Raw Ceramic Insulators, you will have to wait 50 seconds between clicking on “Manufacture” and unloading.
Bug warning: Currently once you have started the manufacturing process the time remaining-display can break. If it shows you the “Unload” button, but clicking on it throws you out of the printer with a SIN connection error, you need to wait the time that was indicated to you before you started.
Want to know how much you will get out of your raw materials?
This is where the 4[SUP]th[/SUP] stat of each resource comes in – Purity.
This stat can range from 1 to 1000 and determines the amount of refined materials you get as a percentage of the amount of raw materials you are refining.
With a purity of one you get 50% of the input, and with a purity of 1000 you get 100%. In between that, it’s a linear progression (see graph).
Image
For example, if you refine 600 “Raw Conductive Polymers” with a purity of 400, you will get out 420 “Conductive Polymers” (of the same quality level you have put in), which is 70%.
If you refine 600 “Raw Conductive Polymers” with a purity of 900 though, you will get 570 “Conductive Polymers”, which is 95%.
Each time you refine one of the 15 raw resources, you also get a small amount of crystite.
In addition to that, you have a small chance to get a “crystite hybrid”. This is a rare material which is used as a component in some higher end nanoprints. There are 6 types of crystite hybrids – you can get “Seed Crystite Hybrid” from any resource. The other 5 are sorted by group colours – for example from refining ceramics you can get “Green Crystite Hybrids”, from refining Polymers you can get “Purple Crystite Hybrids”, and so on.
According to the patch notes, the chance to get a Crystite Hybrid is 0.1% per unit of raw material refined. For example, if you refine 500 units of any Polymer, you have a 50% (500x0.1%) chance of getting one Purple Crystite Hybrid, and a 50% chance of getting one Seed Crystite Hybrid.
When you refine more than 1000 units, one Hybrid is guaranteed, and you have a chance for more: Refining 1735 Ceramics yields you one guaranteed Green Crystite Hybrid and a 73.5% chance to get one more.

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