Just going to leave this image here. Its completely legit.
Sauce: http://forums.firefallthegame.com/community/threads/firefall-beta-key-master-list.79562/
Create an account and redeem a key (one of the unclaimed ones.. without "thanks" comments") on this link: https://beta.firefallthegame.com/invites/accept
4.8GB download. Lets give this a shot. PS: Its F2P, has a Borderlands feel and looks like it could be a lot of fun.
Firefall - Open Beta
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Here are two of MY beta keys (ones that I havent added to the GoogleDock of the website)
P7EV5-VGBTN-T737A-1RBBY
GMDXD-DTMCS-HVOA7-T2LTW
Goto https://beta.firefallthegame.com/ signup and redeem one of these keys - 1st come 1st serve.
P7EV5-VGBTN-T737A-1RBBY
GMDXD-DTMCS-HVOA7-T2LTW
Goto https://beta.firefallthegame.com/ signup and redeem one of these keys - 1st come 1st serve.
Played a bit of this yesterday. Its a lolpant of fun. Picture Borderlands crossed with Serious Sam, with a sort of Guild Wars 2 style dynamicness...
Still early days so there is not much to do and the game is still in closed beta too. But its a good jol. Its F2P: THAT MEANS FREE TO PLAY. The game is incredibly in depth and the interface still needs some work.. but wow.. is it easy to get immersed in the pewpew. ZOMG.
The concept is like a FPS, where you choose 1 of 5 "classes" that use different battleframes depending on what you want to do - Recon (scout/sniper); Dreadnaught (tank); Assault (offense); Biotech (healer); Engineer (engi/turret guy). Each battleframe is upgradeable using the crafting system to like the nth degree and each upgrade gives you better firepower/movement and some other stuff. You gather resources by "thumping" for these raw materials / resources. Thumping is putting down a drill type thing that fills with resources before flying away. Takes 5 minutes to fill but while it thumps, it attracts bad thingies that you need to shoot. That is as much as I know.
http://www.firefallthegame.com/about
Watch some videos and see what you think. Fuck sake guys, horizon broadening. Give it a shot. It doesn't hurt.
Still early days so there is not much to do and the game is still in closed beta too. But its a good jol. Its F2P: THAT MEANS FREE TO PLAY. The game is incredibly in depth and the interface still needs some work.. but wow.. is it easy to get immersed in the pewpew. ZOMG.
The concept is like a FPS, where you choose 1 of 5 "classes" that use different battleframes depending on what you want to do - Recon (scout/sniper); Dreadnaught (tank); Assault (offense); Biotech (healer); Engineer (engi/turret guy). Each battleframe is upgradeable using the crafting system to like the nth degree and each upgrade gives you better firepower/movement and some other stuff. You gather resources by "thumping" for these raw materials / resources. Thumping is putting down a drill type thing that fills with resources before flying away. Takes 5 minutes to fill but while it thumps, it attracts bad thingies that you need to shoot. That is as much as I know.
http://www.firefallthegame.com/about
Watch some videos and see what you think. Fuck sake guys, horizon broadening. Give it a shot. It doesn't hurt.

- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
I had a random AERES mission that took me into a place filled with Zombies and Undead Monsters - what a weird surprise that was....
I like that you get XP and you can spend XP upgrading your characters Battleframe (which is like KIT [medic/sniper/support]).
There is a lot of talk about there being too much emphasis on THUMPER and related quests, which seems true, but only because of the BETA setup, which will naturally be a little limited.
Don't be scared to explore - the game will seem limited if you don't just get out there and look around.
I like that you get XP and you can spend XP upgrading your characters Battleframe (which is like KIT [medic/sniper/support]).
There is a lot of talk about there being too much emphasis on THUMPER and related quests, which seems true, but only because of the BETA setup, which will naturally be a little limited.
Don't be scared to explore - the game will seem limited if you don't just get out there and look around.
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
http://www.rawr4firefall.com/?q=rawr-guide-page-intro
Looks like Crafting/Printing is an important part of the game - it's the only real way to seriously upgrade your gear and therefore your character(s).
So this is a must-go-to guide on the crafting, which they admit is a bit over-the-top at the moment and will be refined/improved before the game goes Final.
The Above LINK to the Guide, I've purdy much posted everything in this thread BELOW for your convenience.
Looks like Crafting/Printing is an important part of the game - it's the only real way to seriously upgrade your gear and therefore your character(s).
So this is a must-go-to guide on the crafting, which they admit is a bit over-the-top at the moment and will be refined/improved before the game goes Final.
The Above LINK to the Guide, I've purdy much posted everything in this thread BELOW for your convenience.
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 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:
Ceramics (green)
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)
[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:
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).

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.
[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
Ceramics (green)
- Ceramic Insulators - Cores
- Ceramic Dialectrics - Power
- Ceramic Composits - Mass
- Electroactive Polymers - Cores
- Conductive Polymers - Power
- Hi-Strength Polymers - Mass
- Computational Metals - Cores
- Conductive Metals - Power
- Hi-tensile Metals - Mass
- Electroactive Carbons - Cores
- Energized Carbons - Power
- Carbon Composites - Mass
- Bio-Organic Smartgels - Cores
- Bioactive Compounds - Power
- Bio-Organic Stintergels - Mass
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
- Energized Carbon - Rhino
- Carbon Composites - Mammoth
- Electroactive Carbon - Accord Dreadnaught
- Ceramic Dialectics - Accord Assault
- Ceramic Composites - Tigerclaw
- Ceramic Insulators - Firecat
- Conductive Metals - Nighthawk
- Hi-Tensile Metals - Accord Recon
- Computational Metals - Raptor
- 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:
- Open the Printer.
- In the top left menu, click on “Refining Process”.
- In the submenu opening up, click on “Raw Resource Refining”.
- 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.
- Click on “Manufacture” in the middle of the screen to start the process.
- Once the refining is completed, you can get your results by clicking on “Unload” on the appropriate workbench, in the bottom left corner.
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).

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.
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 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:
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]


These are just some things that you should keep in mind - some helpful hints as well as current bugs etc.
Is this list missing anything? Let us now on our forums!
[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:
- Produce the Basic Seed Crystite Module.
- With the result and 300 Carbon produce the Basic Leap Booster.
- Produce another Basic Seed Crystite Module.
- With that module and 100 Ceramic Dialectrics produce the Basic Power Cell
- In the Common Components menu, use the Leap Booster and Power Cell to produce a Kinetic Booster II.
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]
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!
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