I would certainly agree on this based on observation. After you committed yourself to forging an item, you could already have an expectation what the rarity would be based on cooking time. 12H-13H usually is a green or blue. 13H-14H is blue or purple. 14H-15H+ is a guaranteed legendary. This is at level 23 and I guess for all items (turrets, squadrons, tech mods) except starships. And I don't think they would allow us to preview the cooking time since this is prone to abuse --- allowing the forge to continue only if we are guaranteed a legendary. Right now, I have been trying to forge a legendary shield, but so far, only blue's. I have nothing else to do besides farming gold & AM with that crew member that gives double gold (with items equipped to max gold & AM drops).
Some observations on the forge to share: Techmods which boost any value by a % rather than a specific +value are scalable with whatever level you happen to be. They do not need upgrading aside from rarity. Attached are some examples. The first rare hardwired speed booster I forged is in the first attachment. 30.8% at level 13 and I didn't find a single one that beat it until I started forging them non stop for almost 2 weeks at level 23. The best I saw in the store was a green at level 21 for 26%. I lucked out forging three greens together and the forge time was very long iirc, but I was just grinding the forge and don't recall if it was 14 hours or more. Anyway, the legendary version is SWEET, and this thing will be good until endgame... no need to worry about level caps with gear like this. My other favorite techmod increases missle range by 26% (this is only rare). These techmods are much harder to forge because you can't really control which type of turret the range increase will go to, so I just kinda gave up on them. Even forging 3 of a missle range boost will yield a random result, so that sucks. I'd really like to see more specific recipes that could be used in the forge - we have all of these near-useless trash items to make random crap when each item could be a unique recipe... like if I want a +torpedo range hardwired mod, then I know its (tactical panel)+(components)+(quantum soda or w/e). The randomness is no fun. There are a wide variety of items already in game, linking predictable recipes can't be that hard. Let's hope an update will include something similar. (Do the developers read this thread? They better be )
I envy that legendary techmod. I have yet to forge me one of those. And those specific boost types are a good start. Thanks for the tip. I do agree that techmods are good regardless of level. I realized this a bit late and may have sold some good ones. So far, my good ones are as shown in the attached image. As you can see, only purple ones. The green "buggy" one may be a typo and I assume that to be +25.9%. I considered it good since it applies for all turrets. The only other "applies for all turrets" that I have seen was the arc one. I haven't used these techmods yet though. BTW, the green "buggy" one cooked for 14H+ and I was expecting a legendary for that, but got the green "for all turrets". So, still a good deal and applies to the theory of "long cook time = good item".
How does this work? Do you trigger the crew member before killing the last enemy? How much extra gold are you getting? Aside from the racially-suspect art showing a black guy with gold chains and a machete, is he any good?
If the timing is right, I would indeed be able to get to about twice what I could normally get. Let's say after a battle without the "hitpoints to gold" yet, I get to around 8K to 10K gold. With him activated, it gets to around 15K to 20K. Plus the "hitpoints to gold", with full hitpoints (8K), that's around 23K and above per battle. I don't always get it right, but if you are assured that you would finish the battle in the next 5seconds, activate him. I guess his effect lasts 5 seconds and you have to finish the battle within that time.
I am still trying to get 2 more legendary fighters before I move onto techmods, but from what you wrote to looks to be the most frustrating part getting the right ones.
With nothing much to do, I tried this "buggy" techmod. And indeed, it is BUGGY (stay away from these types). Instead of the usual "2 cooldown" stat for a turret, it became "27.9 cooldown" --- which meant it added more seconds to the time you have to wait before you are able to use the turret again. Playing a battle with it confirmed that it did indeed took longer to cooldown. That description of "improved cooldown" is misleading. And the question really is why would we want to equip a techmod that would lengthen the cooldown time?
That is insane. And here I thought that you had forged quite the gem of a techmod. That has to be a bug... Along of lines of "when equipped, your starship has -30% hp" Where's our update already? The devs must have taken a month long summer vacation or something.
This game is getting hard. I need a new update or a new quest for some epic stuff (arc shard quest) Please
Seriously. I've had a good time upgrading stuff, but at this point, I'm just baking my ships over and over in the forge, if I'm not baking mods. 1.5 million gold? Ship goes in forge.
I still haven't forged a legendary yet on my iPad and I'm level 21, I forged two on my phone and I'm only level six on that. What's up with that shit
Forging. I might be a little obsessive.. Here's my forge results so far. 71 forges (5 forges running pretty consistently). The forge times have been quite accurate so far. I found it interesting you either can't forge a common from commons (I used colour references vs rarity) or it's extremely rare. My luck with turning blues into anything above is horrendous. I've only had one legendary since I started tracking my data. I do also have the data for what each forge is but it starts getting messy with limited sample sets. Once I get more data I can make more charts.
Sure. Right now I'm tracking Item crafted (such as fighters, health tech mod, shield, weapon etc), Craft time, and what the starting materials were (whether from materials, 3 whites, 3 greens, etc I never use mixed). So if you have that information I can just directly add it to my sheet.
Hey guys, I'm currently using a lv16 Ion Wolf, I have a couple questions as to what's the optimal load out for this ship? 1. Are x2 beams optimal for IW? Any other suggestions? 2. How about using Shield and Repair? 3. As for crew, I'm using Speed boost crew and Kle'Mod The Pyschic. Should I buy a new crew the replace the speed boost one? 4. Fighters and bombers, what do y'all think? Quality vs. Quantity? Thanks
Finally complete, notice the bug on ships health. Looks like Half brick missed that. Now on to tech mods, shields first I figure.
PvP Updates Just saw this from Plundernauts' CEO twitter... Recent posts (Sept 1) Showing his fleet : https://twitter.com/DylanJobe/status/506250964337446912 Enemy scan screen : https://twitter.com/DylanJobe/status/506252651513004032 The first post about PvP (Aug 17) PvP in action : https://twitter.com/DylanJobe/status/500747939980263424 They're not that good in creating hype or in creating teasers. p.s. Can't seem to post url's right. Sorry about that.