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If it was really just a matter of part tier, then simply repeating for example Raid 4 a dozen times and getting 1200 Tier 1 drops should result in having a full catalog of all Tier 1 parts with an average of around 8 copies of each one. Instead what actually happens is you get dozens of copies of some Tier 1 parts and 0 copies of certain other Tier 1 parts.
Also, when you say that "raids obviously give a wider range of parts", are you saying that some parts (of the same tier) only drop in raids, or only after a certain point in raids, and rarely or never from campaign missions? Or are you just saying that raids will (supposedly) start dropping loot from the next tier up if you go enough waves?
(In particular I have heard tales of a supposed Tier 1 laser beam rifle...)
T1 Beam Rifle I can think of is the Star Fire that I have 2 of currently on one of my saves.
Either there is some extra condition (like beating Mission 9 or something after it) for these weapons to appear, or they have a super-low drop chance compared to other weapons of the same tier. Or maybe the game is just deciding (perhaps randomly for each new game?) that certain parts are not going to show up in this playthrough?
For reference, do you have all 15/15 Tier 1 weapons, or are you still missing some? If so, which ones do you have, and how many of each?
There are no hidden/locked parts besides the Ragnarok Laser, which is unobtainable trough random drops.
There are a few very rare cases of some fixed items placed in missions - like a flamethrower in Mission 4 I think.
All other parts are dropped totaly randomly. With no differences if its a Mission or a Raid.
Ive seen a few posts about missing parts issues, and I want to adress this problem in the patch that will come with Operation Ascalon DLC
@Khan
Would it be possible for you to send me your save file on discord or to my email?
http://discord.gg/anGWFaS
I will take a look and check what parts are missing. I assume there might be a bug in the Collection Status, or in the random drop system.
Sorry, but it looks like you didn't read through again. The purpose and function of the tier system is obvious, you get early-game parts from early missions and late-game parts from late-game missions. That isn't the issue. This is about some tier 0 parts being inexplicably far more common / rare than other tier 0 parts, and likewise some tier 1 parts dropping far less often than other tier 1 parts. I wouldn't be surprised if the same thing happens with tier 2 parts, but I can't speak to that firsthand until I figure out how to edit my save file to skip Mission 9. (Did I mention that I have a deep and abiding hatred of missions with hidden fail conditions that depend entirely on super-squishy AI units not dying, especially when the whole mission involves spawning huge waves right on top of you about 10 feet away from the squishy allies, and especially when there is little or no indication of how well you are doing or how many losses you have taken or how close you are to either success or failure?)
So you are saying that:
1) There is one special weapon which is only used in a certain mission, and is not obtainable at all as part of your regular inventory
2) A few missions have a few non-random pre-placed crates (not ones that drop from enemies) which always contain a specific non-random item
3) Aside from the above, all items of the same tier are supposed to be equally and uniformly randomly obtained from random drops of that tier, with no particular item being more or less rare than any other item of the same tier in random drops
So for example if there are 120 total tier 0 items in the game (the actual number is less, but that's not the point), then each of those items should have exactly a flat 1/120 chance to appear each time you collect a random drop crate from a tier 0 mission, and likewise each tier 1 part should have exactly a 1/(num_total_T1_parts) chance to appear from each random crate obtained from any tier 1 mission, and each tier 2 part should have exactly a 1/(num_total_T2_parts) chance to appear from each random crate collected during any tier 2 mission.
That's how I thought it was supposed to work, but in practice this is not consistent with the distribution of parts I am actually seeing.
On a loosely related note, I have noticed that there are at least three different versions of tier 0 passive modules all called "CAP-DF1" but with different stats and apparently counting as three different items in Collection Status. Is this intended, or are they supposed to have slightly different names?
This does not appear to be an issue with Collection Status, unless that is somehow affecting drop rates of new parts. I have checked my parts list by hand, and in every case my Collection Status agrees with the number of different parts I have in that category. I have noticed only two oddities with Collection Status, and I would not call either one a "bug" per se:
1) The previously mentioned issue with same-named T0 Passive Modules. At first it seemed my Collection Status was counting two more part types than I could see, but then I noticed that some of my CAP-DF1 parts have (slightly) different stats, and closer inspection revealed exactly three different CAP-DF1 parts. Mystery solved.
2) Collection Status does not seem to count parts currently equipped on your mech, if you have only 1 of that part (or only 2 of a weapon and both equipped, etc.) and no spare copies in inventory. This might well be intended behavior, since currently equipped parts are not visible in the inventory list, and in any case is not a problem.
If you want to bias drop rates somewhat in favor of unobtained / underobtained parts, a simple way to do that would be giving each random crate something like 80% chance of "just pick any random part of that tier" and 20% chance of "automatically choose whichever part (of that tier) you have the fewest of, chosen randomly if there is a tie". Keep in mind that "part you have the fewest of" rewards should be rolled one at a time and account for previous rewards form the same mission (i.e. if you get two "part you have the fewest of" rewards, then in most cases whatever part you got for the first one should no longer be valid for the second one, although if you get enough crates then then you would start to see repeats as now-second-fewest parts become tied for fewest again). Or you could do this non-randomly to every 5th reward crate, or the first (or last) 20% of all rewards at the end of the mission, or maybe some other ratio than 20%, but the principle is the same.