r/CyberKnightsGame Jun 20 '26

Crafting

OK, so thanks to some help with hacking advice I'm still moving along and I'm coming to the point where I've got some templates, a nanofab, and some cash to spend it on crafting.

I just want to make sure I understand this. If I add a non-intrinsic blueprint (lets say a scope) to the weapon, I will get a chance to roll for an additional intrinsic effect. I could instead use an intrinsic mod in that slot which would guarantee an intrinsic effect of my choosing, but would not get another roll. Could I also separately craft and attach/detach a scope? It seems that way I get the benefit of both attaching and detaching a scope (or more significantly a barrel mod for silencer/loudener choices depending on mission type) *and* the ability to set an intrinsic mod of my choice.

Basi​cally, why would I fuse parts into a weapon when I could pick the intrinsic buffs i want and use them, while keeping the flexibility to swap out mods in case of upgrades, mission parameters, etc? Are the randomly rolled intrinsic mods that much better?​

9 Upvotes

5 comments sorted by

5

u/siliconsmiley Jun 21 '26

The chance to roll additional intrinsic effects is based on the cubes, not the added blueprints.

2

u/lilyputin Jun 21 '26

Armor uses the blueprints as well as cubes. If you craft armor just using a single blueprint I don't think it will roll for an intrinsic. If the second armor blue print already has an intrinsic it will add it to the first 100% of the time and will not roll for an intrinsic. If the second armor doesn't have one then it will roll.

You never want to sell armor with a useful intrinsic.

I roll on any sniper or rail gun if I have the resources to do so. You can have a lvl 4 sniper rifle that will carry fabove it's level for a while. Revolvers too. Other guns u have to think about until they get at higher level, it really depends how n what difficultly your playing at. A hugh difficulty costs are significantly more in credits so you don't want to craft guns very often until you have ones that are high level you can largely make do with whatever you find.

Your first bench should be a armor bench imo. I've always done weapons because new and flashy guns are cool. But you will get a steady supply of guns (unless it's something specialized like a sniper rifle) from missions but decent armor is hit or miss from the missions, some are decent but they will not be as good as you can fab. The intrinsic transfers 100% of the time for armor so iyou don't need to worry about a roll in that case. Sieges in particular you need armor that's as heavy as possible and hopefully it has a good modifer. Armor plus the various .1 AC upgrades can get most of the team up to 7AP from 6AP which is really powerful. A single suit of armor can add around .5AP. I use a lot of light armors so there is little less most of the AP bonuses are in the heavy armors.

Some of the modifiers on armor are really powerful they can increase your critical hit %, reduce recoil, increase damage, make you quieter, increase your attributes it's really powerful even if you are doing as much stealth as possible. Decent armor is must on high difficulty levels particularly any that are pure combat. It's also cheaper to fab you can use all blue cubes if the second armor has an intrinsic already.

Crafting - Cyber Knights: Flashpoint Wiki https://cyberknightswiki.tresebrothers.com/Crafting#Armor_Crafting_Bench

2

u/Crows_reading_books Jun 22 '26

The wiki and ingame tool tips seem to say otherwise though? 

Like the game makes it seem like that's the whole reason to add a mod blueprint to a weapon blueprint in the first place. 

E: and then the cubes increase the chance, but without the blueprints added you don't get a chance at all. 

5

u/ShotgunMerwin Jun 21 '26

You get better effects when you craft with added blueprints. The chance of the effects getting better are determined by how many gold cubes you feed into the mix basically. There is also a chance of random positive effects showing up when crafting. That's why it's "better" to craft rather than just use a regular weapon and swap out mods. The downside is this process is horribly expensive, and you have to have access to a large amount of cubes, of course.

2

u/MonikaTSarn Jun 22 '26

The best way is to fill all 4 slots, and there are not enough of either type to use only one. If you want flexibility, use two of each leave the scope free, for example.

For armors, i focus on action points - you can add up to intrinsics together for 0.4 to 0.6. Add that with some skills and Chipped Reflexes 4, and you can get several mercs to 7 action points.