Artisan Archive
Thread: Powerups -- Choosing what to make
Here is a guide to powerup building that I wrote for a friend:
First of all the there are six types of ranged powerups: Barrel, Coupler, Grip, Muzzle, Scope, and Stock. However, when you build a powerup, the system randomly selects a "prefix" description and a "suffix" description (see the list of prefixes and suffixes below). The prefix determines the weapons primary powerup, the suffix determines the secondary powerup. With the proper materials and three experimetation points, you should be able to get the primary powerup up to that 15% minimum we are looking for. By way of example, Here is an example of a coupler I created:
Short-Ciruited Coupler of Searing:
Min Damage: + 18%
Ideal Range: +8%
Once I hade five experimentation points I was often producing couplers that had +26% to the "prefix" stat. Because the results are somewhat random, you will need to make them in batches of 20-40 at a time so we have a good stock of each type. Initially we should just build couplers - because the benefits (min/max damage boost, speed) is easiest to grasp. Once players start understanding how the other benefits affect them, we could also build batches of Scopes, Grips, and Muzzles (in that order).
Now to powerbuild the powerups, you will want to build two weapon crafting units (you can only do this when you reach eng I). Don't bother building the crafting units until you get dom I AND eng I -- you will be able to build a better crafting unit. Also, everytime you get an experimenation point, build another set of crafting units. Put all the experimentation points in the experimenation stat.
BTW, experimention is a bit sensitive, you will want to spend a point (or two max) on the attribute to experiment, press experiment, spend another point, press experiment, etc. You will get better results this way.
Make sure to turn off the crafting confirmation dialogs in CTNL-O (Options) Misc tab. This will save a lot of time. Also, when the crafting window comes up the first time, resize it so that it fills almost the entire window. This way, you will not have to scroll to select coupler. To powercraft you will have one hand on the mouse, another on the enter key. You can hit enter on each screen to get to the next (except for the one that has you select between prototype, schematic, and experimentation). If the enter key isn't working, just click anywhere on the crafting window, and then hit enter. Also, set up your two crafting units in F1 and F2. As soon as you are done crafting, bring up the other crafter. If you take this approach you should be able to crank out couplers at a pace of 30-45sec/coupler.
Once you have 20 couplers, open your inventory. You will need to screen what you produced and destroy the junk (any coupler that has less than 15% in its prefix stat). To do this rapidly, click on the coupler, press the 1 (examine) key. If it is junk, click on it again and press the number for destroy. Enter to accept the dialog. Don't worry about closing the examine window. Basically the process is click, 1, click on the next, 1, click on the next, uh oh - junk, click again, destroy, enter to accept, click on the next, 1, etc.
Here is the info on the powerus:
Barrel Prefixes:
Ported - Special Move Health Cost
Smoothed - Point Blank Penalty
Taper-Bored - Wound Chance
Barrel Suffixes:
Concentration - Maximum Damage
Alignment - Ideal Attack Bonus
Dampening - Special Move Mind Cost
Condensing - Ideal Range
Coupler Prefixes:
Quick-Charge - Attack Speed
Tweaked - Special Move Action Cost
Short-Circuited - Min Damage
Hot-Wired - Maximum Damage
Coupler Suffixes:
Compensation - Special Move Mind Cost
Overpowering - Point Blank Penalty
Searing Ideal - Range
Grip Prefixes:
Hair-Trigger - Attack Speed
Fitted Grip - Attack Bonus
Ergonomic - Ideal Range
Lightened - Special Move Action Cost
Grip Suffixes:
Reckoning - Wound Chance
Recoil Deadening - Special Move Health Cost
Aiming - Min Damage
Steadying - Max Range Penalty
Muzzle Prefixes:
Scattering - Point Blank Penalty
Polished - Wound Chance
Muffled - Special Move Mind Cost
Tuned - Max Damage
Muzzle Suffixes:
Braking - Special Move Health Cost
Sighting - Min Damage
Focusing - Max Range Penalty
Scope Prefixes:
Powered - Special Move Mind Cost
Precision - Min Damage
Calibrated - Max Damage
Ranged - Ideal Attack Bonus
Scope Suffixes:
Pin-Pointing - Wound Chance
Targeting - Attack Speed
Tracking - Special Move Action Cost
Stock Prefixes:
Ballanced - Ideal Range
Reactive - Special Move Health Cost
Anti-Jitter- Max Range Penalty
Stock Suffixes:
Loading - Attack Speed
Accuracy - Ideal Atttack Bonus
Dissipation - Max Damage