Bounty Hunter Archive
Thread: Weapons?
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True_Rebel
Sat Nov 06, 2004 2:14 am
#14
What do you guys prefer to use as subcomponets?
I myself tend to use the Speed Limiter as it lowers the Energy per shot nicely. The downside is the slower Refire Rate
I am aware that there is no 1 way of making them, would just like to hear what others are useing.
CapnKate
Sat Nov 06, 2004 3:40 am
#15
It depends on what the customer wants. Most say "whatever you think is best", at which point I fall back on what i do when building for myself:
First, it depends on the ship, and the capacitor, and to a lesser extent, the mass/energy available. But given a "normal" state of affairs, it goes like this:
the only upgrade I tend to use is the Quickshot. But not for "normal" circumstances. Usually, i don't use any of them at all. I experiment for min damage first-- minimum or maximum both give the same boost to the average damage, but experimenting the minimum up gives a tighter damage range than experimenting the max, yeilding less of a damage spread per hit and giving a much more consistant weapon in terms of the number of shots it takes to make a kill and so on. Next I move on to maximum, generally, unless I'm on a mood for a fast, slightly less damaging gun, in which case I'll drop the rest into fire rate.
On some ships, especially my A-Wing, I use the Quickshot. reason being that with a good capacitor, the A-wing's single gun will go on for ages before it sucks up all the juice. So, A quickshot to up the DPS, since the gun'll have a total surplus to fire from, and then damage experimentation as per usual.
the other upgrades are left to filling customers' specific requests.
First, it depends on the ship, and the capacitor, and to a lesser extent, the mass/energy available. But given a "normal" state of affairs, it goes like this:
the only upgrade I tend to use is the Quickshot. But not for "normal" circumstances. Usually, i don't use any of them at all. I experiment for min damage first-- minimum or maximum both give the same boost to the average damage, but experimenting the minimum up gives a tighter damage range than experimenting the max, yeilding less of a damage spread per hit and giving a much more consistant weapon in terms of the number of shots it takes to make a kill and so on. Next I move on to maximum, generally, unless I'm on a mood for a fast, slightly less damaging gun, in which case I'll drop the rest into fire rate.
On some ships, especially my A-Wing, I use the Quickshot. reason being that with a good capacitor, the A-wing's single gun will go on for ages before it sucks up all the juice. So, A quickshot to up the DPS, since the gun'll have a total surplus to fire from, and then damage experimentation as per usual.
the other upgrades are left to filling customers' specific requests.
Message Edited by CapnKate on 11-06-2004 05:41 AM
Fallsguy
Sat Nov 06, 2004 10:06 am
#16
From an end user I prefer shield busting weapons as this is the toughest aspect to defeating the NPC ships.
In Beta when I was a shipwright I made Disruptors - sub compnent for Shiled damage and then experimented the finished product to max shield effectiveness - followed by min / max damage.
If I can break through their shields the missles do well against the armor.
Cran
Thu Nov 25, 2004 4:54 pm
#18
Carbines:
- Laser Carbine: AP2 helps this baby out, especially against Jedi who have to wear robes and not armor. The huge min/max difference doesnt usually come into play because few Jedi take ranged skills to get ranged mitigation.
- Elite Carbine: With a good damage slice, you can get this to have a good min/max damage, so you will have a better DPS than most other carbines.
- Enhanced E11: Good for sticking an additional bleed on the foe.
Pistols:
- Scatter: AP1 is useful, as is the higher damage than the average pistol.
- DE-10: High damage, and AP1. Pretty expensive, but able to drop Jedi in a few shots, so the cost is worth it.
- Modified Republic Blaster: AP1 and good damage, and with a bleed DOT on it as well. Overall a good gun.
Remember, you want a good accuracy modifier so you can hit more often, thus giving the Jedi more shots to have to saberblock, and thus getting hit more.
Dragonheartt
Thu Nov 25, 2004 6:39 pm
#19
Cran wrote:
Carbines:
- Laser Carbine: AP2 helps this baby out, especially against Jedi who have to wear robes and not armor. The huge min/max difference doesnt usually come into play because few Jedi take ranged skills to get ranged mitigation.
- Elite Carbine: With a good damage slice, you can get this to have a good min/max damage, so you will have a better DPS than most other carbines.
- Enhanced E11: Good for sticking an additional bleed on the foe.
Pistols:
- Scatter: AP1 is useful, as is the higher damage than the average pistol.
- DE-10: High damage, and AP1. Pretty expensive, but able to drop Jedi in a few shots, so the cost is worth it.
- Modified Republic Blaster: AP1 and good damage, and with a bleed DOT on it as well. Overall a good gun.
Remember, you want a good accuracy modifier so you can hit more often, thus giving the Jedi more shots to have to saberblock, and thus getting hit more.
AP2?AP1?? whats this
JediForceSeeker
Thu Nov 25, 2004 7:22 pm
#20
Armor Piercing
Dragonheartt wrote:
Cran wrote:
Carbines:
- Laser Carbine: AP2 helps this baby out, especially against Jedi who have to wear robes and not armor. The huge min/max difference doesnt usually come into play because few Jedi take ranged skills to get ranged mitigation.
- Elite Carbine: With a good damage slice, you can get this to have a good min/max damage, so you will have a better DPS than most other carbines.
- Enhanced E11: Good for sticking an additional bleed on the foe.
Pistols:
- Scatter: AP1 is useful, as is the higher damage than the average pistol.
- DE-10: High damage, and AP1. Pretty expensive, but able to drop Jedi in a few shots, so the cost is worth it.
- Modified Republic Blaster: AP1 and good damage, and with a bleed DOT on it as well. Overall a good gun.
Remember, you want a good accuracy modifier so you can hit more often, thus giving the Jedi more shots to have to saberblock, and thus getting hit more.
AP2?AP1?? whats this
Chewjedi
Sat Apr 23, 2005 1:46 pm
#21
LOL hey, that's not nice to call me names. I forgot that I did that and was randomly browsing this forum and saw this. Cracked myself up 
btw, anyone seena scythe blade? haha
Meadbacco
Leinado
Thu Jul 14, 2005 10:48 pm
#22
I heard that there are lootable VKs that can be better than most crafted TK weapons. Someone give me the ideal VK.
Vander_Legion
Fri Jul 15, 2005 12:54 pm
#23
The Knuckles of the Katarn. It's aquest rewarditem on Kashyyyk.
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