Carbineer Archive
Thread: PSG Testing
Sylow wrote:
I am not familar with the changing loot with Necrosis.....is that the Hallsweeper Carbine?
Regular loot are a cybernetic arm and the Bell-22 deed. There's always one more random weapon along, be it proton rifle, dawnsorrow rifle or some other rare and exquisite weapon. (Don't think that the Hallsweepere is among them, though)
And once in a while you also can loot Banes Heart, a very good lightsaber crystal. Though, after killing the guy for something like 10 times, we only got that one once.
But to my knowledge that is intended and part of the Necrosis quest/killing....different loot items just like BH Marks for example, not just one weapon that changes stats by bypassing the actual intended quest or killing of NPC/Creature to have a new weapon 'pop' into a character's inventory.....
But hey, maybe it is just me that thinks bypassing an intended quest/mission/feature of the game is wrong......on the same token, I haven't asked SOE if the unlimited supply of Nym's Slugthrowers is intended or not, but if it is intended then why not just make the first on the max like the Proton Carbine quest reward since everybody can easily get there eventually?
TAfirehawk wrote:
Bennyboy4308 wrote:
The best solution would be to make a craftable kinetic carbine be able to give a nyms a run for its money. Maybe a bit less elemental, but able to experiment it down to 73 SAC and get some decent accuracy mods on it.
Give me a shout and I will show you my Czerka.....![]()
Not all carbineers are BHs (oddly enough).
Yea... it's incredible, but it really still happens...
Not all carbineers are BHs (oddly enough).
I'verun a series of tests with a psg on also now. I was kind of disbelieving of the results here, but it looks like I was wrong to. Here's the brief detail of my conlusions, because I'm to lazy to post data and it's really nothing new.
Using a energy weapon you will not be able to take down the effectiveness of a PSG in any reasonable amount of time. For fights lasting more than 15min I could see an energy weapon maybe becoming useful again. I think in most sitautions though, you can just assume the enemy has a fully charged psg.
Comparing a Nyms (360-698, 170 acid) to an E-11 (423-1063), the Nyms is significantly better in most situations. I have 180 ranged defense holding a carbine, a 2360 resist PSG, and +30 Jedi Innate armor. Without aura, Nyms would hit for 387 with ranged shot, and 628 damage with Critical Shot. With aura, it hit for 330 and 518(these are both damage after armor). Damage was also compared with an HLR, and FWG5. The FWG5 had damage near the Nyms, the HLR was only marginally better than the E-11.
The last little experiment I did compared the DPS of the Nyms to the FWG5. This was done by shooting Legshot/CritShot for an extended period of time on me with aura up. The damage was totaled and divided by the time spent shooting. The Nyms did 316 DPS, the FWG5 318 DPS. This result was really a toss up though, and I would say indicates no clear better weapon due to error caused by missing and some possible slight time rounding error. *note*-the FWG5 used had 382-948 dmg, and +15acc. This was a fairly high end FWG5 though, and it should aslo be noted, that the Nyms was not sliced (the FWG% had a full speed slice), and better Nyms are out there. Because of this, I would conclude that a good Nyms is probably going to be better damage than a good crafted FWG5 for a carbineer.
The short version: Nyms was the most damaging weapon found for a psg user, rivaled only by the FWG5. *Czerka Dart Carbine was not tested*, from these results though, I would wager that a good Nyms would be fairly close in damage. A few interesting notes: with aura up, about 33% of the damage from the Nyms with ranged shot comes from elemental, about 21% with Crit Shot. This makes me believe that a damage pup would be more effective than an elemental pup in most situation.
In response to the Nyms quest debate before I submit. I believe that TA is right that this is not working as intended, in all honesty it should be reported I think. I believe and hope however, that it is really to minor of a problem for the devs to fix. There's other issues that need addressing first.
Also:
Sylow wrote:
but if it is intended then why not just make the first on the max like the Proton Carbine quest reward since everybody can easily get there eventually?
Despite you said end of discussion about this, my answer on this question: because it keeps people busy. Why else are there quests and missions and everything? People spend time there, are customers and are (supposedly) happy. (And, don't underestimate bragging rights after doing it for 30 times to have a real great carbine... *grin* )
I agree 100% with this. I think the repeatable quest reward is a nice idea (in some situations). A system like this allows a dedicated, but not so rich player to get a decent weapon with a little bit of extra effort. I personallyenjoy the excitement from the random reward too, keeps it interesting and replayable.
BloodMonk wrote:
say no to the skinning system someone proposed......AS aren't happy with the new system...And a similar "build your weapon then skin it however you want" would dumben down the game ever further...
Depends on how you do it. Reduce ressource need for the gun somewhat and add one "core" for each weapon, which determines level and damage of the weapon. If you want to limit some weapons to high level, just disallow the weaker cores to be installed into them. (So, Elite Carbine, E11 Carbine and E5 Carbine only can be built with a lv. 54 core, for example.)
Move the requirements for krayt tissue or gorax bone into the different cores, thus you can make sure that there's not one kind of weapon any more, where the tissue costs are way too low in comparison to the rest, and even that stuff is balanced. (If you want costs to be different for pistols, carbines and rifles, you have to create even more different cores...)
The complexity of the system would not be lower than now, as you'd still have to experiment on all the components to make a proper weapon. The AS complain that it was dumbed down, but this it because their lines of experimentation were reduced a lot, it has nothing to do with the system of core and appearance. (Currently they can experiment on protection and durability... and durability is known to be secondary, so there is nothing to "know" or "finetune" on the experimentation. Older armours had experimentation for encumberance, kinetic protection, energy protection, other kinds of protection... but, as said, this reduction of experimentation lines has nothing to do with the appearance system, so please don't mix these facts up, oki?)
Thus, with this adjustment, you would be able to have a lv. 54 DH17 carbine, if you want to. It would require similar ressources, but not the same, as for example an E11 Mk. II carbine. (Speak with armoursmiths, why some produce one kind of battle and not the other... because different kinds of battle armour still require different ressources for the appearance component. If they only have junk there, the armour will be a bit weaker...)
If you then still give the weapons a few individual properties, according to appearance (e.g. kinetic or energy damage, higher range on the DXR6, elemental damage on the laser, higher firing speed while having a negative on accuracy on the DH17 snubnose, etc... )you'll suddenly have a variety of weapons which make very much sense to be used at lv. 54+, have different requirements and are still a challenge for the WS to produce and have individual properties which make different weapons to be preferable in different situations.
Message Edited by Sylow on 09-30-2005 05:15 PM
Drakulos wrote:
I have the following Czerka that goes to 51 SAC with Power Up. It does the job. Backhand of Love
That is just begging for a Speed Slice....got mine down to 2.0 and 322 Base DPS
Tribones wrote:
TAfirehawk wrote:
Drakulos wrote:
I have the following Czerka that goes to 51 SAC with Power Up. It does the job. Backhand of Love
That is just begging for a Speed Slice....got mine down to 2.0 and 322 Base DPS![]()
I am curious, how are you getting damages this high, Gorax shards? i know not reinforced casings, as sets of 6 do not drop (not one person on intrepid has ever seen one anyway)
as a carbineer and weaponsmith, i'd love to know
Very, very, very expensive Gorax Shards
Tribones wrote:
also, those psg's are pretty sad, the ones i make are 2456 protection with 7200 condition... i know that really doesnt matter but i was just amazed at the difference.
Those PSG's are pre-CU and probably over 1 year old
TAfirehawk wrote:
Drakulos wrote:
I have the following Czerka that goes to 51 SAC with Power Up. It does the job. Backhand of Love
That is just begging for a Speed Slice....got mine down to 2.0 and 322 Base DPS![]()
I am curious, how are you getting damages this high, Gorax shards? i know not reinforced casings, as sets of 6 do not drop (not one person on intrepid has ever seen one anyway)
as a carbineer and weaponsmith, i'd love to know