Carbineer Archive
Thread: stocks and scopes
I've been grinding a lot of stuff for a while now, but I actually want to start making stuff that's somewhat decent. The problem is when it comes to making stocks for guns; I always get around 3% in all stats when I make them, and any time I try to experiment I fail. Is there any specific materials I should be looking for to make them with? A type of hard wood, or a specific metal?
Also, the same applies for scopes; I usually average about 3% in all stats on that one. There was a type of steel I used to use with them that gave a bit better for stats, but I can't find it at the moment.
Anyone have any recommendations for what resources I should look for?
When you make an item... look to the right... you will see a list. scroll down and you will see experimental ___________ and then some stats with percentages. (For example... Scopes are Overall Quality 100%)
Make sure all the resources you use in making the item are high in those stats... if a stat is not listed for an item it is ZERO!!!...
Now sometimes there will not be a match. Like Blaster Pistol Barrels use Conductivity 66% and overall quality 33% (take 66% of the conductivity of the resource and add it to 33% of the overall quantity to get a "number" you can use to rate the resource) A Blaster Pistol Barrel uses Gemstone. No gemstone you will find has any conductivity... so just use the resource with the best remaining stat.
This will get you higher base percentages.
As for the experimentation... you are out of luck until you spend points in the right most track (I forget the name) where you get more experimentation points.
Hey, thanks for the info. I was wondering if perhaps there was a particular type of resource people had been using to get good results for these items, but with the different servers and the constant shift it's hard to find even if you know what it is.
Still, I'll have to keep those conductivity stats in mind. I was always wondering how to calculate that. Thanks again.
well when you look at the stats each provide it does make sense
the weapon scope addes ranged bonuses and ham cost....so you may have a fwg5 with ranges of -3/+25/-50 and ham costs of 18/25/12 and wound of 20%ish.....those are from weapons ive made myself.....after adding a scope to it, and keep in mind i experiment on effeicency first, which lowers the ham costs thats added by the optional component, then after i experiement on the mainattribute, also keep in mind that the scope comes with some base bonus to the range....like maybe 3 to each range.....the last advanced scope i made came out to be +15 to each range, +17% to wound, and it only added 6 to each ham........so i mean look at it, you gotta give a little get a little sometimes.....in the scopes case your adding some ham for some range and some wound bonuses.
now as the statement about what do stocks have to do with damage? well stocks provide the user to have a better grip on the rifle type weapon there using and also acts a cushion to allow for a more powerful shot without causing the weapon users hands to fly over there sholder or slam back into the personknocking them down......now this along shouldallow for a weapon to become stronger by adding a stock to it........also keep in mind not all weapons can have stocks,so not everything gains from the use of the stock.
in a nutshell, adding these items to a weapon can make the"actual" skill needed touse them more, thus increasing there ham costs......examples, if you just pick up a gunand shoot you just point and shoot, but if youpick upa pistol with a scope, its gonna take alittle moretime and a little more skill to hold and aim the weapon........as well as if you pick up any weapon that has a stock attachedto it its gonna take a little more skill to know how to hold it.....if you picked up a uzi in real life,you would pick it up and spray a round of bullets at your target....but lets say you unfold the metal collapsible stock it has on it and you prop it against your shoulder.....its gonnaincrease your ability to steady youraim but transversly its gonna add to the time you initially have to set up your shot
PHYSICS =)
To me, the question isn't why stocks and scopes work the way that they do - the question is whether they really have enough of an effect to be worth the tradeoff. I think, especially in the case of stocks, most players would say that they aren't worth it.
Stocks raise EVERYTHING:
HAM, speed, damage, wound, ideal range... it raises them all. This is pretty sucky for carbineer only carbineers, but with the BH speed these rock, the added speed doesn't really matter.