Carbineer Archive

Thread: stocks and scopes

RNK
Mon Jul 28, 2003 7:07 am
#1

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?




***Jozu Methusela. Master Weaponsmith. Mastered Carbineer, now onto Teras Kasi Artist.***
Grimoire
Mon Jul 28, 2003 8:08 am
#2

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.

Noghri_hunter29
Mon Jul 28, 2003 8:27 am
#3

I don't thinkI have made over a 9% rifle stock item. That's with a 994 shock resistance metal and a 700 shock resistance hard wood. I think is another component that has wiggy expiremental values, like the projectile blaster pistol and rifle heads



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Timkatt
Mon Jul 28, 2003 1:04 pm
#4

My problem with stocks has always been the wood, i've yet to find a wood on naboo that has a shock resist over 500.



Bexley
Lowca
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Weaponsmith
Pistoleer
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RNK
Mon Jul 28, 2003 1:10 pm
#5

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.




***Jozu Methusela. Master Weaponsmith. Mastered Carbineer, now onto Teras Kasi Artist.***
JerryA92782
Tue Jul 29, 2003 12:42 am
#6

I have managed to make a 20%+ rifle stock using experimentation. You really have to find the right materials. I came across some really awesome aluminum and chemicals last week and I was making spectacular power-ups even without experimentation. Unfortunately, both resources have dried up so I am back to searching for uber-resources again.



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bobalonius
Tue Oct 07, 2003 9:35 am
#7

Why does adding an optional stock and/or scope to a weapon massively increase the HAM penalties? You would think that if anything these should decrease them. Since when does having a good stock or scope make a weapon harder to use? These items ought to have little, if anyeffect on damage, and help accuracy and ham bonuses. At least thats how i see it.



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meet interesting people,
and kill them.



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Master Artisan,
Master Merchant,
Former Master Rifleman,
Former Master Droid Engineer,
Former Master Entertainer,
Former Master Musician,
Former Master Marksman,
Former Master Commando


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Zerocool01
Tue Oct 07, 2003 6:38 pm
#8

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 =)

Kershakk
Tue Oct 07, 2003 7:29 pm
#9

An interesting explanation - and makes sense - saving that by that assertion I feel a stock should work off the damage stats of the weapon it is being added to, and not an absolute. By that I mean say an advanced stock is adding +30 to max and min - that'll be a 15% increase on maximum damage on a rifle whose base damage is 200, but only a 7% increase on a rifle with base damage of nearing 400.
Deregen
Tue Oct 07, 2003 7:50 pm
#10

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.




Trace Silverhawk ~ Smuggler & RSF Ace Pilot
(Elder Weaponsmith)

Darice Starshadow ~ Elder Shipwright
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bobalonius
Wed Oct 15, 2003 8:22 am
#11

Actually a stock adds support, which does not increase the maximum ammount of damage the weapon is capable of, it increases the odds of hitting the target, and decreases the time needed to reaquire your target after firing due to better control of the weapon. While this increases your ability to do damage to your target, it does not increase the weapons overall power. If you've ever fired a weapon with a folding or collapsable stock you will have noticed that it requires less skill and effort to fire the weapon more accurately when using the stock than when not using it. And as far as scopes are concerned, using a scope should mainly add time as a penalty, as its easier initially to acquire your target using open sights. At least thats my experience with them, butI dont use scopes often. I was trained with open sights and findI am more comfortable with them.



Go to exotic places,
meet interesting people,
and kill them.



Master Weaponsmith,
Master Artisan,
Master Merchant,
Former Master Rifleman,
Former Master Droid Engineer,
Former Master Entertainer,
Former Master Musician,
Former Master Marksman,
Former Master Commando


Semper Fidelis
TrassNimode
Thu Jan 29, 2004 4:05 pm
#12

Scopes raise HAM cost by one point, but betters wound chance and accuracy. One point of HAM is barely anything. An extra 4% wound and +12 MORE ideal accuracy is worth it. Put these on all your weapons.

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.




Vane-Bothan Master Carbineer-Radaint.
Tyler-"And why would anybody want this $hit job?"
Jack-"Because it affords him other interesting opportunities."
Tyler-"Like splicing single frames of porno into family films."
Jack-"No one knows they saw it, but they all did."
Tyler-"A nice big c0ck..."
wilibus
Thu Jan 29, 2004 4:39 pm
#13

When you say Scopes add speed what exaclty do you mean? Makes them faster or slower, does it increase the number as in a determent to the overal weapon speed








Lawke Eislen | Carbine Extraordinaire | Imperial Pilot Ace
Avaris Eislen | Procurer of Combat Fashions | Kintan, Naboo

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