Commando Archive

Thread: A Question from a Weaponsmith

shutout
Wed Mar 10, 2004 6:54 pm
#14

soar, you might want to start making some heavy acid rifles. they're supposedly going to be fixed, so there might be an interest in them. also, heavy particle beam cannons and rocket launchers will probably never go out of style. i have crates of them sitting in my house, and i still use them to this day. others like lightning beam cannons and acid stream launchers are nice, but we get no extra accuracy for those like we do the HPBC and RL's. also, i'd assume that c12 frag grenades are in demand, as they're the easiest way for non-commandos to get combat xp. might be good for the hologrinders and such. especially with the bleed nerf.



--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
KeziEka
Wed Mar 10, 2004 7:05 pm
#15







I read over the patch release notes today and saw a few commmando nerfs in there like the fire blanket which could really knock commandos out of the PvP world.





lol.. I think we've already been knocked out of the PvP world.





-Kezi Eka
Master Commando
Apprentice Sharpshooter
Soar
Wed Mar 10, 2004 7:14 pm
#16

How does the acid rifle fix work?

I have some bad news on disposable heavy weapons though. The new crafting nerf effectively removes all extra experimentation points, meaning we only have enough to max out one aspect of the weapon with nothing left over. Damage and speed are coupled, so this is the one we usually max out for all weapons, but charges relate to a seperate aspect line. The old system left us a few points to put into charges after maxing out dam/spd but with the new system those points will be gone.

So as a result you can expect the charges to drop by about 2 to 4 points. I'm trying desperately to get skill tapes to counter this and should have the suit ready on time.

Also you will see changes across the board on all weapons. Current results from the test center have shown that even weapons made with the same resources as pre patch and maxing out the dmg/spd lines, as per pre-patch, are showing a decrease in power simple becuase of the new code being used. On top of both HAM and accuracy will get worse as those extra experimentation points will be gone.
Yrega
Wed Mar 10, 2004 8:12 pm
#17

Soar, maybe you can answer this question for me... What is the beam rifle? I saw it on a WS advertisement... it interested me, 3.x speed with 100-250dmg? I've never seen it before, im not sure if the dmg is correct but... can you tell me what profession it comes from?



Yrega Darkstrider

Master Commando

Teras Kasi Master



Yrega Darkstrider
Avatar Alliance
-Retired Tactical Commander of the old ERA-
Fighting for the return of Old School GCW PvP You Can Too
Soar
Wed Mar 10, 2004 8:23 pm
#18



Yrega wrote:
Soar, maybe you can answer this question for me... What is the beam rifle? I saw it on a WS advertisement... it interested me, 3.x speed with 100-250dmg? I've never seen it before, im not sure if the dmg is correct but... can you tell me what profession it comes from?
Yrega Darkstrider
Master Commando
Teras Kasi Master





I beleive it was a beta weapon but got axed, or replaced by the HAR. They can't be made now. I'm not sure if they still drop from loot.

There have also been reports of these coming out when WS try to make ASL. If so it is a bug.
Raptor2k1
Wed Mar 10, 2004 8:24 pm
#19

It was a beta commando weapon that was scrapped. No profession has the cert for it, and it's simply a useless weapon that was probably meant to be removed from the game.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


shutout
Thu Mar 11, 2004 4:42 pm
#20






Soar wrote:
How does the acid rifle fix work?

I have some bad news on disposable heavy weapons though. The new crafting nerf effectively removes all extra experimentation points, meaning we only have enough to max out one aspect of the weapon with nothing left over. Damage and speed are coupled, so this is the one we usually max out for all weapons, but charges relate to a seperate aspect line. The old system left us a few points to put into charges after maxing out dam/spd but with the new system those points will be gone.

So as a result you can expect the charges to drop by about 2 to 4 points. I'm trying desperately to get skill tapes to counter this and should have the suit ready on time.

Also you will see changes across the board on all weapons. Current results from the test center have shown that even weapons made with the same resources as pre patch and maxing out the dmg/spd lines, as per pre-patch, are showing a decrease in power simple becuase of the new code being used. On top of both HAM and accuracy will get worse as those extra experimentation points will be gone.




the acid rifle fix is works like this. say you are a weaponsmith, and you have so much for weapon experimentation. at master, you get more mods to weapon experimentation, giving you a full 10 points. now, imagine if your skill screen shows that you have weapon exp +80 and weapon exp +20. 2 separate lines of mods, and only being able to use 2 points. that's what we had for our heavy acid rifle mods. then, for publish 6, they took out all the extra mods we got, still making us no better than a novice commando. publish 7 is supposedly fixing these mod issues.


and yeah, i know all about the crafting nerf that's going on. saw the thread on the ahazi boards about the armorsmith's test results. pretty nasty stuff. that's why i'm saying craft some HAR's, HPBC's, RL's, and C12's now, so that you're not hurt when publish 7 goes live.





--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
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