Droid Engineer Archive
Thread: Outrage
RylanStorm
Mon Feb 16, 2004 10:56 am
#27
The main problem that instigated the FWG5/Scatter/Launcher nerf was enhanced weapons and the answer they came up with was blitzing the handler or the feed mech out of the schematic. As a master weaponsmith you'll have seen the posts on the forum at the time.
Obviously they felt that the gun itself was still overpowered because this nerf effects the basic gun rather then krayt. There was never anything to indicate that this was the case back then which is why I don't think it was a smart move but looks like they weren't getting them out of the game fast enough.
I guess SOE thought that nerfing the schematic was enough but decay isnt fast enough, and with the onset of 95% effective weapon repair kits it was made even worse.
FWG5 overpowered? Its a heat damage weapon made worthless by anybody wearing composite armor, overpowered? lol!
Congratulations on forgetting that only about 5% of the playerbase actively engages in PvP.For PvE it was a very good weapon prior to the nerf which is why I was getting about a dozen e-mails every day asking me if I had any pre-nerf guns in stock.
It's also why they sold for 100k last week and why the ones that are left now are being sold for 500k or more on Eclipse.
What it boils down to though is how it's been stated. A small minority of weaponsmiths prepared by making crates and crates of the old schematic and they were able to sell the pre-nerf guns whilst the newer FWG5 didnt sell very well. So they gouged by upping the prices.
monkeycrash4
Tue Mar 30, 2004 7:23 pm
#28
well where the hell is it!!!! they f#$k up the one thing is our tree that works and you smile and talk about templates and prices
well no is the time screem and shout. put painc shot back now stop nerfing us now
we want panic shot back now. we want it now now now now
IceMonkey05
Tue Mar 30, 2004 7:35 pm
#30
I THINK, according to the last line, he wants panic shot back.
Shadowmant
Tue Mar 30, 2004 7:39 pm
#31
Shhhh, quite. If your too loud the Dev's will nerf slicing on us. shhhhhhh
JawaJoey2
Tue Mar 30, 2004 11:40 pm
#32
Icemonkey- I think you're right. Somewhere in there is something about panic shot, the rest is indeciferable.
Tonteth
Tue Mar 30, 2004 11:44 pm
#33
Wait, what happened to panic shot? I use my tk skills to much, what did they nerf about panic shot this time?
EnderUK
Wed Mar 31, 2004 4:50 am
#34
/agree
Out Rage on both PANIC SHOT and SPICE
Given up on pistols for a while, grinding TKA xp atm. Once I've finished that I'll go back to pistoIeer Iguess. Would be nice if I had Panic shot the way it was with this combat rebalance, I'd go up the rest of Gunfighter alot quick.
I'm sorry devs if I have offended you guys with my OUTRAGE please don't nerf me more 
bpphantom
Wed Mar 31, 2004 8:13 am
#35
In fact I have no real problem with the way Panic Shot is working.
I LB someone, PS and still have time to get in a couple LD or2 bleeds and some BS3's It's all good.
Shrendyc
Wed Mar 31, 2004 9:23 am
#36
bpphantom, why 2 bleed? I didn't think that they stacked anymore...is it for the initial damage done with the shot? Please edumacate me!
TheSmokey
Wed Mar 31, 2004 9:26 am
#37
I've been doing a lot of unarmed grinding, getting up to TK Novice, but last night I had to pull out the pistol when I started to get overwhelmed. Did a Low Blow, then Panic Shot. Then I started spamming Body Shot2. On the first hit, the mob did get up, and I fully expected it to start chasing me. It didn't. It stood there taking the shots for a good 4 or 5 seconds before it charged me. By that time, it was nearly dead and got dropped about 24m from me. I thought maybe it was a one time thing, but I tried it a few more times, and it worked the same way. Maybe the mob AI was really stupid, but this nerf didn't crank me as bad as I was expecting.
bpphantom
Wed Mar 31, 2004 9:49 am
#38
Shrendyc wrote:
bpphantom, why 2 bleed? I didn't think that they stacked anymore...is it for the initial damage done with the shot? Please edumacate me!
I drop a Health Shot 1 followed by a 2 on the mob partially because they actually hit the intended pool now.
Since they "patched" bleeds I'm getting the usual 1/5 of the initial damage = the bleed damage (1000 point hit = a 200 point bleed). I'm also still getting the stacking. Double bleeds land and I see two numbers coming off each time it ticks, (unless I actually miss, specials don't prevent the bleed).
JacobKell
Wed Mar 31, 2004 10:44 am
#39
bpphantom wrote:
Shrendyc wrote:
bpphantom, why 2 bleed? I didn't think that they stacked anymore...is it for the initial damage done with the shot? Please edumacate me!
I drop a Health Shot 1 followed by a 2 on the mob partially because they actually hit the intended pool now.
Since they "patched" bleeds I'm getting the usual 1/5 of the initial damage = the bleed damage (1000 point hit = a 200 point bleed). I'm also still getting the stacking. Double bleeds land and I see two numbers coming off each time it ticks, (unless I actually miss, specials don't prevent the bleed).
Well if the health shot stack was still working,it wont now once a dev reads this!
Wait,hang on a sec my mistake...
Forgetting the Devs dont actually read the smugglers forum so we should be fine![]()