Pistoleer Archive

Thread: FWG5 Update

Philosopher1976
Mon Nov 03, 2003 11:37 am
#1

In my "Status Update" post, I mentioned that the #1 priority right now is getting the FWG5 un-nerfed. I don't have access to the Correspondents Forum yet, but I made a long post about the FWG5 here:


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=781121


Then when Thunderheart posted about experimentation, I posted a reply telling him to read that thread and tell us what's up about the FWG5.


His response? He will respond to the FWG5 issue "At some point this week." You can read it for yourself here:


http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=32084


So at least we know we have the Devs' attention. I've done what I can to present our concerns.






Samra Hael
Master Pistoleer • Expert Bounty Hunter
KOTOR • Scylla


Strikke
Mon Nov 03, 2003 11:48 am
#2

While you have their attention, can you find out where the heck the fix for the Republic Blaster certification is? As far as I know, it hasbeen broken since June.




Bloodfin: Dakkor Lightrunner - Adventurer - (Here, There, Everywhere)

Starsider: Heph Starstrider - Master Weaponsmith : Fencer - (Location Classified)

Philosopher1976
Mon Nov 03, 2003 11:56 am
#3






Strikke wrote:
While you have their attention, can you find out where the heck the fix for the Republic Blaster certification is? As far as I know, it hasbeen broken since June.




It's definitely on the list. We've mentioned it in the last several Reports.


Right now, as I said, I don't have much access to the Devs. I can just do the same thing you guys can do -- reply on their threads and send them PMs.


As soon as I can, I'll post a thread on Correspondent Forums with all of our concerns.






Samra Hael
Master Pistoleer • Expert Bounty Hunter
KOTOR • Scylla


nolan007
Mon Nov 03, 2003 3:39 pm
#4


The FWG5 isn't the problem... it's the uber Krayt tissue drops (>+30).





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Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

Philosopher1976
Mon Nov 03, 2003 3:40 pm
#5






nolan007 wrote:


The FWG5 isn't the problem... it's the uber Krayt tissue drops (>+30).







Right. That was the point I made to the Devs. Nerfing the FWG5 won't solve that problem.





Samra Hael
Master Pistoleer • Expert Bounty Hunter
KOTOR • Scylla


EasyMcRhinopants
Mon Nov 03, 2003 4:47 pm
#6

I'm not gonna be overwhelmed at what Thunderheart's response will be. Since he doesn't actually know about the change himself, and is merely a conduit (and a new one at that).


His response to the general issue with crafting experimentation was 'isn't it supposed to work that way?' when the change is pretty glaring to crafters.


However, good job on making the FWG a blip on his radar.

Uulonze
Mon Nov 03, 2003 4:52 pm
#7

Imo FWG 5 should fall below the DX2 indamage and spd since DX2 is exclusive to pistoleer and needed 4 PH to make. Would you rather they fix the range on pistol which is 50/50 at 64M range than fix the weapon itself ? Pistol has never intented tobe 50/50 at 64M and out damage rifle and carbine tho.


FWG5 at it current standing is way overpower for it class (novice box 4). This just merely a correction.

DiLune
Mon Nov 03, 2003 4:55 pm
#8

But its not a correction. There are other pistols that use the Power Handler which will be quite powerful as well...more powerful than the DX2 still. For example the Scout Blaster. Perhaps the Power 5 even (not much done with that gun but if it has the PH then watch out.)
jedihealer
Mon Nov 03, 2003 5:02 pm
#9

the fwg does not need to be nerfed. The krayt tissue does. A krayt fwg with a damage of 50-560 or whatever it was should not have a higher damage than a rifle. as a pistoleer myself i still feel that a pistol should not have one shot damage higher than a rifle or a carbine. those are bigger guns. the thing that should allow us to equal said damage is our speed.


I think they really need to start worrying about our status shots and skill shots and getting us an elite gun rather then this paltry damage argument, even though I am slightly in favor.

aorin
Mon Nov 03, 2003 5:12 pm
#10

Removed the blaster power handler requirement from the FWG pistol. Requiring two different power supplies was enabling these weapons to benefit from two separate power supply attribute crafting bonuses.



How the **edit** they can justify nerfing us, without **edit**ing fixing our god **edit** broken dx2 pistol first...is **edit**ing beyond me...jesus christ I am pissed.
DiLune
Mon Nov 03, 2003 5:39 pm
#11

Well, here's an update to the update then. Look at the patch notes for TC.TH goes over the FWG5 "correction." It isn't a bug apparently. On the plus side they are going to have a powerful projectile feed mechanism you can add to it, similar to the Krayt Tissue. But he gave no more info on that than the teaser. Looks like we are stuck with it for the time being.
Dinian
Mon Nov 03, 2003 5:39 pm
#12

Yup they basically nerfed the FWG and put the "working as intended" sign up.


This is of course without answering any of the troubling questions about pistol balance. Time to stockpile FWGs...




Dinian :: Master Swordsman - Teräs Käsi Master - Force Adept
Retired producer of fine weapons for Kong Technologies
Philosopher1976
Mon Nov 03, 2003 6:26 pm
#13






DiLune wrote:
Well, here's an update to the update then. Look at the patch notes for TC.TH goes over the FWG5 "correction." It isn't a bug apparently. On the plus side they are going to have a powerful projectile feed mechanism you can add to it, similar to the Krayt Tissue. But he gave no more info on that than the teaser. Looks like we are stuck with it for the time being.




Man, this really sucks. I still don't have access to Correspondent forums, and have received no response from Thunderheart or the other Devs to my FWG5 posts besides the patch notes.


It looks like there is nothing I can do about our exciting new"improved defenses" either. Other professions are already saying that they make us "overpowered" and are calling for a nerf,when all the tests I've done indicate that none of the defenses do much at all. I'd rather not have Dodge at all than have a fancy looking +105 Dodge modifier that allows me to dodge once an hour.


I guess I shouldn't be too surprised. This is similar to the treatment we've always gotten from the Devs.






Samra Hael
Master Pistoleer • Expert Bounty Hunter
KOTOR • Scylla


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