Pistoleer Archive

Thread: Has anyone here suggested that if they're going to nerf the FWG5, they fix the DX2 first?

Starraider
Wed Nov 05, 2003 2:11 pm
#1

What about the SRCombat pistol think I have seen one of those on a vendor on Ahazi since release. Nobody ever makes those and they have armor piercing I believe.



Virzot Yssossk
TKM/Commando
Ahazi
Philosopher1976
Wed Nov 05, 2003 2:31 pm
#2

Guys I have done my best to let the Devs know that the DX2 doesn't work ... in every post I've made about the FWG5, either on public forums or on Correspondent forums, I've let people know that the reason Pistoleers were stuck using the FWG5 is because the DX2 is a piece of crap.


Unfortunately I don't think we're high on their priority list, at the moment. I'm doing whatever I can to get their attention.






Samra Hael
Master Pistoleer • Expert Bounty Hunter
KOTOR • Scylla


VolstedGridban
Wed Nov 05, 2003 2:43 pm
#3

To make the AP of the DX2 work, the Devs would either have to do one of two things:

1) Remove the Acid "Vulnerability" that is prevalent on so many critters

2) Make Vulnerabilities work in a manner consistent with what logic and reason would suggest from the definition of the word "Vulnerability".

'cause right now, Vulnerabilities work in a manner entirely inconsistent with what you would expect given the definition of the word. And that's most likely why the DX2 seems to not have AP.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
Bolanos
Wed Nov 05, 2003 3:01 pm
#4






VolstedGridban wrote:
To make the AP of the DX2 work, the Devs would either have to do one of two things:

1) Remove the Acid "Vulnerability" that is prevalent on so many critters

2) Make Vulnerabilities work in a manner consistent with what logic and reason would suggest from the definition of the word "Vulnerability".

'cause right now, Vulnerabilities work in a manner entirely inconsistent with what you would expect given the definition of the word. And that's most likely why the DX2 seems to not have AP.



Why? Isn't the 150 MAX damage enough of a low blow for you? perhaps if they change vulnerabilities then they should change the ap on the T21 to 1 instead of 3? You are a rifleman right? Doesn't feel good right? isn't it enough that you can already shoot your best special faster then we can but now you have to look for another way to hurt our already crapy weapon? I"m really getting tired of this kind of post's.
Grunzer
Wed Nov 05, 2003 3:02 pm
#5

To make the AP of the DX2 work, the Devs would either have to do one of two things:

1) Remove the Acid "Vulnerability" that is prevalent on so many critters

2) Make Vulnerabilities work in a manner consistent with what logic and reason would suggest from the definition of the word "Vulnerability".

'cause right now, Vulnerabilities work in a manner entirely inconsistent with what you would expect given the definition of the word. And that's most likely why the DX2 seems to not have AP.




That's completely non-sensical, the scatter pistol works, and is Acid. I see now why the guy who suggested this got very little support. Most people don't understand the pistoleer profession as well as a Retiring BH does. (sigh)






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Spike7913
Wed Nov 05, 2003 4:35 pm
#6

if there is no armor why should there be an armor piercing boost?



this makes perfect sense to me




Skippy

yup, back to oasis



Alessandra
Wed Nov 05, 2003 4:35 pm
#7

We do talk about the DX2 quite a lot and yes, it would make a lot of sense to buff it up a bit, if they are nerfing the FWG5. I fear this isn't going to happen though, and the best we can hope for is the addition of new weapons sometime in the future (probably far, far away).

Re: SR Pistol, I have a Krayt one that's at 235 damage 1.9 speed or something like that. It is a useful pistol to carry around, but for some strange reason I can't comprehend, the max range is limited to 48meters. So really, basically I pull it out whenever I'm fighting something that armored and less resistant to energy compared to acid. If it's vulnerable to energy, my scout is the better choice.





Alessandra Viel
Master Gunfighter on Eclipse

SilvanSWG
Wed Nov 05, 2003 5:03 pm
#8

Im not a frequent of the pistoleer forum until i just drew my first halo which told me to be guess what.. a Pistoleer! This was my #1 choice if I were to pick it, I expect to really enjoy myself with this new profession. I also dont disagree or agree with the change but I do believe it was not intentional to have blaster power in a projectile gun. That part from a weaponsmiths point of view was always obvious.


The projectile gun 'fix' is not just to the FWG5, its to all the projectile weapons (Scatter, Launcher and Striker included)which incorrectly allowed a blaster power to be added in addition to the projectile feed (which is the intended power source of a projectile weapon). The effect was to double up on the power and overpower the weapon, literally. Blaster barrels, Blaster Power go in blaster weapons - Projectile Barrels, Projectile Feeds go in Projectile weapons.


Ill also share with you that FWG5, Scatter and Launcher have been the top selling guns since the first few weeks of the game. Ive been a weaponsmith since the start. These guns were/are overpowered. It was a mistake they should have rectified in the first week. Not waited until everyone got used to them and allowed weaponsmiths like myself to be capable of stockpiling them.


Doest mean that the change is good but I wanted to point out that is was certainly in line with the way the design of the projectile weapons were intended. Who knows maybe they recognized the bug in the projectile feed (still bugged) and placed the blaster power there intentionally as a counter meausure because the job to fix the feeder code was too large?


Silva Dor'Dali
Master Weaponsmith, RAID
RAID General Store (My Home)
Anchorhead Tatooine (-200, -5100)

VolstedGridban
Wed Nov 05, 2003 6:05 pm
#9



Bolanos wrote:
Why? Isn't the 150 MAX damage enough of a low blow for you? perhaps if they change vulnerabilities then they should change the ap on the T21 to 1 instead of 3? You are a rifleman right? Doesn't feel good right? isn't it enough that you can already shoot your best special faster then we can but now you have to look for another way to hurt our already crapy weapon? I"m really getting tired of this kind of post's.




You misunderstand my post. Let me try to clear things up.

Vulnerabilities in SWG work counter-intuitively to how any reasonable person would expect them to work based on the definition of the word.

When you shoot something that has an Armor Rating higher or lower than the Armor Piercing Rating of your weapon, you gain either an AP Bonus or an AP Penalty. The larger the difference, the greater the Bonus or Penalty.

When you shoot a critter that has a Vulnerability to the type of damage you're using, the Armor Piercing Penalty is negated. So if you're shooting an Ancient Bull Rancor (an AR3 critter) with an AP0 weapon that does a type of damage the Rancor is vulnerable to, you will not get the (extremely severe) penalty for using an AP0 weapon against an AR3 critter. The only thing that will matter are the resists.

And that's pretty cool, yes? Seems logical? Critter is vulnerable to the damage type, so the armor is negated? Makes perfect sense.

Unfortunately, any Armor Piercing Bonus you might get is also negated. If I whip out my Big-Ass(tm) T21, which packs enough Armor Piercing power to shoot through schools, and shoot a critter that's AR0 but is vulnerable to Energy, I lose all of the (rather substantial) Armor Piercing Bonus. It's as though the critter I'm shooting suddenly developed Heavy armor.

I am (perhaps erroneously) assuming that this is the affliction suffered by DX2 pistols, since a lot of critters are vulnerable to acid. If you find a critter that's NOT vulnerable to acid (and to be vulnerable, it just has to list the damage type under the "Vulnerable" heading when you examine the critter), you should get an AP1 damage bonus vs. that critter. But if you shoot a critter that's vulnerable to acid (and there are numerous critters that are vulnerable to acid, including every Womp Rat in the game), you lose the AP bonus you should be getting.

Because, in SWG, the word "vulnerable" means "resistant".

Now someone else mentioned that Scatter Pistols (also Acid) don't have this problem. I'd be interested in getting more data to check that and verify it. It could very well be that I'm 100% wrong about this.

But even so, my original post was not meant as a dig at Pistoleers. The idea that a "vulnerable" critter would actually take less damage from high AP weapons than a non-vulnerable critter is just silly, and I'd bet a shiny new nickel that making less critters vulnerable to acid OR making Vulnerabilities in the game work in a sensible, logical way would clear up a lot of the AP problems you guys are having with the DX2.



Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999
Grunzer
Thu Nov 06, 2003 1:34 am
#10

It seems only logical that you guys would want the DX2 fixed before they nerf the FWG5's. Has anyone talked with Thunderheart about this?



ABout the fact that it takes 4 power handlers as opposed to 1 for the scatter, that the DX2 is less accurate, and slower in speed, and that AR doesn't work?






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Bolanos
Thu Nov 06, 2003 1:35 am
#11

I did, however, my post never got much support, so I guess not many people wanted that change
Grunzer
Thu Nov 06, 2003 1:45 am
#12

That's a shame, because it'll be easier to get them to fix the DX2, than to Un-nerf the FWG5.



Especially when you use the argument that they will be taking away the Pistoleers ability to Compete, since their Profession specific Pistol cannot and does not compete with the Scatter, OR the FWG5.






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Grunzer
Thu Nov 06, 2003 1:49 am
#13

Oh, and yeah, since they won't give you the speed mods, why not just ask them to make the DX2 quicker.






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