Pistoleer Archive

Thread: Are all DX2s like this?

BZebub
Thu May 06, 2004 6:01 pm
#14

SR combat pistols just never seem to get as good as a republic blaster.
Kevie
Thu May 06, 2004 8:48 pm
#15

there are several problems with the SR Combat pistols though


the hard cap range of 48m,
i've never seen one unsliced faster than 3.1 speed
the damage is just under par with most republic blasters


the only thing it really has going for it is AP1 and decent accuracy over the republic blaster
and it's just a cool looking pistol


but it has too many shortcomings to be very useful





Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

SolarusArc
Fri May 07, 2004 12:41 am
#16

My alternate character isa Master Weaponsmith and I've been doing some playing around with the SR Combat pistol. I always thought these were crap but I was pleasantly surprised by some of the stats, especially when you add a good quality scope to them (not to mention the gun looks incredible with a scope on it). Mine is sliced and I think it's 2.4 speed and 180 something max damage with AP1 on it. Not too bad. I'll post the HAM costs to it later when I am on.






0010111010110100100010001
0101110010111100011001010
1001010011110001001010000
1000011110101110001111101
0001101101000000010101110
1110000101011111111010111
0101010Kypek Streen000011
000110010000010110110111
1100101000-VA-1001100100
0111100000000000111110001
1111010010110110001100110
0101011001000011001110000


Tyyylowyspetily
Fri May 07, 2004 12:52 am
#17






SolarusArc wrote:
My alternate character isa Master Weaponsmith and I've been doing some playing around with the SR Combat pistol. I always thought these were crap but I was pleasantly surprised by some of the stats, especially when you add a good quality scope to them (not to mention the gun looks incredible with a scope on it). Mine is sliced and I think it's 2.4 speed and 180 something max damage with AP1 on it. Not too bad. I'll post the HAM costs to it later when I am on.






SR Combat PIstols are pretty good. If I remember correctly, they have relatively small damage ranges which reduces the effect of ranged damage mitigation. Out of curiosity, what was the minimum damage on that weapon?



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

SolarusArc
Fri May 07, 2004 4:40 am
#18






Tyyylowyspetily wrote:





SolarusArc wrote:
My alternate character isa Master Weaponsmith and I've been doing some playing around with the SR Combat pistol. I always thought these were crap but I was pleasantly surprised by some of the stats, especially when you add a good quality scope to them (not to mention the gun looks incredible with a scope on it). Mine is sliced and I think it's 2.4 speed and 180 something max damage with AP1 on it. Not too bad. I'll post the HAM costs to it later when I am on.






SR Combat PIstols are pretty good. If I remember correctly, they have relatively small damage ranges which reduces the effect of ranged damage mitigation. Out of curiosity, what was the minimum damage on that weapon?




It's in the high 90's so for damage mitigation, I guess it's not a bad weapon. One of the problems we have on Kettemoor with the SR is that the resources you need to make them are all crap right now. You know you are in trouble when your CD and OQ on the major resource needed only adds up to 1200. The scope really helps the ideal range out a lot for this weapon, of course you have to give up HAM to use the scope. I think the wound % on my SR Combat with a scope is like 39% or something crazy like that.


Speaking of Wound %, does Wound % effect the secondary stats or is there some other purpose for this? I figure this is more of a PvP type of stat to look at when you are selecting a weapon, right?










0010111010110100100010001
0101110010111100011001010
1001010011110001001010000
1000011110101110001111101
0001101101000000010101110
1110000101011111111010111
0101010Kypek Streen000011
000110010000010110110111
1100101000-VA-1001100100
0111100000000000111110001
1111010010110110001100110
0101011001000011001110000


Tyyylowyspetily
Fri May 07, 2004 3:03 pm
#19






SolarusArc wrote:





Tyyylowyspetily wrote:





SolarusArc wrote:
My alternate character isa Master Weaponsmith and I've been doing some playing around with the SR Combat pistol. I always thought these were crap but I was pleasantly surprised by some of the stats, especially when you add a good quality scope to them (not to mention the gun looks incredible with a scope on it). Mine is sliced and I think it's 2.4 speed and 180 something max damage with AP1 on it. Not too bad. I'll post the HAM costs to it later when I am on.






SR Combat PIstols are pretty good. If I remember correctly, they have relatively small damage ranges which reduces the effect of ranged damage mitigation. Out of curiosity, what was the minimum damage on that weapon?




It's in the high 90's so for damage mitigation, I guess it's not a bad weapon. One of the problems we have on Kettemoor with the SR is that the resources you need to make them are all crap right now. You know you are in trouble when your CD and OQ on the major resource needed only adds up to 1200. The scope really helps the ideal range out a lot for this weapon, of course you have to give up HAM to use the scope. I think the wound % on my SR Combat with a scope is like 39% or something crazy like that.


Speaking of Wound %, does Wound % effect the secondary stats or is there some other purpose for this? I figure this is more of a PvP type of stat to look at when you are selecting a weapon, right?










The addition of a scope does not neccesarily have to add to the HAM figures, but there are a few factors which come into play. It's been a while since I was a crafter type, so if I get a small portion of this wrong, I won't be offended if someone corrects. To make a common weapon scope, you need to have a non ferrous material, a petrochem, and some crystals. OQ is the only thing that matters. If you can find a weaponsmith with a couple of skill tapes, it is possible to add 12% to the ideal range, and, if I remember correctly, about 8% to the wound chance without increasing the HAM's at all.10% is possible without tapes.The best I ever managed with an advanced scope which is much more specific in it's requirements, was to add 13% to the ideal, which added 1 to all HAM values. I couldn't get the results higher than that,asI had no skill tapes and some of the materials were only in the low 900's with the stats that mattered.Very few weaponsmiths bother with this, but if you pay attention to the normal range mods, you will spot it immediately. If you find a weaponsmith doing this, that is the guy to stick with. As far as wound chance goes, that is a desireable stat on any weapon if my hunch is correct. I've never come across hard fact to confirm this, so if anyone knows for 100% certain, please speak up, but my own experience with wound chance suggests that a higher wound chance results in a better chance for a "critical hit". Those shots that seem to do double damage on occasion just seem to happen more often when I use a high wound chance pistol.




Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

SolarusArc
Sun May 09, 2004 11:15 am
#20

Thanks for the info. I'll play around with the scopes some once I get some more gemstones.






0010111010110100100010001
0101110010111100011001010
1001010011110001001010000
1000011110101110001111101
0001101101000000010101110
1110000101011111111010111
0101010Kypek Streen000011
000110010000010110110111
1100101000-VA-1001100100
0111100000000000111110001
1111010010110110001100110
0101011001000011001110000


Tyyylowyspetily
Sun May 09, 2004 11:54 am
#21






SolarusArc wrote:
Thanks for the info. I'll play around with the scopes some once I get some more gemstones.





No problem, happy to be able to help out. A little off topic for pistols, but I never did find good enough wood to see if stocks could be made at zero HAM. That might be worth investigating as well.



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

Maloo_koh_Takant
Sun May 09, 2004 8:19 pm
#22

Here are the stats on my DX2

Dam 102-159
Speed 2.1
HAM 22/40/14

it's been sliced but i don't recall which attribute. This is a very old Dx2. I dunno if they changed the stats or not but that doesn't seem lke very nasty HAM costs to me
Tyyylowyspetily
Mon May 10, 2004 8:00 am
#23






Maloo_koh_Takant wrote:
Here are the stats on my DX2

Dam 102-159
Speed 2.1
HAM 22/40/14

it's been sliced but i don't recall which attribute. This is a very old Dx2. I dunno if they changed the stats or not but that doesn't seem lke very nasty HAM costs to me





Hehe, not that many usually look beyond damage, speed, and HAM's, but there is a very easy way to see whether or not your DX2 is new, or old... the range mods. If the thing looks like it couldn't be used to hit the broad side of a Thune, it's an old pistol.



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

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