Pistoleer Archive
Thread: FWG5s. why do these get so much love?
I agree that FWG5's are weak nowadays, in the age of high resist composite/buffs.
I have a prenerf krayt FWG5, 1.1 speed, 387 max damage (after slice, no powerup). With a powerup the max damage is 512.
However, I've never actually fired it, because a gun that good should only be used in PvP, and since everyone on Intrepidruns around in 80%+ base resist composite and buffs, there's no point in using an FWG5 on them.
When I finish getting speed tapes (or when they finally fix multi-skill mod tapes) I will use my 2.6 speed 334 max damage geo pistol. With a powerup that bad boy simply destroys people that don't have stun layered composite (though that's gettingrare).I have a screenshot of where I hit an Imp CMfor 700ish damage with last ditch (I think he was knocked down).
With people focusing on wearing 39% stun layer composite though, damage on geo pistols go down by 70%. ![]()
its the sme reason why i only use SR combat and republic pistols in pvp, instead of geonosians, because the caust of them + significant reduction of damage if somebody has a protection on their armor to it (yes i even said GEO pistols andI have several crafted ones too in my bad, as well as 100's of 30%+ damage sliced prenerf fwg5's) Id rather just use one of my bazillion 35% nonkrayt mod repubs or my +50/74/87/92/102 etc(all in my arsenal with 30% damage slices)damage sliced krayt republics and krayt mods. Essentialyl, the ultra expensive 600+ damage geo translates to a comparable damage against somebody who has good (exploited 90% all, 37% stun-dont kid yourselves, almost every single piece of this stuff is multiple sliced from anow patched exploit) armor, and I woudl rather not use my most expensive gun against such a target when one of my medium range pvp toys can deliver a very comparable punch. The only real benefits in these cases is that the geo's have much better range mods than the republics (exception being the overallrestricted range of use), and that doesnt justify anything.
In terms of PvE, for being up close and what notESPECIALLY if fighting unarmored stuff or stuff vuln to heat (*caugh a few specificthings on endor *cough)the prenerf FWG5's can be very effective. Thats the full extent of the use though. Most of mine were 1.8 speed 208 max as the base mods on most ofmy prenerf fwg5's. Krayt ones are absolutely useless, unless you'd rather sacrifice damage to be able to cap out on say last ditch (if your a smug/pistoleer) or what not, but this still does not make ANY positive difference for pvp. My 516 mod republic will always beat a 430 0.6 fwg5, Plain and simple. prenerf scatters on the other hand... are AP1 and have a significantly higher min damage also than any of the other "old" pistols and good range mods compared to the dx2 and republic, so the prenerfs, being about 1.8 speed adn 18x damage for the base mods on the better ones of the prenerfs, there IS a significant difference towards wanting to use those. Scatters still only need 1 krayt tissue also, but havign their damage dropped by 30 on teh base has significantly limited thier power from how they used to be. I have a friend who has a 0.2 425 krayt prenerf scatters (ap1)(pups on) which I would gladly take over several of my krayt republics if i could equip it....but the speed-damage diffeerence would still make no difference if i was a BH though, let aone a master pistoleer/bh pistol 4 because i would already be capping with a base speed one at that point, so then AGAIN, it would be useless i guess.....
They havent nerfed the gnorts since like july so I think were still pretty safe PvE wise even with these guns as thay are or even were in terms of PvE so dont worry guys, just get republics, dx2's, and Sr combats.
stealth mcownzjoo
valcyn
master pistoleer (3 times)
not all wook armor has fire vuln.
i have wook armor with 5% fire resist...amy not be much, but i dont have the +50% dmg for the vuln either, so it makes a big difference against fwg's and flamers