Pistoleer Archive
Thread: Guide to Enhanced Pistols
Javac wrote:
Okay, I think I've made it a bit more clear on the enhancements vs replacements. Let me know if there's anything else to change.
You've made an error on the amount of power handlers (and thus enhancers) needed for the Geo Sonic pistol.
It requires 4 identical handlers. Also it can be scoped. You mention that scopes aren't worth the HAM? Well crafted scopes add only 1/1/1 to HAM and can add +12 or more to ideal range and about +2 to wound. They can be used on every pistol except for the Tangle. However only certain scopes will actually show up on the finished weapon: they are on there and the mod affects the weapon but they simply aren't visible.
DE-10 for those who asked, needs 2+1 tissues/high-energy capacitors. No other loot enhancements can be used. It also requires a looted barrel which may or may not have hidden stats (this is a bone of contention right now). Basically this gun is a pain in the 4$$ for WS to make (see the link in my sig to find out why).
Also some people have been asking about combining projectile feed mech enhancers and krayt tissue: if you recall the FWG5 nerf many months back, this is exactly what was nerfed since the FW, Scatter, and Launcher were drawing power from 2 sources, and were also being doubly enhanced leading to insanely overpowered weapons.
Personally, I'd go for Yellow (damage) or Green (condition) unless the Reds are on the high end since the condition on Geos is generally pretty low.