Pistoleer Archive

Thread: Guide to Enhanced Pistols

Jibbrish
Thu Jun 10, 2004 4:59 am
#27

Great post!




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Will_The_Zabrak
Thu Jun 10, 2004 5:54 am
#28

Very informative post!


Question: Which of the above items are enhancements, and which replace a component altogether (for instance, is the Jabba theme park pistol barrel a barrel enhancement, or an actual barrel that replaces the need for a crafted barrel)?


This difference was noted by a crafter who posted, and it isn't completely clear to me which of the pistol loot drops you've listed are enhancements vs. replacements.


Thanks again for the information! I'm going Droideka hunting.



W'll Zor the Trandoshan (Retired)
WerrtZer
Thu Jun 10, 2004 8:55 am
#29






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.




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Javac
Thu Jun 10, 2004 9:52 am
#30

Thanks for the info, I've corrected the Geo and added the DE-10.



Calis Exud - Droid Engineer Extrodianre - Retired
Vorc
Thu Jun 10, 2004 11:29 am
#31

Javac,


I will endeavor to post the stats of some of my component partswhen I get home for reference sake. Resources vary from server to server so this will only serve as a reference point.


It seems that are are a lot of questions about scopes. I will see if I can help clear the air.


Scopes can be looted or crafted.


As a matter of practice, I put a +14 ideal range accuracy, 0/0/0 HAM (crafted) scope on every weapon that can take one (most weapons do accept a scope).


The looted scopes (themeparks) offer a much better range modifier at the cost of high ham (28/28/28 of the top of my head, I could be mistaken).


Also, some of my customers request crafted scopes with high accuracy regardless of HAM costs. This is very usefull in pvp vs defense stackers, especially if you fight buffed. This mirrors the practice of putting stocks on rifles/carbines (which also add a lot of ham cost) to increase damage and accuracy.


Due to a display bug with factory made weapons, scopes will not visually appear on most guns (unless they are hand made). The best way to tell is by looking at the accuracy modifiers.


Vorc

Master Weaponsmith, Kettemoor


Randonb
Fri Jun 11, 2004 12:27 am
#32

Thanks Javac. This was so awesome, that I added it to the Links to Pistoleer Threads thread. :grin:





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Will_The_Zabrak
Fri Jun 11, 2004 9:15 am
#33

As far as we're concerned, geo cubes are only good for geo sonic pistols, correct? And that being so, we should go for yellow (or maybe red for lower HAM?)


Thanks.



W'll Zor the Trandoshan (Retired)
Javac
Fri Jun 11, 2004 9:55 am
#34

Far as pistols go, yea.

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.



Calis Exud - Droid Engineer Extrodianre - Retired
Zabrekk
Sat Jul 17, 2004 5:50 pm
#35

bumparoo



Zabrekk
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DevilsAdvocate
Sun Jul 18, 2004 11:19 pm
#36

Great Post thanks
Manusara
Tue Jul 20, 2004 4:42 am
#37

Quality post. Thanks.



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Javac
Tue Jul 20, 2004 6:28 am
#38

Thanks for the props guys ... now if only we could get some specials and the DE-10 fixed.



Calis Exud - Droid Engineer Extrodianre - Retired
futuramafan
Fri Aug 20, 2004 8:05 pm
#39

is that a typo, or do scatters actually require a power handler and a projectile barrel?

its in both categories and i suppose it makes sense, just double checking though
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