Pistoleer Archive

Thread: FWG5 Update

DarkLurker
Tue Nov 04, 2003 3:41 am
#53

bah, im just getting around to using pistols with my second character and the first thing i hear is "incoming nerfs, stockpile weapons now!" I dont think the FWG is over powered or any other pistols for that matter, any non krayt weapons that is. The issues seems to be with uber enhanced krayt/nym weapons. In any game there are uber weapons in which you have to go out of your way to get it, and in SWG that would be krayt tissue weapons. So a few luckly people you managed to get really high quality tissues and a good slice have uber pistols. The devs now want to screw everyone else over? This just doesnt make sense. First the CH nerf announcement, then this and the experimentation nerf. stop nerfing everything and please fix stuff that needs fixing.



GTSimmo aka Elrohir
Sect of Ronins
PCBean
Tue Nov 04, 2003 5:47 am
#54

On a side note tho, with experimentation yields on test, vs. Live Darth_Llama wouldn't we lower experimentation than your saying? Well just plain lower everything almos

MmmTastyWaffles
Tue Nov 04, 2003 8:34 am
#55

First off, let me say that I don't know what was said after page one, because no matter what I do I can't switch pages in multi-page threads. Anyway, I'm just hoping that scatter pistols and, I suppose, launcher pistols should get a good boost if FWG5's are getting beaten with the nerf bat. As someone climbing the BH ladder, I'm kind of annoyed that I had to ditch my shiny new scatter pistol in favor of an FWG5 that I could've used BEFORE I went through the trouble of mastering marksman and scout. The FWG5 doesn't have to get worse, the scatter has to get better. Oh yeah, and investigation sucks, but that's probably 'as intended' anyway.
deadnewbie
Tue Nov 04, 2003 8:39 am
#56

Rumor has it the 4 weapons that were nerfed were scatters, FWG5, launcher pistols, and bowcaster. Nerfing the bowcaster is just cruel.




Imperial Minister of Information
deadnewbie
Tue Nov 04, 2003 8:52 am
#57

Hi, fellow rifleman here ....


Don't use the T21 unless you have to. It has atrocious HAM cost but the rationale is that it's AP3. Only pull out the T21 on targets that are medium/heavy armor. Lasers are your best bets for most situation.




Imperial Minister of Information
Bingchudie
Tue Nov 04, 2003 8:54 am
#58






Thunderheart wrote:


The short version:

This pistol and three other guns were fixed. The fix was that they could have two power supplies before, depending on the way its crafted. There were different rules that were stacking the modifiers. Those are all the details I have time for atm.




What other three.... ?


Man, I love the working as intended now (after 4 months) explaination!


I've always had middle of the road weapons anyway (don't own a Krayt Enhanced) so maybe I won't even notice a difference.



Ovid Delsis







* Ovid Delsis * Chilastra * Some Guy Who Runs Around & Does Stuff *

"I am no prophet and I don't know much about the meaning of birds" - Athena, the Odyssey GP
rogi
Tue Nov 04, 2003 9:03 am
#59

i dont get it.... why dont they just remove the drops of uber tissues. I guess thats to much work. No lets just nerf em all.
deadnewbie
Tue Nov 04, 2003 9:05 am
#60

How is anyone supposed to make an uber DX2 if the uber tissues don't drop?




Imperial Minister of Information
Stelonous
Tue Nov 04, 2003 9:15 am
#61

As I understand, the 1 power handler weapons are going to be nerfed.


Honestly, I can't say that I blame them... and I use my Launcher Pistol all the time. The current problem is that some pistols can achieve damage output levels that rival carbines. (And I'm talking both damage and speed)


Honestly, no pistol should out damage a carbine. What's the point to being a carbineer then?


For sake of argument, I have a fwg5, a DX2, and a launcher pistol that I use regularly.




Mecra Von'Stelonous
Arlya
Tue Nov 04, 2003 9:55 am
#62

The only thing I can say is that I wouldn't mind a nerf on the FWG5 (taking away the power handler) if the projectile feed mechanisms' bug would be FIXED. You cannot get above 50% damage on this component even if you are using 1000 quality resources. This has been a problem since BETA and still no responses on it anywhere, including the Weaponsmith forum, where it has been on our "top 5" list since the game was launched.




Y ARLYA Y
Master Weaponsmith - Gorath Server
Arlya's Arsenal (+350 -5500 South of Coronet's Starport)


Taewyn
Tue Nov 04, 2003 10:44 am
#63

This should make a big difference. The best Projectile Feed Mechs that can be made are topping out around 50% experimentation due to bugs when they should be hitting at least 80% with the materials that I have. This should boost the FWG5 by at least 20-25 max damage, possibly more. Also once this is fixed, the PFMs should actually add minimum damage (which they weren't previously). I still don't see them being quite as powerful as they currently are, but at least they'll be pretty close.


Yah, but have you read about the experimentation "fix", You will never be able to duplicate an "amazing" sucess again, unless you have 1000 in the needed stats.


Most crafters on the boards belive this new fix/nerf was due to a change in the code, where a 0 in one of the resources stats no longer equivellent to a null rating (IE so the weapon would only take into acount the stats the resource did have), Instead they are now equivellent to 0.


So, if you had a 7% success on live, after the patch that sucess will be 4%.


So even if feed mechanism's now do work, all weapons will be lower quality anyway, but these particular weapons will now be taking a double hit. Not only will they have thier power handlers removes, they will also suffer from the overall crafting nerf.





Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


Darth_Llama
Tue Nov 04, 2003 1:14 pm
#64







Philosopher1976 wrote:
I know that at this point, all of us are anxious to hear what the other pistols are that are getting nerfed. I'll be sure to pass that news along as soon as I find out.







There are only 3 weapons that this could be. Scatter Pistol, Launcher Pistol, and Wookie Bowcaster. I read through the 11-03-03 patch notes for Test Center, and I'm not quite so bothered by this change. I think it'll be less of a nerf than most are thinking.


I cut out some info that applies to the situation:






Thunderheart wrote:


Removed the blaster power handler requirement from the FWG pistol. Requiring two different power supplies was enabling these weapons to benefit from two separate power supply attribute crafting bonuses.






We knew this already, nothing new here.






Thunderheart wrote:


Fixed a problem with the crafting experimentation ranges on the projectile feed mechanisms being reduced in half.






This should make a big difference. The best Projectile Feed Mechs that can be made are topping out around 50% experimentation due to bugs when they should be hitting at least 80% with the materials that I have. This should boost the FWG5 by at least 20-25 max damage, possibly more. Also once this is fixed, the PFMs should actually add minimum damage (which they weren't previously). I still don't see them being quite as powerful as they currently are, but at least they'll be pretty close.






Thunderheart wrote:


Added a projectile feed mechanism enhancement loot item comparable to the Krayt tissue enhancement for blaster power handlers. Start looking.






Can't use Krayt tissue anymore? No problem. Between this and the PFM fix, we should start seeing more usable Striker and Tangle pistols too.




yay!
Kershakk
Tue Nov 04, 2003 3:22 pm
#65

Isn't it funny that instead of perhaps changing the maximum stats on a krayt tissue, they turn around and slam down multiple weapons schematics? This was not a bug from start, this is an anomaly YOU guys introduced by starting to bring in these stupidly overpowered components. Instead of removing things like +100 to +200 krayt tissue drops you instead turn around and call these weapon changes "fixes". Furthermore, in order to compensate you add even more stupidly high uber drops to feeds to compensate. This drives the crafting community further, and faster into camp fests and loot mania. Player driven economy goes out the door - hello again to the old style loot driven economy.


With all due respect, even if you read this Mr Thunderheart - your people really need a proper schooling into how to compensate for your own mistakes. You are ruining player driven crafting at every turn by compounding insult after injury, driving the ability to make good guns down, and forcing loot fests to occur, which was what I thought was a great idea in moving *away* from and what drew me to SWG. You wanted to throw a bone to combat classes and crafting classes by throwing out there uber loot components. That hurt, but that was something you could deal with. Then you make these loot items stupidly powerful and if anyone paid attention up there you'd notice the potential for these super high FWG5's you see rolling around. Then on the basis of these stupidly high FWG5s you ruin not only the BASE FWG5 - which was a very nicely balanced weapon - but every other weapon that happened to share this anomaly. And my main stickler here is the ganking of the bowcaster, which I have dedicated much time and effort to developing the best I can. My best caster sits at 142-288/5.2 Energy, no AP. Is that really that rude a weapon? Base FWG5, 62-209/1.8 Heat, no AP. Is that really that powerful a gun? These are the BASE stats. You screwed things over by introducing stupidly high krayt tissues. And instead of attending that, now you add in probably more stupidly high feed enhancers. You're trying to swat a fly on a window with a brick.


No one likes to lose numbers. For example, if you had a choice between doubling the HAMs of every creature, or halving the damage of all weapons, you can bet that the latter will be screamed and shouted at, but not as much furor will occur if the former took place. Heck you've been increasing creature difficulty steadily since launch - you don't see hundreds of posts about it. Yet the net effect is mostly the same. Why? Because ... people ... don't ... like .... to .... look .... like ......they ...... are .... being .... nerfed. Ask yourselves - why are you removing these double feeds? Really? I'll bet my last credit it's due to these uber high loots. These are the things to address. Or give something in return before you take it away.


Curb your people's crazy ideas on loots before you turn around and smack down weapons that without these crazy loots would never have been a problem. The +30 to + 50 krayts are a nice addition ... it's these +100 to +200 that are totally out of proportion. You are addressing the wrong thing. To stop those stupidly high FWG5s you are ruining what is a nicely balanced base pistol! And pulling in with it the scatters, the launchers, the poor, poor bowcaster into it's wake. Look at the base stats of these weapons. Are they that overpowered? Hrm? I don't think so. So to curb the small percentage of people who happen to do nothing but camp Krayts all day and make 500-700 max damage FWG5s you decided to kick those who don't, or can't?


Anyway - I might have ranted for nothing if the feed mechanism (advanced and BASE) was properly tinkered with. But I somehow doubt it will suddenly net an extra 40 damage max, 20 to min and cut the speed by 0.4. At least that will maintain the status quo ... and be a soother ... but I don't see adv. feeds going to +20/+80/-0.8 which is what it would require.


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