Pistoleer Archive

Thread: FWG5 Update

Fosterkenobi
Tue Nov 04, 2003 4:44 pm
#66

SO can anyone answer me


What happens now to the guns that some of us have worked and spent lots and lots of money getting


will they be pre nerf fwgs


or are they going to be changed in the patch.


If its the later I expect at least 80% of the pistoleer community to dissapear and proberly with it there accounts






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oulad
Tue Nov 04, 2003 5:11 pm
#67

They wont change the ones that are out there now. So stock up this week.



Torgo Ecry
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deadnewbie
Tue Nov 04, 2003 5:52 pm
#68




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 isn't a nerf. Those schematics were bugged. Blaster power handlers are for beam type weapons. Feeder mechs are for projectile weapons. Weapons are either beam types or projectiles. They can't be both.




Imperial Minister of Information
KandiDain
Tue Nov 04, 2003 5:55 pm
#69






oulad wrote:
They wont change the ones that are out there now. So stock up this week.




I have 50



Kandi Dain
Starsider
Tsunami87
Tue Nov 04, 2003 8:14 pm
#70

Make DX2 more powerful....


Don't nerf FWG5....





Tsu - Master Squad Leader

Dragonian
Wed Nov 05, 2003 10:46 am
#71

I don't there is any way to nerf pre-patch FWG's so that's not gonna happen



-----
Oovik Nokook (Master Armorsmith, Master Artisan) at your service
Vosrid
Wed Nov 05, 2003 1:51 pm
#72

I have a krayt dragonFWG5 that is sliced and has464 base dmg. I spent quite a bit of time getting the tissue do to the fact thatI do not have an at-st and my best pet is a cowardly gurreck. Most of that time was running back out to the spawn after I had died. I have dropped as many as 20 krayts without having any tissue drop at all. I do not see where the problem was with this weapon, the problem is with needing 5 tissues to do the same to the DX2. I have never got more than 4 exp. tissues when they dropped so you could never boost aDX2 the same as a FWG5.


It should also be noted that I do not hunt krayts no more because I got tired of an imp guilding showing up with a dozen or more at-st and stealing my spawn.

Darth_Llama
Thu Nov 06, 2003 1:56 pm
#73






PCBean wrote:

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





Actually, from what I understand to be the changes on test, experimentation yields higher results when higher quality materials are used. The "bug" is that currently you can achieve the same % increase through a success when building with low qualitymaterials aswhen usinghigh quality materials. Experimentation should now scale based on material quality rather than the fixed 7% increases that we are used to.


Essentially, with weapons that require very low quality materials (T-21 is a great example) Weaponsmiths won't be able to dump points into damage/speed then cap out after5-6points with extra to use to reduce HAM or increase range/durability.


The opposite is that when making something that can use fairly high quality materials (Scout blaster is a very good example) where it would already take 9-10 points to max damage, this shouldn't change.


My other toon is a Master Smuggler/Pistoleer, so I will feel this FWG5 fix/nerf with everyone else if it's bad. I just don't think it's going to be as bad as everyone is making it out to be. I am abit more concerned with the crafting changes that you mentioned though, but it they come out the way I think they will, it won't be quite as bad.




yay!
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