Pistoleer Archive
Thread: Why not just cap fwg damage at a certain number?
seems like a good idea to me, nerf the people that skew the curve dont move the whole curve downwards because of the select few that have these weapons. To bad the devs cant figure out how to make a DPS monitoring program, run it a while then cap a guns damage at an acceptable uppper limit. But I'm probably wrong, they are the smart ones (they collect my $15 every month) and I am the illiterate and ignorant type (I still pay them $15 a month) Anyways wake me up a few mins before the plane crashes so I can eat some more peanuts and drink a small bottle of over priced cheap scotch, It always good to get your monies worth right before the end ![]()
There is an implicit cap on the max damage any weapon can be crafted at. This would get added to the theoretical max damage of each subcomponent (power handler, pistol barrel, projectile feed). This is what you would get if a master weaponsmith made the weapon and has absolutely perfect resources.
But any kind of enhancers (like a krayt tissue), just stacks on top of this no matter what.
Well, if there was a hard cap, then all the effort that a smith might go through to incorporate enhancers, or adv components, or whatever, would just be wasted.
A better solution, if you wanted to eliminate uber weapons, would be to limit the strength of krayt tissue and legendary components Then all the various enhancement mechanisms would still be available, but no gun would get to outrageous stats.
However, a lot of people have request phat loot. And the devs have interpreted this to mean "outrageous stats".
As far as I can see, the issue wasn't with the power or current FWG5s. The issue was that they wereadding enhancers for the Projectile Feed Mech (that probably should have been in the game long ago) and weapons like the FWG5/scatter/launcher would be able to be enhanced twice with very high end enhancements.
If these new enhancements are as close to Krayt tissuestats as the patch notes indicate then you could possible have two +200 enhancements going into the same pistol. That would have been overpowered and that is probably what the Devs are trying to avoid.
Fleiwia wrote:
Another fix would be for them to step in and take a look at the mined resources currently out there. Then scale back resources so there arent so many really great ones out there.
trust me, there isnt, the best we can hope for is OQ on materials for an FWG5, it requires iron and steel, both poor on conductivity. Youre suggestinga global nerf doing this (including medicines) and noone felt a 200pt damage fwg5 was over powered. Your suggestion is actually a bigger nerf than removing a power handler. As it is a DX2 is only marginally good and thats with very high quality platenite copper and titanium aluminum w/ only moderate conductivity and high OQ. I havent seen speed get below 2.4 w/o a slice or powerup or some other enhancers. Do you really want to have a 2.8 or 3.0 speed DX2?
The real crux is that they are increasing the stats of the uber loot and lowering the stats on the std issue to compensate. All this does is create a bigger gap between average and uber so that all you have to do is sign up for imperial, use a credit dupe exploit to buy faction points, get yourself a couple at-st, andloot farm krayt canyon all day. With this further gap you dont need any skill to win pvp, you just need to cheat yourself into some at-st's because once you have them, you can get just about any looted item without any difficulty at all. Its become UO (big surprise there, werent these the guys fired from UO?), nolonger will skill be required, just an issue of having different items.
If they are _really_ concerned about high damage weapons the simple answer is stop making +202 -2.02 and better tissues.
Well, at least we're all in agreement that the developers are dumb ![]()
Llama, i think you're probably right. Someone at SOE sat down, decided to make a really uber projectile feed enhancer (not this weenie +20 BS), and realized that 4 weapons would get really scary if they combined them.
- I like the idea of having a better projectile enhancer, to give the tangle and striker pistols a little love.
- I agree that having TWO DIFFERENT sources for +200 enhancers on a weapon is bad news.
- What I DON'T like is that the effect on the BASIC FWG, which means the scout blaster again becomes the most popular weapon.
Yeah but thats not the SOE way
Instead of taking a little bit at a time SOE removes a large chunk and puts back what is necessary.
I think the major issue is not the dmg and spd of the FWG but the use of Krayt tissues that makes the uber ones. I'm not sure why they just cant remove the ability to add the krayt tissues or make adding the tissue less effective. Seems like any easy solution to me.
EasyMcRhinopants wrote:
Well, at least we're all in agreement that the developers are dumb
Llama, i think you're probably right. Someone at SOE sat down, decided to make a really uber projectile feed enhancer (not this weenie +20 BS), and realized that 4 weapons would get really scary if they combined them.
- I like the idea of having a better projectile enhancer, to give the tangle and striker pistols a little love.
- I agree that having TWO DIFFERENT sources for +200 enhancers on a weapon is bad news.
- What I DON'T like is that the effect on the BASIC FWG, which means the scout blaster again becomes the most popular weapon.
point 3 could EASILY be fixed if they just raised the base stats by 20pts min damage, 30pts max damage, and speed by -0.3. That would eliminate the issues from #2 and solve the potential problem of #3.