Pistoleer Archive

Thread: Question for Pistoleers (Badger) about this pistol...

_Emperors_Hand_
Tue Jul 05, 2005 10:40 am
#1

Here it is:


DL44 XT (with Krayt tissue)


Damage: 293-834

Speed: 2.01

SAC: 73


How would I go about pup'ing and slicing? I was thinking a damage pup and a speed slice. Stupid idea? Way to go?


Help me please!!! Thanks in advance!



“I aim to misbehave.”
_Emperors_Hand_
Tue Jul 05, 2005 1:39 pm
#2

Badger- What about this one?



DL44 XT


Max Damage: 825


Speed: 2.16


SAC: 66


Is this pistol better than the other one? A little slower and a little less dmg, but a reasonably better SAC.......





“I aim to misbehave.”
BadgerSmaker
Tue Jul 05, 2005 10:57 pm
#3

Thats more like it.


When I have guns made I make sure they are 65 SAC, then put the rest into damage.


Speed isn't an issue for me as I use adrenal boost all the time.





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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
BadgerSmaker
Wed Jul 06, 2005 12:28 am
#4

You can go for the 60% customisation on damage, thats the8% damage slice.


You need to get the illegal core booster from Tier 4/5 black sun missions (drop rate seems to be 1 in 1000).


Then you can get 20% speed and 20% critical.


Critical doesn't seem to work at all though... doing more testing on that.


Nice gun though, would have been nice if the weaponsmith could have got 65 SAC.




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0110101101111001011110111101001000101011
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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
_Emperors_Hand_
Wed Jul 06, 2005 4:46 pm
#5






BadgerSmaker wrote:

Thats more like it.


When I have guns made I make sure they are 65 SAC, then put the rest into damage.


Speed isn't an issue for me as I use adrenal boost all the time.


Here's an example...





How do you get that accuracy bonus? The ones I showed you had like 1 for a bonus.....



“I aim to misbehave.”
16BitHero
Wed Jul 06, 2005 10:28 pm
#6

Well I go for speed before anything else, those are nice guns but too slow for me



Psyrick Topher


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~SONL~~






Smuggler


Cpl_Fisher
Thu Jul 07, 2005 1:02 am
#7






BadgerSmaker wrote:





_Emperors_Hand_ wrote:

How do you get that accuracy bonus? The ones I showed you had like 1 for a bonus.....





Isn't the +17 Accuracy bonus part of the Featherweight FWG5 schematic?








yes it is





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CaixCatab
Thu Jul 07, 2005 2:46 am
#8

I thought +15 pistol accuracy (A skill mod) was part of the schematic, while pre-CU stocks provided the +17 bonus?





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_Emperors_Hand_
Thu Jul 07, 2005 5:40 am
#9


weird.....I was looking at the DL44 XT anyway, but both of them had a +1 accuracy mod. Maybe the FWG5 wasn't "Featherweight"??? Dunno.....



does the DL come with the mod also?






“I aim to misbehave.”
HardwiredXMan
Thu Jul 07, 2005 9:29 am
#10

The featherweights are the only ones to come with the +15 accuracy mod. Any other weapons I make only get the accuracy bonus when I put a stock on them. Stocks add accuracy and wound but increases the speed of the weapon.


As for the a weapon with 2.15 speed, that is not that slow at all. When you get speed around that value, your speed skill mods will drop that by a whole lot and considerin that no matter how fast a weapon is, the warmup and cooldown timers will limit it to a certain speed.


As for getting sac on weapons to 65 damage with high damage and low speed. It just ain't possible to get all three like that because each component used in the making of weapons will increased one of the stats significantly. The best a 12pt smith can do is get 2 of the 3 to good levels. to get thereally great guns (the kind I call the elite weapons), you have to have perfect resources, have FS crafting lines, craft in a research city, use crafting foods, use the best crafting tools and stations (not necessary but rumored to help) and have 12pts of experiementation. Last thing is have a bit of luck to get nothing but amazing successes....it's rare but possible. I've done it, but it took 30+ minutes to do...lol


For SAC, with the recent changes to Action cost and the use of action cost reducing speeds, getting sac lower than 75 is not such a big deal anymore. One thing that everyone should be doing is using SAC powerups because a 14pt artisan can make them with little to no penalty on your accuracy. I love it when I make those nice powerups where my weapon suffers no penalty. When using SAC powerups on pistols with a nice accuracy mod, you get the lowest sac possible while getting no penalty to accuracy. Since you can drage powerups to weapons during combat and they have 500 uses....it's worth building a weapon with 99 sac and put all the experiement points in damage and speed. Then slap a 30% SAC powerup on it and you end up with a sac cost in the high 60's. But the big thing is you end up with over 900 damage and under 2.0 speed.


For those that don't know, it takes making most if not all your components low on sac cost and experiement the final weapon on sac as well to get SAC in the lower 70's and 60's. When that's done, you have no points left over to increase damage or lower speed. SAC experimentation takes too many skill points. for example, I sometimes have to spend 7 or 8 skill points just to get SAC in the 70's......I have great resources (all stats in the high 800's low 900's)....but not uber resources on some stuff. Rhodium steel has always been terrible on my server and therefore pistol barrels and rifle barrels suck big time.


So you have to look at your servers resources as well and that will let you know how well WS's can make guns. I can't wait until a nice rhodium steel spawn comes around.


Just remember these things when you guys start looking for guns. I just hate to see the uber guns be looked at as if they are the standard that all weaponsmiths can make.
BadgerSmaker
Thu Jul 07, 2005 11:02 am
#11

Nice post...


For me, SAC has to be 65 as I use Adrenal Boost all the time so I can pup to 45 SAC which lets me spam damage shots for a long time.


So I'll have a weaponsmith hit the SAC cap, then slice for extra damage. Speed isn't a problem with Adrenal Boost.





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0100010101011011110110101001100100110110
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0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
HoxStarclipper
Thu Jul 07, 2005 11:09 am
#12




BadgerSmaker wrote:

Thats more like it.


When I have guns made I make sure they are 65 SAC, then put the rest into damage.


Speed isn't an issue for me as I use adrenal boost all the time.


Here's an example...




Damn Nice SAC!!!



Here is mine...Do you have any suggestions as to what a good direction to consider would be for a slice? The damage and SAC is capped...Does critical only work for BH's?



I also have a FWG-5 with almost the same exact stats



Heart

Message Edited by HoxStarclipper on 07-07-2005 02:15 PM



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Shall be my brother
BadgerSmaker
Thu Jul 07, 2005 11:17 am
#13

Hold off on slicing it just yet, there are some bugs with Damage and Critical slicing that need to be addressed first.



1101000001100110111110111110010010010010
0100010101011011110110101001100100110110
1010101000011110100100001000001000100101
0011001100001100110111010101010011010000
0111100000010111111101110100101101000011
0110101101111001011110111101001000101011
0010100110100000010111010001101110011000
1011111100111011110011001111100110100100
"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
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