Rifleman Archive

Thread: T21/Resources post-patch

Kjeldor33
Tue Sep 09, 2003 3:52 pm
#27

Ya, the OQ on the ore isnt the highest, but im pretty sure its the only ore thats spawned, so everyone is using it. After a slice and powerup, the stats arent bad:

4.8spd, 171-410dmg....got a 24% damage slice, was hoping for speed, but i guess ill have to deal. Also threw on a 33% speed and 16% min powerup. So i guess i cant complain.



Kjeldor
Master Architect/Novice Pistoleer of Lowca
Kjeldor Av'Hato
Retired Master Smuggler/BH of Valcyn
Caylie_Deathwalker
Tue Sep 09, 2003 4:05 pm
#28

I believe Starsider is still devoid of T21s... sad really...


I cant wait til I can buy one, even if they are nerfed to hell and my laser rifle is a better deal... I just finally want to be seen carrying around a rifle thats bigger than me. I will pull it out at parties and Rebel Staff meetings to impress my friends... Maybe it will make a good hat-rack at home or something...


--Caylie

csmithgo
Wed Sep 10, 2003 11:05 am
#29

all this T21 talk is making me quite jealous. For whatever reason, still no proper resources on intrepid. Even if they have been nerfed, be nice to have the option.




Soller
Wed Sep 10, 2003 11:27 am
#30

actually intrepid got the resources a couple days ago, but they are selling for outrageous Prices (150k+ for em, and as of right now on 1 weapon smith who stockpiled the resources to make em)


Stats on the ones he's making are


111-292


-70/-2/10


38/32/68


8.1spd


24.8% wc

SocialConformer
Wed Sep 10, 2003 2:28 pm
#31

Ouch...that HAM, lol


Good reason for it to be long delay, heal some of that woundage back





Denzien, Bria server
Artisan 3/0/0/4 Scout 4/0/4/2
Brawler 4/0/0/0 Smuggler 1/0/1/0
Marksman 4/4/0/4 Rifleman 4/1/3/3

Zamook
Wed Sep 10, 2003 4:22 pm
#32

My pre-nerf T21: 9.2 delay, 224-598 damage, 23/35/64 ham (damage sliced)


I have over 8 post-nerf T21's most of them loook like this (fear of them runnning out of resources):


7.1 Delay, 133-334 damage, 25/35/73 ham


Trying to get one made with Krayt Dragon tissues as well, will post stats when done.


Zamook - Naritus

Vopn
Wed Sep 10, 2003 4:47 pm
#33

Don't forget to powerup the T-21.


I got a weaponsmith to do some experimentation and make a +32% max damage, +16% mind HAM powerup, and then purchased an entire factory run of 100. I have a post patch sliced T-21 that has the following stats with this PU installed:


Damage: 123-514


HAM: ?/?/ 60


speed 8.2


It makes a big difference. I paid almost as much for the PU shipment as for the gun, but it is worth it. Also remember that having the PU address the larger numbers make them more cost effective. +32% to T-21 max damage results in a much greater change (over 100 damage) than the same% change to the Laser Rifles' min damage. (3-5 points)


I have also used a speed/mind PU, but the damage is a much nicer effect.




------------------------------------------------------

Vopn Hermadur
Master Rifleman - Teras Kasi Master

"The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
TristanSim
Thu Sep 11, 2003 1:09 pm
#34

There's no T21s on Tarquinas yet, but I'm ok with that. They'll be here eventually. I'm just hoping they don't suck when they get here.

from what Draconicius said, the postNerf T21s will be very good if the weaponsmiths can get the advanced powerhandlers stacking correctly.

So, instead of including our T21 issues in our notes, why not lend our support to the Weaponsmith forum, show them that it's important to their customers that this bug get fizxed, show the Devs how many people it's effecting, maybe we can get some of the other combat proffessions to join us too. That way it's not just the riflemen saying "make our gun better" it's all the ranged professions saying "fix this important weaponsmith bug"


I'm going to head over there right now.
Draconicius
Fri Sep 12, 2003 12:42 am
#35

This is EXTREMELY important to remember or be made aware of.


Currently ANY weapon using advanced power handlers will only take ONE of the handlers into account.


Example ... old t-21 285 max damage (with 10 power handlers of 9/19 = 90min damage 190max damagevariance)


NEW t-21 with TEN advanced powerhandlers (19/39 -.39 = 190min damage 390max damageVariance) and my max damage is ONLY 305. If the handlers worked right these advanced t-21's would be the BEST rifle (in terms of damage/AR IMHO) available.Essentially the Advanced t-21s should be doing about 200 MORE points of max damage.



With the advanced handlers it SHOULD be an additional 200 points to max damage there for making the weapon stronger than a laser with a better AR.


This has been /bugged by many smiths and is brought up on the weaponsmith boards. SO ... in light of that... think of ANY weapon using Advanced Power Handlers as bugged ( IE ANYTHING that uses more than 1 power handler) . To my knowledge it is ONLY the advanced handlers that do this on weapons that need more than one power handler.



To add to this ... I just got royally screwed on a laser rifle using Advanced Powerhandlers AND enhanced by Krayt skins. Guess what... only ONE handler/skin was taken into effect thereby dropping my damage by 140 points. (ADV/ENhanced power handlers were made at 16-69 -.69)



Please be aware of this and try and get it fixed. The weaponsmiths are also working on this problem as well.




Kai's Sunderies
Kauri Server
Naboo -5731 6811 Nearest to Theed. Stop by take a load off and shop a little.
AI till I die.
Perks
Fri Sep 12, 2003 10:50 am
#36

No T21's on STARSIDER since day 1 either...



Capt. Perks Darksun
Master Rifleman/Master Combat Medic
smoothhawk21
Fri Sep 12, 2003 12:43 pm
#37

My T21 is pre-nerf and does 221-595 damage with attack spd 9.1 and wound chance 30%. it's at 600 durability and it's my baby i dont know what i would do if i lost it. i have desroyed several other rifles during repair and use powerups and special shots. I haven't seen a post nerf yet but i've heard they sucked. oh well such is Sony though





Jeral Kaide
Rebel Lt. Colonel
awentwor
Fri Sep 12, 2003 4:29 pm
#38

Let's take a look at something. Everyone is screaming about the T21 (prior to nerf) unbalancing the game. I'm sorry... but the most damage I've seen ready through threads on the T21 is 600 damage. Has anyone looked at the commando's flame thrower in comparrison? Maybe it can't hit for 3k damage on a headshot like the rifleman can, but the damage on a flamethrower is continuous and results in massive wound damage. Why don't we just suggest to the Dev's that they nerf all advanced weapons in the game?




Kypp Darksider
|| Teras Kasi Master || Swordsman || Doctor ||

Junchoon
Fri Sep 12, 2003 8:29 pm
#39

(jacks in)


I've been looking for a replacement: Since in the recent spawn some of the master uber god weaponsmith types (Y've got 'em on all servers) ... have my deposit for replacement T-21's ('ve put 70k credits out x 3 in 3 directions)


All of them hoarded ore till they ran out of one or more component.


Currently, I'm told by all 3:


If you want the shiznat T-21, you need 900+ OQ Ironulum Reactive Gas as one of the components.


These weaponsmiths are the ones responsible for post-patch-nerf-nerf-patch 200-800 T-21's in the 6.2-6.7 range. Though I think the ?/?/M was like 121 for mind.


Damage: 168-459 Wound Percentage 27.4% chance Delay 6.3 (sliced about 25%) 41/ 31/71


But what hurts me I think is the quality is only 884 max. Which means, I'm losing a point of quality every other special I use... So I've got about a week left of gun.


Luckily I can get in there and make decent cash on my days off. (When I can spend 6 - 8 hrs vegging in front of a comp)


Thoguh I wonder what's up with Irolunum Reactive Gas. methane Reactive Gas has better statistics. The one guy I spoke with about this for a while shrugged and didn't know either.


Enh. I'm not a weaponsmith.


-Junchoon ODK


Rifleman Squad Leader Medic Psychopath


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