Shipwright Archive

Thread: Input from shipwrights on top 2 bugs April 2005

Subcriminal
Thu Apr 07, 2005 7:20 am
#27

Not sure if this is considered a bug, but with REing weapons we can mix ion cannons, disruptors, and blasters toegther into a single weapon- meanwhile we cannot craft weapon hybrids by hand. It seems very unbalanced to me that you can get a gun with the best armor/shield effectiveness ratings merged into one and your weapon has no weakness against anything. If this was an oversight, then I think REing weapons should be limited to their particular weapon type as well as RE level.
Sar-larid
Thu Apr 07, 2005 9:00 pm
#28



"If you'd like to see the issue with the bugged "no graphic" guns put in, I'll need the following.






1. Loot name of bugged guns


2. Stats + re' level


3.effect (no graphics, no fire)


We need to find out if there is anything consistent about the bugged ones."






You are aware we have 2 threads listing every looted gun in the game, their effects, etc.?


From "Guide to Looted Gun Effects"(http://forums.station.sony.com/swg/board/message?board.id=profshipwright&message.id=16338):


"Bugged/No Graphics:
Rendili "Prototype X" Disruptor, level 9
Sienar Fleet Systems "Elite Ops" Blaster, level 9
Riiz Combine "Slammer" Cannon, level 9
(Unknown Manufacturer) "Rayslinger" Blaster, level 10
Sienar Design Systems Experimental "Secret Ops" Blaster, level 10"


Those guns have no graphic and do not fire.


Besides those, last I checked, the Gyrhil 72 Twin Auto-Blasters(Level 8), the Borstel RG9 Laser Cannon(Level 9), the Gyrhil R-9X Laser Cannon(Level 10), and the Sienar Fleet Systems L-s7.2(Level 10)DO function, but have no gun graphic displayed on the M22-T "Krayt" Gunship.


When a gun works but without it's cannon graphic, the blast either comes straight out of the dead center of the ship, or if other guns WITH graphics are mounted, the blast originates from all the other cannons at once.


Also, I'd add to the RE naming bugs the fact that a shipwright is not even offered thechance to name a component on the last charge of a Component Analysis Tool, when the tool destroys itself.



Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
Subcriminal
Fri Apr 08, 2005 4:40 am
#29






Sar-larid wrote:






IIscandar wrote:





Subcriminal wrote:

Not sure if this is considered a bug, but with REing weapons we can mix ion cannons, disruptors, and blasters toegther into a single weapon- meanwhile we cannot craft weapon hybrids by hand. It seems very unbalanced to me that you can get a gun with the best armor/shield effectiveness ratings merged into one and your weapon has no weakness against anything. If this was an oversight, then I think REing weapons should be limited to their particular weapon type as well as RE level.






That'll be going in the issues post.







Why? That's what RE is all about; mixing stats that do not occur naturally together.


Is there an issue with low-mass/high-armor Armor Plates being reverse engineered together?





Because they're DIFFERENT weapons alltogether that shouldn't be mergeable in the first place. Ion canon is not = to disruptor and vice versa. If you want something that does damage of both you have to buy a blaster, but at the penalty of it having average impact over both armor and shield- it is that way for the sake of balance, is it not? Being able to mergethe high armor effectiveness of a disruptor with the high shield busting of an ion cannon without any penalty is a way to sneak around weapon balance and, IMHO, is a cheat. They shouldn't be mergable. REing weapons should be restrited to their individual weapon type: blasters merge with blasters, ions merge with ions, disruptors merge with disruptors- none of this mixing business.


This is quite the same as being able to merge a spacebomb with a proton, you think that's fair too?

Message Edited by Subcriminal on 04-08-2005 07:46 AM

Sar-larid
Fri Apr 08, 2005 5:08 am
#30


"Being able to mergethe high armor effectiveness of a disruptor with the high shield busting of an ion cannon without any penalty is a way to sneak around weapon balance and, IMHO, is a cheat."


Then the whole Reverse Engineering process is a cheat. It's ALL about getting bonuses all over than can't be achieved any other way.




Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
IIscandar
Fri Apr 08, 2005 7:40 am
#31






Sar-larid wrote:



"If you'd like to see the issue with the bugged "no graphic" guns put in, I'll need the following.






1. Loot name of bugged guns


2. Stats + re' level


3.effect (no graphics, no fire)


We need to find out if there is anything consistent about the bugged ones."






You are aware we have 2 threads listing every looted gun in the game, their effects, etc.?


From "Guide to Looted Gun Effects"(http://forums.station.sony.com/swg/board/message?board.id=profshipwright&message.id=16338):


"Bugged/No Graphics:
Rendili "Prototype X" Disruptor, level 9
Sienar Fleet Systems "Elite Ops" Blaster, level 9
Riiz Combine "Slammer" Cannon, level 9
(Unknown Manufacturer) "Rayslinger" Blaster, level 10
Sienar Design Systems Experimental "Secret Ops" Blaster, level 10"


Those guns have no graphic and do not fire.


Besides those, last I checked, the Gyrhil 72 Twin Auto-Blasters(Level 8), the Borstel RG9 Laser Cannon(Level 9), the Gyrhil R-9X Laser Cannon(Level 10), and the Sienar Fleet Systems L-s7.2(Level 10)DO function, but have no gun graphic displayed on the M22-T "Krayt" Gunship.


When a gun works but without it's cannon graphic, the blast either comes straight out of the dead center of the ship, or if other guns WITH graphics are mounted, the blast originates from all the other cannons at once.


Also, I'd add to the RE naming bugs the fact that a shipwright is not even offered thechance to name a component on the last charge of a Component Analysis Tool, when the tool destroys itself.






Thanks for pointing to the info.
Sar-larid
Fri Apr 08, 2005 10:56 am
#32


Another bug with RE is that the Reactor Energy Drain of a component takes best stat from a collection of components you're reverse engineering, but it does NOT get the % boost after it's combined(even though it says it does in the RE window, examining the product shows it clearly didn't happen).



Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
FriedSquid
Fri Apr 08, 2005 11:16 am
#33

RE'ing gives on experience. I consider this a bug.






It's all gone. And so am I.


Merrybelle
Fri Apr 08, 2005 11:20 am
#34






Sar-larid wrote:


Another bug with RE is that the Reactor Energy Drain of a component takes best stat from a collection of components you're reverse engineering, but it does NOT get the % boost after it's combined(even though it says it does in the RE window, examining the product shows it clearly didn't happen).




I can confirm this Reactor Energy Drain bug in RE. The % bonusdoes show in the RE window, however that bonus does NOT get applied to the final component. It only keeps the lowest reactor drain number from all the parts put into the RE tool.




Lara- Croft

Master Merchant, Master Architect, Master Shipwright, Ace Freelance Pilot
Mining Outpost, Dantooine - Tempest
Imaridril
Fri Apr 08, 2005 1:21 pm
#35






IIscandar wrote:





Sar-larid wrote:



"If you'd like to see the issue with the bugged "no graphic" guns put in, I'll need the following.






1. Loot name of bugged guns


2. Stats + re' level


3.effect (no graphics, no fire)


We need to find out if there is anything consistent about the bugged ones."






You are aware we have 2 threads listing every looted gun in the game, their effects, etc.?


From "Guide to Looted Gun Effects"(http://forums.station.sony.com/swg/board/message?board.id=profshipwright&message.id=16338):


"Bugged/No Graphics:
Rendili "Prototype X" Disruptor, level 9
Sienar Fleet Systems "Elite Ops" Blaster, level 9
Riiz Combine "Slammer" Cannon, level 9
(Unknown Manufacturer) "Rayslinger" Blaster, level 10
Sienar Design Systems Experimental "Secret Ops" Blaster, level 10"


Those guns have no graphic and do not fire.


Besides those, last I checked, the Gyrhil 72 Twin Auto-Blasters(Level 8), the Borstel RG9 Laser Cannon(Level 9), the Gyrhil R-9X Laser Cannon(Level 10), and the Sienar Fleet Systems L-s7.2(Level 10)DO function, but have no gun graphic displayed on the M22-T "Krayt" Gunship.


When a gun works but without it's cannon graphic, the blast either comes straight out of the dead center of the ship, or if other guns WITH graphics are mounted, the blast originates from all the other cannons at once.


Also, I'd add to the RE naming bugs the fact that a shipwright is not even offered thechance to name a component on the last charge of a Component Analysis Tool, when the tool destroys itself.






Thanks for pointing to the info.






If you manage to talk the devs into assigning graphics to those broken guns, might I suggest that you have them use the graphics for the Level 3 Cygnus Destroyer and the Level 5 Mandalmotors QV-5 Disruptor. Those are two of the least used grahics in the game, and it would be nice to have some morehigher level guns that used those graphics.




Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

Sar-larid
Fri Apr 08, 2005 1:28 pm
#36






Imaridril wrote:


If you manage to talk the devs into assigning graphics to those broken guns, might I suggest that you have them use the graphics for the Level 3 Cygnus Destroyer and the Level 5 Mandalmotors QV-5 Disruptor. Those are two of the least used grahics in the game, and it would be nice to have some morehigher level guns that used those graphics.





YES! What he said,



Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
Subcriminal
Sun Apr 10, 2005 7:00 am
#37






Sar-larid wrote:


"Being able to mergethe high armor effectiveness of a disruptor with the high shield busting of an ion cannon without any penalty is a way to sneak around weapon balance and, IMHO, is a cheat."


Then the whole Reverse Engineering process is a cheat. It's ALL about getting bonuses all over than can't be achieved any other way.






I take it you missed the part about the three weapons being separate classes of their own? I can understand weapons being mergeable IF all weapons were crafted from the SAME final combine, with the subcomponent differentiating the overall product- like the way we can make ahigh speed or energy efficient booster. But we don't, all weapons are separate schematics. From this perspective it's more like being allowed to mix booters and shields with REing, you are mixing components that are NOT the same and the result is an invulnerable weapon. That's two strikes out if you ask me. I'm not saying it's not cool to have a weapon like this, but I'll certainly be the first to admit it's not very fair or balanced, and it's inconsistant with the rules for REing other components.
Sar-larid
Mon Apr 11, 2005 2:25 am
#38

"all weapons are separate schematics."


So, you think there should be different stats for Red and Green Lasers?


The problem is that they are separated in the crafting process at all. There should just bea generic "Weapon" for crafting, where you choose the graphic and the distribution of the Vs. points.


Considering the Loot weapons thatcontain "Ion" or "Disruptor" in their names that have either the opposite effect or no variation at all, it doesn't really matter what it's called. They're just 2 different weapon stats.


I don't see anyone saying we should restrict any of the "Weapon" slots in a chassis to "Ion Cannon", "Disruptor", or "Blaster", they're all weapons.

Should the second gun on a Y-wing be restricted to Ion Cannons, considering that's what's supposed to go there? Is it an exploit to put a "Blaster" or "Disruptor" in there?



Delebas

Be the chase on the ground, under the water, soaring the skies, or in the heavens;
none shall escape the pursuit of the hunter.
Subcriminal
Mon Apr 11, 2005 6:45 am
#39

Look I am not going to try and force you to agree with me, so we'll let the Dev's decide. It's still something worth running by them to find out if it was intended or if it's a bug. If they feel the different weapon categories should remain such and be consistantwith the RElaws of other components, they probably overlooked this problemand will change it. If they don't then things will stay the same and we'll have lots of overpowered weapons floating around. Whatever, I will live, not the end of the world or anything.
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