there have been plenty of questions asked about reverse engineering starhips weapons, and plenty ofthreads answering them... i started compiling information for this post a while ago, so this post has been a long time coming... hope it isn't just a restatement of other weapons threads...
Looted Projectile Weapons
looted weapons are handy for the fact that they can be made superior to crafted weapons through reverse engineering, in almost all cases... while crafted guns can havegood rates of fire and energy per shot specs, reverse engineered gunshave a better shot at high damage and shield/armor dispersal...
for the most part, guns reverse engineer just like all other loot... with the exception of three qualities of a weapon that are not represented in the /exam window...
the key for retaining thequalities you prefer in your reverse engineered weapon, is to place the looted weapon you like best into the analysis tool first... i suggest opening the tool and placing them all in manually, to be sure...
Load Appearance
when loaded onto certain chassis, looted weapons can appeardifferently... for example, loading a "Hoersch-Kessel 'Scorcher 2'" onto an X-wing will give the mounted weapon the appearance of a crafted ion cannon... the same weapon an an A-wing will look just like any other mounted weapon...
in my experience, there are 5 different load appearances for all looted weapons... while they look longer on some ships (X-wing slots 1 and 2), they will be similar in appearance only "snubbed" on other ships (X-wing slot 3, B-wing, etc)...
the images of all 5 of these weapons, and the key to the master list of looted weapons can be found here:
Click Me... for those who can't see images: (B) - Blaster, (D) - Disruptor, (I) - Ion, (V) - Vulcan, (W) - Wierd
Fire Appearance
each of the weapons has a certain appearance to the blaster bolt it fires... from what i've witnessed, it seems there are 10 different styles of fire appearance...
one thing to look out for when choosing a fire appearance is the muzzle flash... certain guns have a lot of flash, and if you are planning on using them in a turret, TIE fighter, or any other craft with forward mounted guns, it can be blinding... for this thread, i'll use (-) to denote "no flash," (*) to denote "slight flash," and (**) for "large flash"...
"slight flash" can be disruptive in smaller craft, but will pose no problem if the guns are far from the cockpit... even in an A-wing and turret, "slight flash" is liveable... "large flash" can be seen even in the larger craft with a wide firing pattern - unless the load appearance is (W), then the muzzle flash is recessed... i'd highly recommend not giving your turrets something with "large flash," as your gunners will be blinded everytime they fire...
Appearances:
- Red Beam (-)
- Green Beam (-)
- Blue Beam (-)
- Purple Beam (*) - wispy tracer
- Orange Beam (*) - pulsing tracer
- Yellow Beam (*) - squiggly tracer
- Blue Orb (*) - concentrated ball
- Pale-BlueBall (*) - electric pulse
- Blue Ball (**) - crackling tracer
- 3 Pale-Green Balls (**) - triangular
TomoRainer has some great screenshots of each of these in action, as well as an indepth list of which looted pieces exhibit a fire appearance, here:
Click Me... the nomenclature is similar, but for the tricky ones: "Blue Orb" -> "Blue Disk" and "Blue Ball" -> "Blue Vapor Ball"... other differences in appearance must be due to our video cards...
Sound
each weapon has a specific sound when fired... the sound of the weapon is most likely tied in with the fire appearance, as generally any red weapon sounds like any other red weapon...
i'm guessing there are as many as 5 or 6 different weapon sounds... unfortunately i did not document the sound of each weapon... but, you can be assured that almost anything "Sienar" will be a green beam and have the TIE "Scream" sound, andeverything that is a red beam will have the Rebel "Blap" noise...
Things to Keep in Mind
always put the looted component with the appearances you like in the component analysis tool first...
muzzle flash is important depending on what ship the weapon will be used in...
check the fire appearance until you understand what the difference between my notations (for example: "Blue Orb" and "Blue Ball")... i use uncreative names, but the difference is there and it is noticeable...
the following list of weapons is most likely not complete... there is no way of knowing if we've collected all the pieces, or if new pieces are added... i will do my best to update it when i get something new...
Message Edited by Kiryoku on 03-28-2005 12:01 PM
kago
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