Shipwright Archive
Thread: help with Mark IV weapon
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Rekced
Fri Dec 17, 2004 10:58 am
#1
I am going to hopefully have my master shipwright friend build me a Mark IV weapon this weekend, and I am wondering what I should be asking for as far as optional components, or where to put the experimentation points.
I use an xwing and like using 3 weapons, so low energy use would be good, and I think I'd like it fairly balanced between shields and armor, so will be going with blasters.
It seems like the Cert 7 weapons are supposed to be pretty decent from shipwrights, so how would you make them?
Arg0nus
Fri Dec 17, 2004 11:02 am
#2
Standard weapons from me get Energy Savers. This does nothing to damage, just lowers the energy per shot. As a Master, might be able to cut them down to about 14 energy per shot. This would make it so you only need a cap with about 42 regen.
Rekced
Fri Dec 17, 2004 11:08 am
#3
where would you spend your expirementation points then? All of it on reducing the speed?
Arg0nus
Fri Dec 17, 2004 11:17 am
#4
As much as the shipwright could stick in energy per shot. Not speed...as that wouldl make the weapons fire faster....and use more energy per second.
The longer you can fire, the better off you are, at least in my opinion.
With my alt's X-Wing, I have a 45 regen cap, and can fire repeatedly for a long period of time. I have another set of weapons with higer cost per shot, but higher damage....I end up doing more damage over time with the energy per shot as low as I can get it.
Arg0nus
Fri Dec 17, 2004 11:29 am
#6
Mind you...Other people MAY feel different. This is just my opinion....But you're welcome. 
Loki_Ashaman
Fri Dec 17, 2004 12:47 pm
#7
Recently, my favorite way of building weapons has been to use Max Damage Intensifiers, then to put all my experimentation into speed, and anything left into minimum damage. The end result will be fairly quick, will have a fairly good maximum damage, and the minimum damage will be about the same (if not slightly higher) then a weapon built without any damage modifiers (component or experimented). I'm not sure how that set up would work with 3 weapons in an X-wing, but I would *think* if you use the neutral cap. overload programs, you shouldn't have a problem.
Bastilaa
Fri Dec 17, 2004 2:54 pm
#8
I used to make low EPS weapons (and still do) but I have switched to providing Max Damage enhanced weapons, the reason for this is the Weapons Capacitor Overload command Privateers now get, with even a run of the mill capacitor I could run high EPS weapons for a good few minutes of continual fire, and if on the off chance I tapped out on energy, wait 5 seconds and I'm almost recharged.
I use CO3 and have used this on a RE lvl 2 Cap with 900 energy and recharge of 37. With this I could run 3 28 EPS weapons, I have since switched to 3 13.4 EPS weapons (reward lvl 8 blasters) and I never run out of energy in my capacitor.
Isrem
Fri Dec 17, 2004 3:43 pm
#9
I am always asked for quickshot enhancement, and this is my standard enhancement. I always enhance blasters to 0.5 armour and 0.5 shield efficiency, that is much more interesting than experimenting in damage with the higher weapons. Disruptors get enhanced to 0.75 armour efficiency and ion cannons to 0.75 shield efficiency.
Next 2 experimentation points get to speed to lower it just below 0.3, all the rest goes to energy per shot (usually 2-3 points).
Since there is the capacitator enhance program one need not really care about energy usage of the wepons any more. If you don´t have this program go and get it
Next 2 experimentation points get to speed to lower it just below 0.3, all the rest goes to energy per shot (usually 2-3 points).
Since there is the capacitator enhance program one need not really care about energy usage of the wepons any more. If you don´t have this program go and get it
S-1-l2-H-C
Sat Dec 18, 2004 12:35 am
#10
if you run weapon overload 3 (which halves energy per shot) and cap overload 3 together energy usage is a non issue.
of all the crafted blasters ive used i like quickshot blasters the most.
of all the crafted blasters ive used i like quickshot blasters the most.
creatis
Sat Dec 18, 2004 1:17 am
#11
First of all for your xwing you need to get the programs reactor 3 overload, capacitor 3 overload, and weapons 3 overload. Once you have done that you dont need to worry about energy. Dont waste experimental points on it. ( Engine overload three is nice too)
The xwing is the perfect place for pairing a disrupter and ion cannon together. This pair should be your main weapons. This gives you the best effectiveness when fired together. You may add another blaster, cannon, or shield whatever your preference.
It can be justified to add subcomponents for speed, max damage, or even intensifiers. I would suggest experimenting for max damage if you dont add a subcomponent for max damage. I have gotten weapons down to .264 speed at level 7 and do think it worthwhile thinking about . So i would priortize max damage, effectiveness, and speed.
Arg0nus
Sat Dec 18, 2004 1:25 am
#12
Arg0nus wrote:
Mind you...Other people MAY feel different. This is just my opinion....But you're welcome.
QFE
See what I mean? lol Other people have other opinions. ![]()
tsxx1
Sat Dec 18, 2004 6:37 pm
#13
If you decide to go with Ion Cannons or Disruptors, you might want to have your shipwright put in an Armor or Shield effectiveness intensifier. With one of those, I was able to build an Ion Cannon with 0.91/0.13 Shield/Armor Effectiveness.
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