Smuggler Archive
Thread: Slicing is going above the caps.
TomoRainer wrote:
That's what I'm hearing is the case on TC with limited testing. I can't be sure it's intentional yet, but given how important this is, I thought it'd be good to spread the word.
OH SNAP.
(I'd make this blink if I could but then the forums would tell me "ILLEGAL HTML!")
why in the world does everyone want to be completely independant in this game.. Its NOT intended to be played that way, its designed to make players rely on each other... thats what the M in MMORPG is all about. You DONT have to go get the loot yourself... have people bring you loot as part of the cost of slicing, get them to bring extra on top of what they need for their own slice. Being a smuggler is about being able to get stuff, not necesarily being able to go and do everything yourself.. think contacts and deals.. play it up.. look on the bright side and try to have some fun with it.
Aevlom wrote:
Well, that's good in a sense.
But this feeble minded 'Plan B', with slicing components being high level mob drops is complete and utter crap.
As a CL 54 smuggler, I am NOT going to be able to or desire to mindlessly camp mobs way above my CL. If I wanted to mindlessly grind/camp mobs, I would have filled up my FS boxes and joined the hordes of jedi.
NOT ALL OF US CONSIDER COMBAT 'FUN'.
Get that through your heads, devs.
weapons are EXTREMELY easy to hit the caps on, most weapons can be capped out with 130 dmg tissue (and no tissue will not exceed the cap, any extra max damage in a gun is automatically put into min damage)
powerups and slicing are the only means of getting above the cap (makes sense to me)
there are pre-cu weapons that will never ever ever ever ever ever ever ever be reached by post cu weapons
Darth_Maniac wrote:
My concern here is this:
When the CU hit those people who had Uber weapons were told their weapons would still be great post CU (Up to twenty percent better than post CU items). As everyone knows there are a few weapons about that fall into this category.
The problem with this new slicing system is that, assuming the exceeding of caps is not a bug, there is the possiblility that the converted weapons (Most of which are already sliced) will lose their special status.
If it is not a bug then the solution is simple - make pre publish 19 sliced weapons sliceable again to enable the ratios to be maintained.
Is this possible?
Domonique wrote:
there are pre-cu weapons that will never ever ever ever ever ever ever ever be reached by post cu weapons
Darth_Maniac wrote:
My concern here is this:
When the CU hit those people who had Uber weapons were told their weapons would still be great post CU (Up to twenty percent better than post CU items). As everyone knows there are a few weapons about that fall into this category.
The problem with this new slicing system is that, assuming the exceeding of caps is not a bug, there is the possiblility that the converted weapons (Most of which are already sliced) will lose their special status.
If it is not a bug then the solution is simple - make pre publish 19 sliced weapons sliceable again to enable the ratios to be maintained.
Is this possible?
Some info on weapon caps a la weaponsmith. Note that it's still incomplete.
Some info on E11 Mk2 Carbines. High end carbine weapons are comparable statisically
Tomo: "Slicing at max is either 8% damage or 10% speed...."
Is THAT actually going to be worth the trouble? I mean we have to use loot parts and they don't stack so carrying around a whole bunch of indivitual tools is going to bea MAJOR pain in the butt especially since it takes two to get the max slice.
I just don't see how it's worth the time and effort for 8-10%.A persons's entire house inventory is going to be a few bags of loot tool kits and we'll be making continual trips back to the house to get more.
SpinningCloud wrote:
Tomo: "Slicing at max is either 8% damage or 10% speed...."
Red-Dwarf; "Current version is 12% cap on speed or 8% damage or 10% critical chance - the numbers got boosted when we got the loot requirement added."
That's an improvement at least. Still...will it be worth the 100k+ that a smuggler is going to charge...one that THINKS about the hassle involved in finding slicing tools and components?
I figure that I will, out of my inventory, be able todo about 1/20th the number slices before having to replenish tools. And replenishing tools is going take substantially more time than just going to your local weapon/armorsmith.
If I used to charge 10k per slice I am CERTAINLY going to up that by 10x.
The thing that bugs me here is the loot drops aren't stacked. So that's one item per slice we'll have to carry around or have stashed somewhere. I do think people will pay tons of money even for an 8-12% slice, but like you say, carrying all that junk around is going to be an enormous pain. A pain we can only assuage with massive amounts of credits.