Weaponsmith Archive

Thread: Elite Weapons CL54+

Kilomania
Tue Sep 27, 2005 1:00 am
#1

Please tell me i'm not the only one that likes the idea of supplying lvl54+ weapons to our elite customers who have Combat Levels above this level and want the feel of a weapon more suited to their level and their fightsthan one of their chosen proffessions.


I suggest the adoption of possibly 4 Melee and 4 Ranged Weapons for each of these levelsof CL - 60 + CL - 70 and CL - 80 and specifically for Master Combat Skills.


Bring back the love of decent weaponry and kills...


Kilomania





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IGN - Kroth (Wookie) (Trader/Structures) - Radiant Server
Kroth Pilot Callsign - MDnE Rage
MDnE Radiant HQ - Talus -5836 3509 -Caledonia Shuttle Now Available

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Keisha_Althradese
Tue Sep 27, 2005 1:08 am
#2


Hi. As I see it they've done it so a single master prefession is CL54. Put in weapons for single masters and made the weapons = to the CL you acheive at that. The only way to get above CL54, which I know is easy for anyone not doing a crafting profession as well, is to learn multiple professions.



Are you sugesting having weapons with multiple skill requirements or just higher CL?



Mitch




Message Edited by Keisha_Althradese on 09-27-2005 09:09 AM



Tanquomi. Twi'lek. 12pt Master Armoursmith and 12pt Master Weaponsmith.
Co-Owner of TRaM Industries, partnered with Mooltan.
Vendor nr Mos Eisley wp 2217 -4294

Keisha Althradese. Human. Elder Jedi.
Mitch. Wookiee. Master Commando.
Kilomania
Tue Sep 27, 2005 1:44 am
#3

I'm thinking of weapons that would havea setCL skill, for instance A Super Rifle lvl 80 or A Super Katarn 80.I'm thinking jumps of 10 oflvl 60, lvl70, and lvl 80 players get the chance to try a weapon for their level, however just one catch they will need 1 master combat skill or even two who knows,i added this because you could then continue to balance proffessions by defining a skill(s) needed to use the weapon, but obviosly it may be possible to leave the master proffession out and make the builds suitable for all CL54+, this would of course mean less weapons and less complication but also make things fully available for use of full templated jedi too.


some Rough Examples


CL60 Weapons CL70 Weapons CL80 Weapons
Master Carbineer+ Weapon
Master Commando+ Weapon
Master Squad Leader+ Weapon
Master Pistoleer+ Weapon
Master BH+ Weapon
Master Smuggler+ Weapon
Master Rifleman+ Weapon
Master Swordsman+ Weapon
Master Fencer+ Weapon
Master TKA Weapon
Master Master Pikeman Weapon


You could be looking at 33 new weapons if you did one for each at each grade and proffession,


you could be looking at 6 new weapons if you based things without master certificates and 3 weapons for meleeand 3 weapons for ranged for each of the 3 addeded CL values.


Perhaps even adding something new for a Ranger, kinda like a crossbow, something that looks a little primitive but made for killing from natural resources like wood, bantha hair etc.


Combat Medics dont currently have a weaponsmith weapon how about some kind of stun emitter


Just ideas again just ask if you're unsure what i mean



Kilomania








_________________________________________

IGN - Kroth (Wookie) (Trader/Structures) - Radiant Server
Kroth Pilot Callsign - MDnE Rage
MDnE Radiant HQ - Talus -5836 3509 -Caledonia Shuttle Now Available

_________________________________________

Nixen
Tue Sep 27, 2005 2:54 am
#4


I like the idea of getting new weapons to craft, however if they would follow the damage increases that current weapons do, it would become quite unbalancing - read as: Not going to happen.


IMO, Dual combat masteries should not be able to use more damaging weapons than single combat masters, but that's just my opinion.




I support the NGE - NOT!
V145
Tue Sep 27, 2005 3:45 am
#5

I definitely like the idea, and I'd add something - if you got while experimenting:
1 amazing – it could get tag like “perfect” automatically, so you don’t need to type it in;
2 amazing – YAY! “Exceptional”
3 amazing – YEAS! “Legendary”

As you understand since exceptional and legendary weapons doesn’t drop anymore, why we can’t get such a privilege? Yes, I want to see this tags in game again. And such a elite weapons are perfect to have this tags.

newbExtraordinaire
Tue Sep 27, 2005 3:52 am
#6

As already posted, if the level 54+ weapons are to follow the damage increases there is now, it would greatly imbalance PvP. AS it is now, a level 54 Crafter with a single combat proffesion, can actually join a PvP fight and make a little difference. If level 80 players could use weapons doing 500 more damage, then the level 54, it would close down a whole part of the game for crafter/combatants.



Ailoovi (Ahazi) Dunos (Farstar)
Smuggler, blaster jockey, pilot / Weaponsmith, Shipwright, Pilot
Rebels Red Circle/Founders of Danevang
Jedi are seriously underpowered. They need a snare, invisibility, a ranged nuclear attack and a flying mount that farts fire
Kilomania
Tue Sep 27, 2005 10:22 am
#7

There is the PvE element of which i'm more fond of that lacks balance, please hear me out here. For instance our ham size is too small in comparison to npc's and creatures, npc's can shoot much further than what their guns should allow, and the high end lvl npc's actually can kill you quicker than you can kill them if you're not a medic you're a sitting duck.


As for the pvp issue why should a lvl 54 player have the same abilities/power as a lvl 80, to me there's no point anyone ever to go above lvl 54 no proper incentive with the current weaponry.I'm sure the idea was that everyone knows what each other's level was for fairer pvp battles rather than relying on a master brawler tag and in fact that person is much more elite than that in the old pvp.


We were promised more weaponry and changes with ROTW and as you'll know some nice weaponry is dropped that we cant even make. My proposal for some changes i feel is due and i firmly believe would make pvp more lvl orientated than it is now, which is the whole reason CU came in.


Kilomania





_________________________________________

IGN - Kroth (Wookie) (Trader/Structures) - Radiant Server
Kroth Pilot Callsign - MDnE Rage
MDnE Radiant HQ - Talus -5836 3509 -Caledonia Shuttle Now Available

_________________________________________

Maceey
Tue Sep 27, 2005 10:14 pm
#8

Very short answer: Won't ever happen. Not untill another curb happens.


Why you might ask? All weapons are balanced in damage right now. They can add cl 80 weapons but it will be the same stats as the cl54 weapons with generic resources. Or even lower with rare named resources. The game is balanced now with our weapon stats and the damage/ham/def/etc mobs have. If you start increasing damage on our weapons you will have to increase the damage/ham/def etc on the mobs which will make this a truely level 80 only combat game. Instand death everywhere for lower level players.


Now new weapons would be nice. But not with a higher CL and increasing damage above our CL54 weapons. CL 80 Weapons with the same increase in stats we have now between 10-54 would kill this game and make it pre-cu we would do like twice the damage now that's no fun and very unfair.




Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
CotC Mall [ 6350 4420 ]
Valenceofpm
Wed Sep 28, 2005 1:17 pm
#9

Combat Medics dont currently have a weaponsmith weapon how about some kind of stun emitter



What about the Alliance Disrupter? thats MCM.



Valence Crime Master Weaponsmith +12 EXP +25 assembly
Master Artisan +12 EXP Master Merchant Valence Weapon Design Home of the Bone Crusher VK unsliced stats 2.0 50-166. Located in beautiful downtown Swamptown Corelia
If its good it must be a Crime.

Kilomania
Wed Sep 28, 2005 9:51 pm
#10

aha the alliance disruptor thanks for reminding me of that contraption.


I'd say the game is less balanced now in comparison to before, because if you got doc or CM you're always goona beat someone without it, in pve or pvp.


Kilomania





_________________________________________

IGN - Kroth (Wookie) (Trader/Structures) - Radiant Server
Kroth Pilot Callsign - MDnE Rage
MDnE Radiant HQ - Talus -5836 3509 -Caledonia Shuttle Now Available

_________________________________________

SicariusD
Thu Sep 29, 2005 6:22 am
#11

I'd love to see Dual Proffession weapons that can draw from both skill sets, ie For Pistoleer/TKA a Grammaton Pistol, looks like aFWG5 but with a VK blade on top and a pointy end so u could do melee damage with it or Ranged, or a Mustard Gas Thrower for master commado/MCM it poisons its target and draws from both skill sets, or a special riffle for riffleman/ranger that has a kool looking silencer on it, and has a bonus to stealth and or a bonus against kritters, it would be kool as it ads yet another element to the style of play, for instance a commando/ranger has completely different tactics than a commando/MCM so should be able to use different and specific weapons, and draw from both skills, also means that my pistoleer wont be the same as your pistoleer


There are multiple Ideas that could be done for this to diversify proffessions even more, they wont necescarily have to do more damage but they can have different bonuses to take advantage of a double master, so for example a grammaton gun wont do any more damage than a normal pistol or than a VK but it can be used in either ranged or melee, im sure there are even better ideas for combining the two into specific weapons.




"Repent&Die With Honor____________,
Fight& Die In Vain" \__________|| Sicarius
_ _____________________/o(____)o(__ _
_/_|_____/ ,_____________.________________Y_....-----====//
|==========\ , , , , , , , \______________ --( \( \( \((
`----------------|________|[ )) ad_\__)\ \\ \\\
Of All The Jedi I Killed......| | "" \.__-'`".\__)\__)\\
You were One Of Them |______|
`"" ```"""=,))
ShugFlurry
Thu Sep 29, 2005 1:34 pm
#12



SicariusD wrote:
I'd love to see Dual Proffession weapons that can draw from both skill sets, ie For Pistoleer/TKA a Grammaton Pistol, looks like a FWG5 but with a VK blade on top and a pointy end so u could do melee damage with it or Ranged, or a Mustard Gas Thrower for master commado/MCM it poisons its target and draws from both skill sets, or a special riffle for riffleman/ranger that has a kool looking silencer on it, and has a bonus to stealth and or a bonus against kritters, it would be kool as it ads yet another element to the style of play, for instance a commando/ranger has completely different tactics than a commando/MCM so should be able to use different and specific weapons, and draw from both skills, also means that my pistoleer wont be the same as your pistoleer
There are multiple Ideas that could be done for this to diversify proffessions even more, they wont necescarily have to do more damage but they can have different bonuses to take advantage of a double master, so for example a grammaton gun wont do any more damage than a normal pistol or than a VK but it can be used in either ranged or melee, im sure there are even better ideas for combining the two into specific weapons.





Playing SWG not Equilibrium



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Zandergeef
Thu Sep 29, 2005 2:21 pm
#13

They should make a lvl 1 gun that is certed at master weaponsmith so that we can defend ourselves when out int the wild looking for resources and just traveling.



Sort of the opposite of what you are talking about. Or maybe just make it so master weaponsmiths can use any weapon and master armorsmiths can wear any armor...



Tieler Durden -- Elder Smuggler(retired)
Geef Durden -- Elder Weaponsmith(retired)
Vendor in Twilights End (-2982 5253 Naboo) or at least they used to be

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