Weaponsmith Archive
Thread: List of Post-CU Bugs, Glitches, and otherwise Messed Up Things
- Resource requirements are larger for lower level weapons than some high level weapons
- Converted items have unbalanced SAC (advanced blaster power handlers, and all converted weapons)
- Themepark scopes are useless adding 20% to something we cap easily.
#2: Balance pass needs to be made on low end schematics to give weaponsmiths a reason to make low end weapons. There is no way I will craft a regular Scatter when a High Capacity Scatter takes the same exact stuff (minus the swap of blaster pistol barrel instead of projectile pistol barrel). Same goes with LVA/VL which are listed above which now are even more out of balance as a low end weapon takes more resources than a high end weapon.
#3: On certain weapons such as Vibrolance, it is impossible to match the converted stats of a premade/crated weapon using the same resources. Also using some high quality Nightsister Vibro Units 57max and -2.0 speed -7 SAC, I made a Nightsister Energy Lance that did not beat the stats of a converted standard Vibrolance. The Nightsister Energy Lance needs to reflect the difficulty of obtaining the schem/parts and be significantly better than a Vibrolance for it to be worth making. Why would someone camp Nightister Stronghold for weeks to get the schem/parts when weaponsmiths have stats on Vibrolances that beat it an can sell them for 50k or less. This holds true on just about every single type of subcomponent. This creates a large pre-nerf market that will probably never be drained as many weaponsmiths have stockpiles of pre-made weapons and schematics. This will make it very hard for new smiths to compete.
Message Edited by CorenLanra on 05-19-2005 06:39 PM
- Stocks from before CU still adds damage to weapons crafted with them
- Theme-park looted barrels not converted and are now rather useless
General Issues with the Weaponsmith Profession
- Too many special weapons are granted as quest rewards and many of these are better than what a Weaponsmith is able to craft
- Many of the old loot schematic weapons (DE-10, Scythes, Beserker Rifle and Executioners hack) are void as they do not compare to other weapons of same CL.
General Crafting bugs and issues
- Melee Weapons crafting xp cant be traded in the Village
- Stacked loot components are regarded as one item, resulting in factories eating the whole stack instead of one item at a time.
- Unable to see Weapons CL before crafting them. Would be nice if they showed up when the schematic was first loaded
- Some of the lower level weapons seems to have way to high resource cost. This especially holds true with the weapons that has an advanced viarity such as the Laser rifle/advanced laser rifle, Scatter pistol/high capacity scatter, Flame thrower/plasma flame thrower ect.
Ranged Tree issues
- Alliance Disruptor cannot be made into a factory schematic
- Tangle Pistol takes Advanced Projectile Rifle Barrel
- The Rocket launcher is way to complex to manufacture for its worth
Melee Tree Issues
- TK weapons doesnt work. Having a TK weapon equipped will do less damage than fighting unarmed
- Resource requirements for LVA and VL should be reversed as the VL is now the highend weapon
- WS currently doesnt have a CL 54 TKA weapon
- There are no craftable 1H weapons between CL14 and CL40. This is way to large of a gap in the weapons we can make
- There are no craftable melee weapons at CL22
When Necrosis Poisonpike was first introduced it had a 0-60 range. Thou this is now corrected on the ones entering the game today, some of the pikes from before the patch are still ingame. Giving a huge advantage to those wielding them.
Munition Tree Issues
- Grenades takes to much factory time and are to complex to craft compared to their usefullness
Overall Crafter related Issues
- Crafter profession doesnt add to CL thus making it hard for crafter to survive without grouping with highlevel players. Which makes surveying and placing harvester unessecary hard.
Wishlist
- The ability to craft the new ROTW weapons
- More WS quests (for weaponschematics) preferably some that doesnt include combat
Tautology wrote:
Of course I would love to be able to craft them too. But just to be fair, I dont see anywhere in that link that they say the weapons are craftable, so saying they lied is not right here.
CorenLanra wrote:
#1: The inablility to craft weapons that were promised in the _CU_ HERE. They need to either admit they lied or make it known that you must purchase the RoTW expansion and loot the weapons we can't craft. Their stance was you didn't have to purchase the expansion to play SWG with the new CU, this doesn't hold true if you can't get the weapon selection promised.
Message Edited by CorenLanra on 05-19-2005 06:39 PM
I'll concede that point... but nowhere does it say you need to purchase ROTW, travel to Kashyyyk and do a quest to earn these weapons. RoTW is separate from the CU, like they have said but they have cut off these weapons from people that chose not to purchase the expansion. The friday feature was not "New CU/ROTW Weapons" it was "New CU Weapons".
top 3 issues
- Quest reward weaponsgranted at Kashyyk not craftable
- Unable to compete with Pre CU components like weapons stocks
- DE-10, Scythes, beserkers, executioners hack, geoblaster and Disruptor rifles are void.
My top issue is that damage output is calculated by level and level modifiers, but Im guessing that is not a weaponsmith issue per say and thus Ive left it out. Wish I new in what list to post it thou.
- More WS quests for schematics which don't include combat (puzzles are nice)
- Older looted schematics being brought up to what they once were.
Message Edited by GrooperNugent on 05-20-2005 08:14 AM
to clarify my point from before
"melee weapons crafting xp and ranged weaponscrafting xp cannot be traded in at the villiage"
during double xp week i ground out lots of stiff and earnt 1.65 million in xp in these 2 subtypes... they then "fixed" them in a patch and now the xp type is labelled properly however it seems to have no earthly use at all!
padmos still only sees the "weapon crafting xp" and ignores all my hard work during the double xp week..
i still have a while to go on my jedi grind - so its not critical as yet.. but 1.6 mill in xp is not an insignificant amount..
A'ru
Make the geo stuff useful again! That is a now a dungeon full of loot (except acklay bones) that are useless.
MasterSheep wrote:to clarify my point from before
"melee weapons crafting xp and ranged weaponscrafting xp cannot be traded in at the villiage"
during double xp week i ground out lots of stiff and earnt 1.65 million in xp in these 2 subtypes... they then "fixed" them in a patch and now the xp type is labelled properly however it seems to have no earthly use at all!
padmos still only sees the "weapon crafting xp" and ignores all my hard work during the double xp week..
i still have a while to go on my jedi grind - so its not critical as yet.. but 1.6 mill in xp is not an insignificant amount..
A'ru
have made out a CS ticket? if so, what was their response?