Weaponsmith Archive
Thread: Accuracy and HAM costs matter. Please reflect this in your products
Like most people, I buy weapons but I have never made one myself. Speaking about pistols alone, I can tell you that the Republic Blaster has high HAM costs and that the DX2 has serious problems hitting things. It is well worth sacrificing a little damage to help out in these areas.
By the same token, thereare more to powerups than Damage and Speed. Accuracy and HAM cost can help alleviate the weaknesses of certain schematics. Show a little smarts in your crafting, and intelligent players will buy from you. When the HAM changes happen, this stuff will be more important.
Oh and FYI, pikemen would kill for you guys to pour experimentation points into accuracy.
Whaaa? That's lame as heck! Are you sure? Please, get it fixed for the glory of nuna-stomping people everywhere!
This is pretty much the tradeoff... +4-10 damage, -.2-.4 speed or -1/-1/-1 ham, +1/+1+/1 Range
So for every point you want ham to be less, expect a weapon that is 4-10 damage less AND +.2-.4 speed higher.
Not really worth it, unless you max out damage and then toss the rest into efficiency. Even then, I would rather toss it into durability, which brings up the max condition by about 50 points. On a sub component, I will toss my extra points into lowering the ham or maxing the range, depending on what I'm making.
As well, there is a bug that affects range mostly. If a range begins at 0, you cannot experiment it up at all. So a Republic Blaster that has +0/-48/+0 range mods, if fully experimented, will end up at like +0/-36/+0 as the +0's will never change.
Trust us it is not as if we wish to put all the experimenting points into DMG but anyhting else just doesn't bring divedends. any points that get left over for me when dmg is maxed usually end up in range or durability whichever is the worst off (range only ever goes up 1 or 2 per point used if it moves at all)!
That stinks.. they need to about double the effectiveness of HAM/Range experimentation. Then I would gladly take the hit in damage for a couple points.
And if you're prepared to do a bit of management in combat, ask your smith for a weapon with the advanced scope. Typically it's a poor trade off for HAM costs but a fully range tinkered scope can add very nice boosts to accuracy. Just be sure to use this one for autofire and switch out for specials.
I've made several such weapons now - e.g. Laser Carbine with +51 to hit at ideal. The HAMs are killer but the customer didn't care, he's using a low HAM weapon to special with and this accurate carbine to autofire.
The advanced scope and stock idea can really pay off.
A BH friend was doing a little testing and I made him a Laser Carbine with a +77 Midrange bonus.
He hit 19 of 20 times, while standing. You could probably hit 50% or more while moving.
The HAMs where insane though, through the roof insane...