Weaponsmith Archive

Thread: Accuracy and HAM costs matter. Please reflect this in your products

Randonb
Sun Dec 07, 2003 4:29 pm
#1

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.






"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
R5-G8
Sun Dec 07, 2003 4:45 pm
#2

Except even if we put all our ex points into range/ efficiency, the difference would be minimal, and the damage would suck so badly that you'd be worse off in the long run...



Gorg'in
Master Pilot (all nine of them)
Has returned, again, sorry
Randonb
Sun Dec 07, 2003 5:00 pm
#3

Whaaa? That's lame as heck! Are you sure? Please, get it fixed for the glory of nuna-stomping people everywhere!






"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
WillyWatanabi
Sun Dec 07, 2003 5:09 pm
#4

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.




--Willy Watanabi
Sergeant in the Praetorian Dark Forces
Master WS, 4-2-4-4 Merchant, 2-4-4-3 Brawler
Abominable-TCO
Sun Dec 07, 2003 5:10 pm
#5

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)!




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Quagga's TCO Weapons Depot

Based in the Player City of Draicco, Talus
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revisoHT
Sun Dec 07, 2003 6:13 pm
#6

If you work with a smith for all your weapons, ask him to make sure he's using a basic scope with the ham expireminted down to 0. It'll only add about 10 or so to the range, but it's something. As for the final product ham, maybe you can ask that smith to make you two versions - 1 experimented down for ham and the other for damage so you can see the drastic difference. Most smiths won't stock weapons that way because they won't sell, so it'd have to be a custom order.



Rev-iso, Rebel Medic
"I just wanted to touch it. I was so dizzy from the beer. I don't remember much."

Randonb
Sun Dec 07, 2003 6:42 pm
#7

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.






"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
Kershakk
Sun Dec 07, 2003 7:01 pm
#8

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.

Logix
Sun Dec 07, 2003 7:16 pm
#9

Man, it's like I took the Wayback Machine to posts of July 03.
p4Samwise
Sun Dec 07, 2003 7:21 pm
#10

I made acrate of 15pistols once that I'd experimented for HAM and nothing else. That was a couple of months ago. I've cut the prices on them twice and am still trying to sell the worthless things.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
Moxivus
Sun Dec 07, 2003 9:19 pm
#11

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...





ÆÆ ÆÆ ÆÆ Moxivus Haderack - Master Weaponsmith
ÆÆ ÆÆ ÆÆ Vigo---Crimson Star---
ÆÆ ÆÆ ÆÆ Moxivul Haderack - Master Combat Medic, Master Rifleman


R5-G8
Mon Dec 08, 2003 3:58 am
#12

it strikes me that a fully range tinkered gun would be excellent for firing while riding your chicken of choice (as you can't use specials while mounted)



Gorg'in
Master Pilot (all nine of them)
Has returned, again, sorry
Orthaanc
Mon Dec 08, 2003 12:31 pm
#13

LOL they have CHICKENS now??!! (hehe spats i know i know)





Orthaanc Isengard / Master Weaponsmith / Ahazi
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