Weaponsmith Archive
Thread: What I am currently aksing for...
Mor-Dan wrote:
Summerflame wrote:
CL needs to show up in the schematic, its so annoying having to consult this board everytime someone asks me what CL a weapon is.
i actually thought i had this one figured out until the Nak'tra knife. every CL54 weapon schematic (that i remember) is 36 complexity. every CL50, save the Nak'tra knife, is complexity 34. the Nak'tra is CL40. to me this would be an acceptable thing if were absolutely consistent (knowing CL by the complexity). what do you guys think about that?
1. Themepark reward components were not updated with the CU making them useless to have or quest for. Example: the high velocity blaster pistol barrel is still 25min 25max dmg with a -.7 speed modifier, and no SAC reduction. no one is going to put this on their weapons. Also, the scopes given as rewards need to be looked at. they should add at least 15 accuracy with no speed addition to make them worth using. Form-fitted stocks still add damage. It isn't worth the extra damage on rifles and carbines to add the additional 15-21 SAC to a weapon. The reward vibro blades are still completely unbalanced and need to be looked at.
these need to be increased to 25-50 (i believe that is the max, no?) in dmg, at least -1.5spd, and have a SAC reducer of -4 or more for all weapon barrel components (projectile rifle, projectile pistol, and blaster pistol themepark rewards). The formfitted stocks need the dmg mod removed and the min dmg become the new SAC reducer, in this case -25SAC, to add value back to these items. The scopes, as mentioned, need to be given an accuracy mod increase with no additional speed added to the weapon. The reward VBUs need to be increased to 25/50dmg and at least -1.5spd with a SAC reduction of at least -4.
2. Component speed modifiers are all off by 1 decimal place. Example: a -1.85 blaster power handler will not reduce speed on the weapon by -1.85spd, but by -.185spd. This is true for every weaponsmith component.
Just let me know if this is something that can be fixed. we are doing a good job of educating people, but it is pretty annoying. We would like to see it fixed, but if it is going to cause more trouble than it is worth, i guess we can learn to live with it.
3. The xp bug that generated 3 pools of experience (weapon crafting, melee crafting and ranged crafting) has been fixed but left many players with high amounts of crafting xp in themelee and ranged pools that cannot be traded in for force xp. our community definitely wants to see this fixed.
yeah, this one is constantly coming up no matter how many times i say please only something once. everyone is up in arms (pun intended) over this xp thing from the double XP weeks and all because they are trying to get what limited slots you have allowed the crafter in the force sensitive trees. (you like that passive-aggressive statement? lol)
Non-Weaponsmith #1
Vendors - Everytime a vendor bug or change happens everything resets and all stats and names are lost. The only way to fix this is to pull every item back into your inventory and relist it. I am one of many master merchants, and most of my community has high levels of merchant as well. We are in HIGH support of the Merchant prof on getting either a relist button that automatically relists every item in the stockroom for its original price, or the ability to select multiple items to put up for sale at one time. Many time sinks have been removed from the game and it is now time the 2-hour merchant item relisting sink goes the way of the 10-minute shuttle wait times. I use every bit of space that I have on my vendors, and it just isn't fair that 2-3hrs of my game time should be spent in front of a vendor every week listing new items and relisting old ones.
and
I would like to ask that all weapons that require looted schematics that require looted components be raised to a minimum of CL50 (so, essentially, the Executioner's Hack, Geo Pistol, and DXR Rifle). These items currently have little, if any, value because the only people who would ever need them are grind level professions, and the components are not the easiest to pick up.
The Executioners Hack is a DWB loot drop, requires loot from the Geo caves, and is only CL40. By contrast, the Scythe is a two use schematic and is acquired througha simple set of missions that end with running away from a krayt dragon after you open your loot chest. The Scythe is CL50.
The Geo pistol is a 5 use schematic that requires some different resource types. It is, and requires, a loot drop from the Geo caves to make. It is CL30, cool looking, and has so much potential...
The DXR Rifle (Tenloss Disruptor) is another cool looking gun. It is only a 3 use schematic, is a loot reward in the Geo caves, and requires double the loot components required to make a Geo pistol. It is a CL40 rifle.
These guns have great potential and should not be shown out to pasture just yet. There is currently little requirements for low-end weaponry, and enhanced low-end weaponry is a waste of time, making all these loot drops worthless. Help us help the players. Increase the CLs so these guns and melee weapons are viable again. Send groups back to the Geo caves and the Death Watch bunker.
Additionally, it would be nice to add some elemental dmg to the DE-10 to make it a little more desirable. Right now the prices we paid for these loot drops is just to costly to sell for the deflated stats on them compared to other easier to make weapons. Let the dmg cap be the same as the bulk of other CL54 pistols (948.75), but give it an elemental a little higher than the Republic Blaster. It wuld also be nice to see the Republic blaster lose the elemental and it be placed on the Modified Republic Blaster instead, that way the elemental is placed on a looted item, making the schem worth acquiring.
- Quest rewards especially now when the elemental damage is being fixed are way superior to normal weaponsmith crafted weapon. This especially holds true for the melee part. (yes I know its beating a dead horse, but Im very worried about this)
- It is impossible to reach the stats of the pre CU components. This especially holds true on projectile pistol and rifle barrels and stock + scopes (that is at least what ive experienced.
- Munition is utterly worthless and its way to complicated to craft for any ws in their right mind (sry to thoseactually producing them).
- CL needs to show up in the schematic, its so annoying having to consult this board everytime someone asks me what CL a weapon is.
Thats it atm, Im sure Ill remembe rmore tomorrow ![]()
Summerflame wrote:CL needs to show up in the schematic, its so annoying having to consult this board everytime someone asks me what CL a weapon is.
i actually thought i had this one figured out until the Nak'tra knife. every CL54 weapon schematic (that i remember) is 36 complexity. every CL50, save the Nak'tra knife, is complexity 34. the Nak'tra is CL40. to me this would be an acceptable thing if were absolutely consistent (knowing CL by the complexity). what do you guys think about that?
Mor-Dan wrote:
Summerflame wrote:
CL needs to show up in the schematic, its so annoying having to consult this board everytime someone asks me what CL a weapon is.
i actually thought i had this one figured out until the Nak'tra knife. every CL54 weapon schematic (that i remember) is 36 complexity. every CL50, save the Nak'tra knife, is complexity 34. the Nak'tra is CL40. to me this would be an acceptable thing if were absolutely consistent (knowing CL by the complexity). what do you guys think about that?
I'm with you on the first one - with some additions. Theme park loot was always pretty weak except for the form fitted stock. But what bugs me now is that I see no reason to make any Enhanced E11's or Modified Republic Blasters. Without the Bleed DOT, it just doesn't seem to be worthwhile making them. Maybe they should get a boosted elemental damage or something.
I'll go you one further on the other looted schems (DE 10, Hack and especially the SCYTHE!!!!). They should all be level 54 weapons that hit DPS in the same range as looted Kashyyk weapons - in the 320-350 range. It kills me to think that stuff that is so hard to get should be so weak. Boosting them to that sort of DPS makes sense to me since they are rare, hard to get, limited use schems.
2 & 3 I can live with. I'd much rather see a balance pass on weapons and a resource readjustment.It makes no sense to me that a lightning rifle (CL14) has the same exact resource requirementsas an LLC (CL30). Ditto with many of the commando weapons.The Rocket Launcher alone ought to get the WSand Commando corr to see if theycan come up with a better use of time and resources than that.
From a players standpoint, I'd like to see a little more variety in weapons. If you are grinding in the 20-50 range, you are pretty much limited to just one weapon. You take the weapon that's at the highest CL you can get. It may be nice that I can pick up any CL 22 weapon. But If I need pistol XP, the DH17 is the only weapon worth using. There is a lot of variety at the top. But very little on your way up. It's got to be discouraging to any new player.
And as a former Commando (on my alt), I can tell you that grenades suck worse than they did before. AOE is broken as is elemental damage. I know some of that is Commando specific, but it has a lot to do with the weapons themselves.
IMO, they did a very lazy job of revamping weapons. There needs to be some kind of long term plan to revamp the CL on weapons and the resource requirements associated with them. It's something that really needs to be addressed for the long term health of the game. And it affects more than just WS, it affects the game as a whole.
agree strongly with this list.. - particularly #3 - i have an entire tree worth of XP i ground in the double xp week and cant trade in.. ![]()
CSR official responce atm is "sorry - understand the problem - cant do anything - go regrind it"
A'ru
ShugFlurry wrote:
Re-list ftW!!!
re-list!!! re-list!!! re-list!!!!!1111!!!one!one!1!1 FTW!!!!!
For me the biggest issue is for the devs to finish converting the themepark loots. Form-fitted stocks are useful for the DPS junkies, but everything else blows chunks. Vendor relist would be nice, too. And giving crafters a few combat levels would be nice too, say CL 5 or 10, just so we can live long enough to run away from the all the man-eating bunnies and moths that inhabit the universe.
Slim Vargo, Corbantis
DE-10 Pistol Barrels need to have stats introduced. That might help the pistol itself. A little elemental damage added would be nice. Otherwise there is no incentive in making a DE-10 Pistol in comparison to a Modified Republic Blaster or Republic Blaster.
Updating loot schematics would be nice as you said. But lets not forget that for Teras Kasi and Swordsman there isn't a lot of mid-range weapons available to grind with. Between level 14 and 40 comes a point where its better to grind bare handed in TKA than using a Vibro Knuckler. And after level 50 if TKA is your only combat class, it becomes very slow to grind. The only non-loot weapon for Swordsman between level 22 and 54 is the Vibro Axe that I'm aware of. It would be nice to have a level 30 and 40 weapon that doesn't require high end loot to provide.