Weaponsmith Archive
Thread: List of Bugs and Problems Submitted to the DEV team (5/21/05)
- Themepark scopes are useless adding 20% to something (Wound %) we cap easily
- Stocks from before CU still adds damage to weapons crafted with them
- Theme-park looted barrels not converted and are now rather useless
- All converted components are maxed on dmg with -6 SAC; these are not possible to craft post CU and gives older players, or those who ran tons of schems during beta, an unfair advantage.
- All weapons converted to low SAC, with many enhanced crafted weapons becoming obsolete because their damage is now lower than unenhanced crafted items.
- Krayted components did not keep their max dmg stats, and all dropped in dmg capability, rendering ABPHs made with high dmg tissue worse than ABPHs made with base tissue post CU.
General Issues with the Weaponsmith Profession
- Resource requirements are larger or the same for some lower level weapons than some high level weapons.
- Too many special weapons are granted as quest rewards and many of these are better than what a Weaponsmith is able to craft in combined DPS/SAC.
- 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
- All speed modifiers on components are off by a whole decimal place. If it says -.5 its actually -.05 etc...
- 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
ok now that I have a placemark...
Great job on this list!!!
I see you put great effort into it.
There is something I would like to see as well. SAC costs for lower end weapons need to be reduced in ratio to their level. Now understand that a level 14 pistoleer wont notice SAC as much as a level 54 due to lack of high cost attacks, but there is no reason for a level 54 Pistoleer to not trash any weapon below his/her level. This means we should not bother to stock more than a handful of lower end stuff if at all.
I would also like to see more variation in base weapon stats. T21 is worthless compared to the ADV Laser Rifle. the only difference is the wound%. I think there should be more base stat trade offs. Like a T21 with slower speed but much better Accuracy as a base number. An Adv Laser Rifle with higher speed but with less accuracy etc. The rebalance was set forth in part to remove everyone wanting the same template. Well we will all just be crafting the same weapons because others have no value or marketability.
Mor-Dan wrote:
Wishlist
- The ability to craft the new ROTW weapons
- More WS quests (for weaponschematics) preferably some that doesnt include combat
They did it right with the RIS Armor quest. Was hoping when any new schematics came into game they would make up a quest to get certified with each schematic. Instead we have to deal with aquiring looted or quested schematics or now with ROTW no schematics at all.
/sarcasm turned on
Why not just get rid of the Weaponsmith profession altogher and make it so your best weapons are either looted or quested for with each new content purchase.
/sarcasm turned off
(insert unimportant and bannable rant here)
On the other hand, I've been checking out the other professional forums and according to the Fencers, the new loot weapons decay faster than crafted weapons. Has anyone confirmed this?
Thank you for creating this list.A fine service to weaponsmiths!However, one crafting bug is still not on the list.
The Alliance Disruptor is still not craftable as a schematic. This not been fixed yet. Before you experiement on this weapon, the only options on the menu are "experiment" or "create a prototype". "Create a factory schematic" is not given as a menu option for this weapon. Then after you experiment, it immediately makes a prototype, without giving you thechoice of making a factory schematic.
It appears that this may not be bugged for some people. However, ifsomething is bugged for some people but works for others, it's still a bug whichneeds to be fixed.
Message Edited by AloraElon on 05-24-2005 02:07 PM
Message Edited by AloraElon on 05-24-2005 02:07 PM
Message Edited by Solscraft on 05-24-2005 03:19 PM
Solscraft wrote:
One thing I didn't see mentioned that I would consider a high-priority:Our ability to experiment on components doesn't currently give us the opportunity to create end products comparable to pre-CU components.The Specific Problem:My pre-CU reinforcement cores are around 50 max dmg with -1.5 speed and -6 attack cost after conversion to the new system, yet because I am now forced to experiment on these attributes independantly I can only create a core with a single one of the above qualities.My Suggested Resolution:Increase the experimented values per point experimented so we can at least create a component of equal measure. I should be able toreproduce this 50 max dmg, -1.5 speed, -6 attack costitem in the new system. Also this may allow someone to create an 80 max damage core in this case, but without the speed and attack cost attributes.We at least need to be able to match previous components as to not give weaponsmiths that had a large stock of crates pre-CU an edge.Message Edited by Solscraft on 05-24-2005 03:19 PM
actually, that is sort of referred to under general conversion issues, just not explained in the detail you did. basically i just need them to look at crafted post and crafted pre and they can see the differences. however, with the rise of importance in SAC, i suggest crafting new stuff anyway, to get that extra -2 SAC out of each component.
Abbell wrote:ok now that I have a placemark...
Great job on this list!!!
I see you put great effort into it.
There is something I would like to see as well. SAC costs for lower end weapons need to be reduced in ratio to their level. Now understand that a level 14 pistoleer wont notice SAC as much as a level 54 due to lack of high cost attacks, but there is no reason for a level 54 Pistoleer to not trash any weapon below his/her level. This means we should not bother to stock more than a handful of lower end stuff if at all.
I would also like to see more variation in base weapon stats. T21 is worthless compared to the ADV Laser Rifle. the only difference is the wound%. I think there should be more base stat trade offs. Like a T21 with slower speed but much better Accuracy as a base number. An Adv Laser Rifle with higher speed but with less accuracy etc. The rebalance was set forth in part to remove everyone wanting the same template. Well we will all just be crafting the same weapons because others have no value or marketability.
the problem with lowering SAC costs for lower weapons is that your action bar neither increases nor decreases with levels gained. that means that all kinds of players would drop down two or three quality levels to use lower SAC weapons that would actually increase their effectiveness in combat. think about it... if i am MBH/Carbines i have a lot of general ranged speed mods. i can parlay this into a lower end rifle to make attacks from 65m, or 85m with two cyber arms, and be highly effective with a line of weapons i haven't even trained. the fact is, you should become more proficient as you advance, and that should be through more advanced weapons and skills gained.
if the rest of the community agrees with this, i will take it to them. otherwise, i do not see it as a negative. the biggest negative i see is that you have to use a CDEF or other Artisan weapon for so long before you get your first real weapon cert, which doesn't make much of a difference. i would like to see the first weapons granted at CL4, and then CL6 instead of 6 and then 7.