Weaponsmith Archive
Thread: Can someone explain the status of the FWG5?
I know this is posted somewhere but I cant think of how to search for it sorry, I dont understand though why the FWG cant be made with krayt tissue anymore? which weapons can be made with krayt tissues and what are the melee equivalents to "krayt mods"?
Is it just me or is the FWG not the pistoleers elite weapon as its the best working pistol to date? Can a riflman get krayt rifles still, or commandos get krayt flamethrowers and BH's get krayt carbines and LLC's?
This blows, I accept the fact rifles and such should outpower a pistol anyday but is this the new standard; my top end fwg will hit around 170-180 max now as opposed to 210-220 while rifles have taken no cuts?
Or am I buying crap guns or missinformed and other weapons have taken a cut as well?
Anyone answer this please?
NewFWG5 pistols made now (and ever since the last major patch more than a month ago) cannot use a Blaster Power Handler any longer. The Blaster Power Handler is the only weapon component that can be enhanced with Krayt tissue, so no power handler, then no Krayt can be used. That's why. The FWG5 and one other gun (I can't remember at the moment) can no longer be made with a blaster power handler. All other guns that used use power handlers still can be made with them. I find that the newly re-vamped Republic Blaster can be made almost as good as the old FWG5 pistols as it has similar stats but still uses power handlers.
thankx for the answer
ya ive been looking at those RB's but they look soo **edit** silly lol, correct me if im wrong but were the old FWG's able to have 2 power hadlers put into them?
This actually happened some time ago, where the developers took out the blaster power handler from the FWG5. Only weapons that have blaster power handlers can have krayt enhancements. This includes scatter, scout blasters, DL44, republic blasters (list is just pistols). The reason they gave for nerfing it was that the damage could be heavily increased since you could use enhance both the power handler and the projectile feed mechanism.
I disagree with you that the FWG5 is the best working pistol to date since the pistol depends on the circumstances for combat. If a creature is vulnerable to acid (any many are), the DX2 is great (and i believe the DX2 is the pistoleer's elite weapon.I've always been fond of the scout because of the low speed.
Because of mitigation, FWG5 is probably a poor choice for PvP since the range of damage is so high. I think you should carry a number of different pistols for different occasions.
The range of damage you are seeing for the FWG5 sounds about right.
I know I'm kicking a dead horse thankx but Im just trying to understand the reasoning, it wasnt a big deal till today when i realized the krayt fwg's from old were drying up.
I do have a dx2 but its next to useless IMO I could aim it at your eye at a 6 inch range and end melting off your big toe if you catch my drift![]()
The scout blaster is ok but I like max damage Im not big on PvP(getting the **edit** kicked outta you while your kd'd and dizzy on you back isnt my idea of fun 9 times outta 10) It wouldnt be soo bad if you could repair weapons with some sort of consistency but this i havnt seen yet?
It just seems odd their reasoning when you factor other weapon outputs, oh and can someone tell me what the krayt equivalent for melee weapons are(ie special material to make a badass 2 hand cleaver?)
In my opinion its a mistake to get hung up on max damage. let me give you an example:
You have a scout and a FWG5:
scout: 90-140DMG 2.0S
FWG5: 38-190DMG 2.0S
Which one does more damage over the course of a fight?
The scout does.
Scout: (90+140)/2=57.5
FWG5 (38+190)/2=57
Scout: (90+140)/2=57.5
FWG5 (38+190)/2=57
what are you talking about?
Note that the Republic Blaster is also AP1 giving a 25% damage bonus to armored creatures over a weapon with no armor piercing.
Also, rifles can have a higher max range than 64m by using ideal range powerups.
From my perspective, the power feed removal on a few pistols stemmed from the high end krayt tissue loots. As a stand alone, or even with the common +30 -0.3 krayt tissues, the FWG was a very sound and solid workhorse pistol without being overbearing. The trouble came when people started grabbing +200 tissues andlucked out with good damage slicesand started getting FWG5s with profilesaround 80-700/1.2. And made it worse by bragging about it, thereby bringing it to the attention the devs.
No matter how you look at it, such a weapon profile is beyond reason.
The problem is, instead of addressing the crazy loots that made such profiles possible, the devs decided to ruin the FWG5 profile. In my opinion there was nothing wrong with the standard to low end krayt enhanced FWG5s - but in an attempt to stop 700 damage FWG5s they ruined it for everyone. To stop a small handful of folks getting access to such weaponry, they as good as destroyed the pistol for everyone else. Only 0.01% of people would ever own such a crazy pistol, but instead of removing crazily high tissue loots, they screwedthe FWG5for the 99.99% average joe users. Typical SOE logic!
On top of that, the Republic Blaster is another example of lack of co-ordination. You seem to not be impressed with it, but you seem to not know much about it. You weren't aware that it was AP1 - so I doubt you are aware it's also got no penalty to hit at 64m. That's right ... +0 at 64m. The point blank and ideal ranges are strange, they are both 0m and have different modifiers though, go figure. To boot, it takes no certs to use. I have zero pistol skills and am able to take out red cons with my Republic and it's nothing special. You get yourself a nice damage slice, and some top line powerups and you have a very solid weapon. It may look silly to you but it gets the job done, and if looks are more important to you than a weapon that performs .... well .... no comment.
As fordamage types, I wouldn't speak so soon. So what if the Republic is Energy based ... do you think that no other weapons treehas energy weapons? The T-21/Laser Rifleis energy based as well and so is the Laser Carbine (more popular weapons from rifles and carbines). I went to the Nightsisters cave and I couldn't touch the Protectors because they had 100% resists to all damage types rifles possess (if I recall correctly ... even if not pistols have the best selection of damage types). Rifles have energy, cold and stun, carbines have energy, heat and acid. Pistols have energy, kinetic, stun, heat and acid. There will be almost no times a pistoleer will have no tools at their disposal, which is more key than numbers. What good a 700 damage energy cannon if the target is 100% energy resist?
As for comparing rifles and pistols, it's more than just a damage profile. Look at the professions and what each bring to the table in terms of moves and bonuses. I'm sure riflemen would like a KD like pistol whip. Consider also the evolution so far ... until recently riflemen were unfairly slapped with a 2.5x melee damage modifier. Why SOE seemed to think that someone holding a small hand gun is going to defend against melee attacks better than someone who is holding a rifle, which if you hold at either end becomes a rudimentary quarterstaff, is beyond me.
Anyway it's still in flux. The devs have been going on and on about revamping combat system as well as introducing new and multi-tiered weapons. We'll just have to see how this plays out, I guess.
There was supposed to be a proj feed mech enhancer comparable to krayt tissue (gorax bone shard) but they screwed up and the gorax doesn't spawn anywhere so the enhancer doesn't exist.
Any discussion on this is rather pointless because the huge weapon/combat rebalance is supposed to be in the next patch in a few weeks.
Still fun to kick it around a while ![]()
I was waiting by the starport at Lok when a "Novice Scout" got mobbed by some close-spawing Kusak. I thought I would help a "newbie" rebel who had obviously wandered into the wrong planet, so I chipped in with some LowBlows, LastDitches and Panics. He survived with almost no damage, and when I got a closer look at him and my combat log, he had been hitting for 2-4000 points with strafeshot and just blowing them away in no time flat. Turns out he was a Master Rifleman, I guess the bonus for my KDs helped some but with a Jawa Ion Rifle he was just SHREDDING them.
The max range extend applies equally to pistols and rifles with a 64m range, though, doesn't it? A powerup is a powerup, or so I thought, I am a user not a maker so I will defer to someone who makes them if they know different.
Most rifleman in forums point out that Strafeshot is awesome, but they have at most 4-5 uses in them before their HAM pools are shot. I haven't climbed pistoleer, but the HAM cost on most pistols is so low that I can attack with nothing but specials for a while, and heal myself at 90 Mind a pop as well.
If riflemen get a bonus, that's fine by me. IRL, rifles outclass pistols considerably, more than a factor of 2 if you ascribe to the TKO theory of ballistics. Pistol XP was easy to get, Rifle was a pain before I dumped it. My pistol experience playing the game tells me I can get into scraps and not worry so much about how many things aggro on me, as a rifle-user (pre-Master Marksman)I had to be far more selective about what I shot when.
I do wish there was a better Stun damage pistol than the Tangler, it's basically a CDEF that can hit most anything. When I Master Weaponsmith, I'll look into it but with the Masters out there who have more experience crafting, I have never seen one worth carrying. Mine sits in my safety deposit box.
The reason for the change is that the FWG5 used to use both a projectile feed mechanism and a blaster power handler. There are advanced versions of each of these items. And you both items have enhancement slots. So your FWG5 would benefit from 2 additional advanced components AND 2 enhancements. So it was quite easy to make unsliced FWG5s with 270-300 max stats with fairly low Krayt tissues and High Velocity Projectile Feed Motors.
I believe the launcher and scatter pistols were like this too.