Weaponsmith Archive
Thread: blast damage weapons???
Power cells do not cause the change, its the looted scopes that are applied to the gun. If a weapon is Kinetic and a looted scope is applied then it changes to energy. If a weapon is energy and a looted scope is applied, it turns to blast. I have also heard that looted scopes along with looted stocks change to blast.
In addition, yes this needs to be addressed.
Message Edited by MD_Bathar on 08-26-2005 02:30 PM
If you use both Pre-current-publish stocks and scopes, yes, absolutely. My alt is a MBH/M.Carb and ive made him such a weapon that he uses. Ive made some of these before the publish and after the publish for people and they all work.
The only disaster was someone who brought their components to me and I asked them whether they were pre-publish he said they were. Anynow it turned out that he was actually certain about the stock afterwards after we were discussing why his gun did 1 damage lol.
Lead Designer
Star Wars Galaxies
Blixtev wrote:
This fix should go out with next pub, all weapons will validate their Damage Type and Range on Login. So if you have one of these bad weapons it should right itself automatically on Login. If you ever generate a bad weapon in the future logging in and out should fix it as well.
To be added in the future is min/max damage validation, accuracy validation and speed validation, as these all deal with potential power-up calculations, plus the base weapon calculationsthe risk of permanently ruining a weapon is High. So we are going to wait on turning this part of the code on until it has been tested as much as we can.
Doesn't matter, the weapon will fix itself if it sees the wrong damage type out of the hopper or Logging in. Feel free to use those old stocks and scopes.
Blackmoore wrote:
So what about old stocks and scopes?
Lead Designer
Star Wars Galaxies
Blixtev wrote:
This fix should go out with next pub, all weapons will validate their Damage Type and Range on Login. So if you have one of these bad weapons it should right itself automatically on Login. If you ever generate a bad weapon in the future logging in and out should fix it as well.
To be added in the future is min/max damage validation, accuracy validation and speed validation, as these all deal with potential power-up calculations, plus the base weapon calculationsthe risk of permanently ruining a weapon is High. So we are going to wait on turning this part of the code on until it has been tested as much as we can.
That sounds like there is a pretty good chance that people who have paid millions of credits for top of the line weapons will have them nerfed.
Can you please clarify what you mean by "validating" these stats? Does this effect the generally accepted "crafting caps" people have researched for months and documented? Or is this simply a check for rare perhaps buggy or exploited cases where people somehow got around these caps?
Also, while you're here, what the heck is the deal with the caps on slicing weapons? Why, oh why, are they different from the crafting caps? Is this intended? And, if so, why? And how come it's so random? Ie, why do some weaponsslice max damage to within 1 point of the crafting cap, while others will not even come within 40 points?
This scares me. And I'm sure a lot of other people feel the same way. I mean, jeez, weapon diversity is pretty limited as is right now, if you plan on nerfing down some of the high end weapons, you'll just further eliminate any diversity.
Message Edited by Jaspor on 08-29-2005 07:42 PM
Jaspor wrote:
Blixtev wrote:
This fix should go out with next pub, all weapons will validate their Damage Type and Range on Login. So if you have one of these bad weapons it should right itself automatically on Login. If you ever generate a bad weapon in the future logging in and out should fix it as well.To be added in the future is min/max damage validation, accuracy validation and speed validation, as these all deal with potential power-up calculations, plus the base weapon calculations the risk of permanently ruining a weapon is High. So we are going to wait on turning this part of the code on until it has been tested as much as we can.
That sounds like there is a pretty good chance that people who have paid millions of credits for top of the line weapons will have them nerfed.
Can you please clarify what you mean by "validating" these stats? Does this effect the generally accepted "crafting caps" people have researched for months and documented? Or is this simply a check for rare perhaps buggy or exploited cases where people somehow got around these caps?
Also, while you're here, what the heck is the deal with the caps on slicing weapons? Why, oh why, are they different from the crafting caps? Is this intended? And, if so, why? And how come it's so random? Ie, why do some weapons slice max damage to within 1 point of the crafting cap, while others will not even come within 40 points?
This scares me. And I'm sure a lot of other people feel the same way. I mean, jeez, weapon diversity is pretty limited as is right now, if you plan on nerfing down some of the high end weapons, you'll just further eliminate any diversity.
Message Edited by Jaspor on 08-29-2005 07:42 PM
it means that if you found a way to exploit past a cap.. like somehow get a pistol with 1200 points of max damage... it will reset back to their caps. With any luck it will delete one of the extra crystals in the sabers that people found a way to exploit.
If you are going to nerf everything to about the same level, at least try and give weapons some sort of special attack.
You know, They might have a knockdown, or a root, perhaps some sort of concussion attack, or a "daze", or something, so there would be a reason to use a different weapon. The specials would make the weapon decay faster or something.
Weapons just seem boring now a days. Not that I really understand all the little delacacies to get a good weapon, but I guess that it matters less and less all the time.