Weaponsmith Archive
Thread: Does SOE Not like WS?
Message Edited by PhoNyx on 01-28-2005 04:43 AM
I only got MWS about 3 weeks ago and haven't had the chance of making a decent weapon (just loads of VK's).
I was wondering if I should stick with WS.
And there will be some new weapons with the Combat Revamp.
Welcome to the profession. It should take around six months of keeping up with resource spawns before you have everything you need.
Osskpy wrote:
I think you're right. We haven't had a decent spawn of Plumbum Iron or Neutronium Steel or other WS for a while. It seems they haven't spawned since JTL!
PhoNyx wrote:
Considering the fact that with JTL coming out and a Friday Feature about the factional armor ....I personally think that SOE doesn't like WS! Of course I could be wrong about this, but when JTL came out. there were new things for DEs, AS, and they added Shipwrights to the list of professions. What was there new for Weaponsmiths to make? Nothing. Even the Archs now have the new tech tables that they can make and all we get to make is something that requires a lot of components and aren't even worth making (IE: zerkers/de-10). Most of my guild has yet to even try the dwb so the chances of getting the schem and parts for the DE-10 is hard for me.I know I could go out and just buy them, but I'm not a rich WS (not yet ayways)
I'm just curious to know if WS is a lost cause...or if we might get something new and exciting to make like the other professions that doesn't take an act of god (or SOE) to make them.
Again...I could be wrong...but hey, I'm only human. If I am wrong then I will say so.
WS is far from a lost cause. For a while there, we were the only crafting profession getting new stuff. Consider what's been added since launch for us in terms of new schematics. Off the top of my head:
- Executioner's Hack
- Scythe
- DE-10
- Berserker
- Featherweight FWG5
- Enhanced E11
- Modified Republic Blaster
- Geonosian Sonic Blaster
- Nightsister Energy Lance (may have been in at launch, but they didn't show up for months)
There are some really good weapons on that list (take my word for it, a well-made DE-10 is beastly). JTL didn't have any new crafting content for anyone but Shipwrights, but it did give us some new resources to play with which made a number of things better.
As someone has pointed out, the CURB is going to re-write the book on what weapons people consider good and not. It is my hope that once it is completed, every weapon we have a schematic for will be useful. That is one of my goals, at any rate. Between that and the possibility of new weapons in the CURB as well, I'd say we have a pretty bright future. I mean, no offense to Architects, but they aren't likely to be adding new houses as part of the CURB, are they?
SeaRaptor wrote:
Welcome to the profession. It should take around six months of keeping up with resource spawns before you have everything you need.
unless you play on chimaera when its 12 months to get half the res and the other res you have to buy off people that have been playing sinec server launch and have stockpiled it since like the first month.
Now lets break down your weapons list
* Executioner's Hack
Useless is beaten by the scythe in every aspect
* Scythe
Very nice weapon and indeed muchly made/requested
* DE-10
Again very nice weapon in the hands of a mater pistoleer
* Berserker
Useless we all know why oO
* Featherweight FWG5
Useless although it comes with mods it uses alot of more specific res which means we cant make them as good or as fast as a normal fwg5 (at least on my server)
* Enhanced E11
Has anyone actually sold any of these yet? I made 10 of them and i still have 10 on my vendors after about 6 months
* Modified Republic Blaster
See above add to the fact a pretty much useless dot
* Geonosian Sonic Blaster
High demand weapon plagued by its bugs on craft 20/20/11/20 on combine and the fact until last patch getting geo stuff was impossiable. and the drop rate on the scheme is far too low
* Nightsister Energy Lance (may have been in at launch, but they didn't show up for months)
Weapon its self is very nice from what i understand ofc actually getting the scheme etc for one.
Good luck crap queen spawn and not a guaranteed drop may as well have left the damn thing out.
ana-mo-cara wrote:
Asfor the limited schem weapons. I hate limited schems these are more for combats then the WS. For them to collect and us to act as manufacture monkey.
I would beg to differ with you there... The Scythe, Hack,& (now the) Berzerker have been my bread & butter for months. I think the difference is that I rarely play "Manufacture Monkey." I buy the schematics, hunt the loot, craft the weapon & have it sliced, then auction the finished product to the highest bidder.
Even more profitable is when I can guide a newer player to their scythe schematic. I'll craft 2 scythes for them using my geo materials, but I get the other assembly as my fee.
Message Edited by Va-Mei on 01-28-2005 09:17 AM
hinchles wrote:
SeaRaptor wrote:
Welcome to the profession. It should take around six months of keeping up with resource spawns before you have everything you need.
unless you play on chimaera when its 12 months to get half the res and the other res you have to buy off people that have been playing sinec server launch and have stockpiled it since like the first month.
Now lets break down your weapons list
* Executioner's Hack
Useless is beaten by the scythe in every aspect
Fair point. We've been told, however, that this weapon was intended to be CU ready, which I don't believe the Scythe was. I guarantee we'll be pushing very hard when the time comes to make sure that the CU includes a thurough look at making every weapon viable and practical. (And if they don't listen....we'll withhold weaponry, mwahaha :smileytongue
* Scythe
Very nice weapon and indeed muchly made/requested
* DE-10
Again very nice weapon in the hands of a mater pistoleer
* Berserker
Useless we all know why oO
If you're referring to the stabilizer component bug, that's been fixed.
* Featherweight FWG5
Useless although it comes with mods it uses alot of more specific res which means we cant make them as good or as fast as a normal fwg5 (at least on my server)
Some people actually seem to like the mods. I have had no trouble selling these, although with the new SW steel, the normal one has gotten much better, so we'll see.
* Enhanced E11
Has anyone actually sold any of these yet? I made 10 of them and i still have 10 on my vendors after about 6 months
All the time. Many carbineers I've spoken to love the fact that they can have a bleed that makes them more useful in group combat. Plus with special costs for carbines being what they are, a bleed that doesn't require a special is an added bonus.
* Modified Republic Blaster
See above add to the fact a pretty much useless dot
The Diatium Copper requirement actually makes these notably better than their regular counterparts. Slap a nice scope on there to mitigate the terrible ideal range mod, and I can barely keep these in stock.
* Geonosian Sonic Blaster
High demand weapon plagued by its bugs on craft 20/20/11/20 on combine and the fact until last patch getting geo stuff was impossiable. and the drop rate on the scheme is far too low
With the cubes dropping like broken datadisks now, there's really no place for complaint.This is a 5-use schematic, and you can get up to 6 guns out of each use. Selling them for 250k each (comparatively quite low), they spend no more than 2 days on the vendor. You can easily recoup your costs on 1-2 batches of these, and the rest is all gravy.
* Nightsister Energy Lance (may have been in at launch, but they didn't show up for months)
Weapon its self is very nice from what i understand ofc actually getting the scheme etc for one.
Good luck crap queen spawn and not a guaranteed drop may as well have left the damn thing out.
Not actually in since launch, it was added with the first dungeon, the Nightsister Stronghold waaaaaay back in the day.
I play pikes....don't get me started