Weaponsmith Archive
Thread: Help improve melee weapons
Message Edited by XrioT on 07-04-2005 11:36 AM
ShugFlurry wrote:
hear hear.... What is this melee you talk of? Another lost weapon class like nades were pre-jedi grind?
Stop being so grumpy ![]()
Agree melee isn't what it was, so much for balancing and making all profs useful.... C12 nades on the other hand still sell nicely.
Summerflame wrote:
XrioT wrote:
Post-CU I realize that not as many people are toting melee weapons and ranged are focused on more often as a weaponsmith, but i've always been a melee lover and my alt is a melee weaponcrafting lover. It sadens me that I am no longer able to make melee weapons that can compare to many of these pre-CU converted weapons. I have the best resources that have come through Tarquinas for creating melee weapons, whether its a stun baton, power hammer, vibro lance, scythe, or the new blaster fist, I can make them the best possible with 1000SR resources in many cases. I have tons of good geo loot, acklay bones, yellow cubes that improve damage by 13 or 14, geo paste that improves damage by over 20, and vibro enhancements as high as 30+ damage.
Given all this, and my 1 1/2 years of experience in melee weapon crafting, I can still make a very nice powerhammer that may be comparable to the non-exceptional pre-CU converted ones, and maybe the occasional stun baton or scythe that are comparable to converted ones, but it can be extremely hard to accomplish even coming close in many cases, and weapons like the vibro lances andblaster fists are pretty much wasted effort next to the converted vl's and TK quest items. The stun batons as well are fairly useless next to all the wonderful fencer quest items available. I love that a blaster fist can take tissues and vibro enhancements, but the damage cap seems rather low in comparison to the katarn knucklers available which also have 75 SAC.
Personally, Vibro lances bother me the most because i'm a TKM/M.Pikeman on my alt. Sure I could probably craft a VL with comparable damage to a converted one, although I couldn't imagine reaching above 950 damage even with the best vibro component i've ever seen. But even then, the SAC will be ridiculous and the speed will be more than converted ones. Every time I try to see 'how good can i do today', I get discouraged when I don't even come close in comparison.
As it stands, I can make far better ranged weapons with lesser quality resources than I can make good pre-CU comparable melee weapons with the best of resources. It's possible to make most any high level ranged weapon better than quest reward ranged weapons, but attempting this with melee weapons is merely a waste of time and effort.
I would very much like to see ideas posed to improve Melee Weapons specifically. I do believe that we should be able to craft any melee weapongiven the highestcomponents available for the weapon to provide a result that is far better than any of the converted melee weapons.
My initial suggestions to improve some melee weapons are:
1) Vibro Lance: Require that vibro lances have a 'Reinforcement Core', this would provide an extra mechanism to add damage to the vibro lance and make it comparable to the pre-CU converted ones. Obviously it would also make adding an acklay bone possible, but given that there are damage caps, and it's impossible to even come close to them currently with this weapon, this shouldn't be a problem.
2) Blaster Fist: Raise the damage cap so that the best krayt tissues and vibro enhancements can make reaching a damage above the katarn knucklers possible. This would allow us to hit or exceed the knucklers damage and focus on SAC to make something comparable.
3) 2H Sword: I've seen proposals for adding a craftable 'sword' for the master swordsman, this would have to have a reinforcement core OR a much higher initial assembly damage with a sword core in order to match and/or exceed the power hammers capable of being crafted with acklay bones.
There are other melee weapons that need improvement obviously, please continue with comments regarding others. No ranged weapons please, melee are people too
Message Edited by XrioT on 07-04-2005 11:36 AM
First of all it would be nice to get a craftable CL 54 TKA weapon. The blasterfist is only level 40 and thats the best TKA weapon we can make, which is just stupid.
Secondly I agree that we need a SWORD for the master swordman and if you look at the devtracker a dev actually states to have the same opinion, so maybe we get lucky soon?
I dont agree to vibro lances being able to take Acklay bones, but perhaps if they upgraded the highpowered vibro motors to be in line with krayt tissues it would help out a lot
Anyway I agree that we need something done to our Melee weapons, as they clearly is out of line compared to their ranged cousins.
I always thought it was stupid that the blaster fists were at level 40.
XrioT wrote:
Post-CU I realize that not as many people are toting melee weapons and ranged are focused on more often as a weaponsmith, but i've always been a melee lover and my alt is a melee weaponcrafting lover. It sadens me that I am no longer able to make melee weapons that can compare to many of these pre-CU converted weapons. I have the best resources that have come through Tarquinas for creating melee weapons, whether its a stun baton, power hammer, vibro lance, scythe, or the new blaster fist, I can make them the best possible with 1000SR resources in many cases. I have tons of good geo loot, acklay bones, yellow cubes that improve damage by 13 or 14, geo paste that improves damage by over 20, and vibro enhancements as high as 30+ damage.
Given all this, and my 1 1/2 years of experience in melee weapon crafting, I can still make a very nice powerhammer that may be comparable to the non-exceptional pre-CU converted ones, and maybe the occasional stun baton or scythe that are comparable to converted ones, but it can be extremely hard to accomplish even coming close in many cases, and weapons like the vibro lances andblaster fists are pretty much wasted effort next to the converted vl's and TK quest items. The stun batons as well are fairly useless next to all the wonderful fencer quest items available. I love that a blaster fist can take tissues and vibro enhancements, but the damage cap seems rather low in comparison to the katarn knucklers available which also have 75 SAC.
Personally, Vibro lances bother me the most because i'm a TKM/M.Pikeman on my alt. Sure I could probably craft a VL with comparable damage to a converted one, although I couldn't imagine reaching above 950 damage even with the best vibro component i've ever seen. But even then, the SAC will be ridiculous and the speed will be more than converted ones. Every time I try to see 'how good can i do today', I get discouraged when I don't even come close in comparison.
As it stands, I can make far better ranged weapons with lesser quality resources than I can make good pre-CU comparable melee weapons with the best of resources. It's possible to make most any high level ranged weapon better than quest reward ranged weapons, but attempting this with melee weapons is merely a waste of time and effort.
I would very much like to see ideas posed to improve Melee Weapons specifically. I do believe that we should be able to craft any melee weapongiven the highestcomponents available for the weapon to provide a result that is far better than any of the converted melee weapons.
My initial suggestions to improve some melee weapons are:
1) Vibro Lance: Require that vibro lances have a 'Reinforcement Core', this would provide an extra mechanism to add damage to the vibro lance and make it comparable to the pre-CU converted ones. Obviously it would also make adding an acklay bone possible, but given that there are damage caps, and it's impossible to even come close to them currently with this weapon, this shouldn't be a problem.
2) Blaster Fist: Raise the damage cap so that the best krayt tissues and vibro enhancements can make reaching a damage above the katarn knucklers possible. This would allow us to hit or exceed the knucklers damage and focus on SAC to make something comparable.
3) 2H Sword: I've seen proposals for adding a craftable 'sword' for the master swordsman, this would have to have a reinforcement core OR a much higher initial assembly damage with a sword core in order to match and/or exceed the power hammers capable of being crafted with acklay bones.
There are other melee weapons that need improvement obviously, please continue with comments regarding others. No ranged weapons please, melee are people too
Message Edited by XrioT on 07-04-2005 11:36 AM
First of all it would be nice to get a craftable CL 54 TKA weapon. The blasterfist is only level 40 and thats the best TKA weapon we can make, which is just stupid.
Secondly I agree that we need a SWORD for the master swordman and if you look at the devtracker a dev actually states to have the same opinion, so maybe we get lucky soon? ![]()
I dont agree to vibro lances being able to take Acklay bones, but perhaps if they upgraded the highpowered vibro motors to be in line with krayt tissues it would help out a lot
Anyway I agree that we need something done to our Melee weapons, as they clearly is out of line compared to their ranged cousins.
Ok maybe I should have posed a different question to start with.
1) Does anyone besides me even craft melee weapons other than the Power Hammer anymore? ![]()
So i've gathered that we need the following
1) Increase in stat potential for vibro enhancements comparable to that of krayt tissues/gorax bone shards
2) Make a substitute blaster fist called 'High Capacity Blaster Fist' with a higher CL and damage cap
Why 'High Capacity'? It seemed to work for the scatter pistol hehe
XrioT wrote:
Ok maybe I should have posed a different question to start with.
1) Does anyone besides me even craft melee weapons other than the Power Hammer anymore?
So i've gathered that we need the following
1) Increase in stat potential for vibro enhancements comparable to that of krayt tissues/gorax bone shards
2) Make a substitute blaster fist called 'High Capacity Blaster Fist' with a higher CL and damage cap
Why 'High Capacity'? It seemed to work for the scatter pistol hehe
When I have time I stock the whole range of melee weapons, but its low priority like nades
I hope they do sort out melee. I have a PH on my wall that no one seems particularly interested in paying a decent price for (possibly because it's ADK'd...)
Dmg 618-1236
Base DPS 443
SAC 104
Speed 2.09 (Speed PUP'd)
It says something about the state of melee weapons that this doesn't create aconstant floodof interest.
i mean there is a 1k damage Fencer weapon that you can get on the planet. and the best weapon WS can make for fencer is a Stun Baton which doesn't go higher then like 780 damage or so(including the Ele damage) RoTW weapons are a bit Over Powering IMO.
And pike? Haven't really made any in awhile. But there are very few Master Pikemen out there that actually use a Pike any way.
and TKA as stated before the lvl 40 craftable weapon does not even compair to being unarmed... Much less using Katarn Weapon which when fully sliced does about 800-900 damage. compaired to 650(which i believe is the cap on the Blaster knuckler and that is when you use some krayt tissues. and not including the elemental damage.)
Muzz wrote:
I hope they do sort out melee. I have a PH on my wall that no one seems particularly interested in paying a decent price for (possibly because it's ADK'd...)
Dmg 618-1236
Base DPS 443
SAC 104
Speed 2.09 (Speed PUP'd)
It says something about the state of melee weapons that this doesn't create aconstant floodof interest.
Heh, if you were on Bria I'd drop a cool $15-20 mil on that.
Maystudly wrote:
Heh, if you were on Bria I'd drop a cool $15-20 mil on that.
Muzz wrote:
Maystudly wrote:
Heh, if you were on Bria I'd drop a cool $15-20 mil on that.
For the ADK??
Yikes, I thought our inflation was bad.