Weaponsmith Archive
Thread: Compilation of Weaponsmith Issues (11/26/03)
Page 13 of 13
JediNg
Thu Jul 22, 2004 6:23 pm
#157
Because sword cores do not have a durability attribute. And say hi to Anakis for me 
AriesMercwar
Thu Jul 29, 2004 5:35 pm
#158
then why are we allowed to experiment on duarability on sword cores?
JediNg
Thu Jul 29, 2004 5:44 pm
#159
because they forgot to take it out? lol
say hi to anakis again for me 
Kaiva
Sun Aug 01, 2004 11:47 pm
#160
Well.... that's quite a list.... lemmie add more MUHAHAHAHAHAA! 
First thing:
I agree with colored weapons, the gold or chrome, grey, jet black, ect. That would be awesome. Another "customization" to a weapon could be an optional holster on the leg, belt, or brandolier (but this might fit better into tailor, im not sure).
DUAL WIELDING!!! Seeing a MBH with an EE3 in one hand and a pistol in the other, or seeing a pistoleer with two gold-platedFWG5's. It would give a bit more reason to be a gun-wielder, all i've seen lately are Pikemen, Swordsmen, and TKMs with the occasional Fencer, rarely do I ever see a master pistoleer (on eclipse, i found ONE, whoopdedoo). A swordsman or fencer with dual-wielding wouldn't be too bad either.
More variety in gun models! PLEASE!!! the CDEF, DLT20 and 20a all look the same (as mentioned so many times before), for an idea on changing them, have a peek at Halo or Perfect Dark for design tips. 
More this more that, yup still more wanted. More variety in weapons would be nice, with everyone usinga CDEF until their #2 skill then jumping to the scout blaster, laser carbine, laser carbine, ect. They dont use the dlts or DL-44s anymore! (not in Mos Eisley, Theed, or Coronet for that matter). Still trying to keep it Star Warsy, maybe add cooler looking blasters (Han Solo's blaster, it looks pretty cool!).
Melee wiht swords , good idea! not star wars, but still good! (in a way this kinda reminds me of KOTOR, with melee ruling everything and blasters being a replacement for a lame crossbow) Melee is good, everyhting is nice, any gunner could easily kill one because they run the opposite way while shooting backwards. The problem? WHO CARES!! you're sick of reading this already!! lol
Halo isproperty of Bungie and Microsoft Games and blah blah blah yackity blah.
Perfect Dark is a registered trademark of Rareware and- oh look at the time....
-My 1.5 cents, if you dont like then... ok...
Vaashtkk
Wed Aug 18, 2004 9:05 am
#161
I've heard (in another forum section) that grenade experimentation is currently broken. Can anyone verify this? Is it supposed to be separate from weapon experimentation? Is it supposed to stack with weapon experimentation?
Inquiring minds want to know.
Inquiring minds want to know.
Kilarny
Wed Aug 18, 2004 9:32 am
#162
Vaashtkk wrote:
I've heard (in another forum section) that grenade experimentation is currently broken. Can anyone verify this? Is it supposed to be separate from weapon experimentation? Is it supposed to stack with weapon experimentation?
Inquiring minds want to know.
Yes, broken. I have a set of grenade experiment clothes, can mix and match with my WS clothing and all I get is lost WS points. No gain on grenades with those items.
The only semi-useful thing is the Demolitionist's Toolkit thing that gives +5 to Thrown Weapon Accuracy....the grenade exp / assembly bonuses it includes are also useless.
JediNg
Wed Aug 18, 2004 1:30 pm
#163
Grenade experimentation was supposed to be for commandos because originally, they were supposed to craft their own grenades.
Strongbow
Thu Aug 26, 2004 7:11 pm
#164
Dunno if this has been covered (just briefly looked thru list):
Republic Blaster Range modifiers: Pt Blank +0 @ 0 m, Ideal -36 @ 0 m, Max +0 @ 64m
Something fishy here. I think all weapons need a review of range modifiers.
Tenfo
Fri Aug 27, 2004 4:46 pm
#165
Weaponsmith Bugs
- Berserker Rifle Stabilizer component can not be used in the schematic as they have no stats currently
Byra
Fri Sep 24, 2004 11:16 am
#166
yeah same thing happens to me when using those resources in the ABPH on bria.
with this build i get -.39 19-39
Durenaciate Phrik 767/917
Oripa Polymer NA/996
Regoeite Ostrine NA/753
EolvoomievDiatium 706/919
Oonoyzerene Irolunn NA/987
but with this build i get -.40 20-40
(can't remember exact stats of phrik since server is down)
Oamaoto Phrik 767/860 (approx)
Oripa Polymer NA/996
Regoeite Ostrine NA/753
EolvoomievDiatium 706/919
Oonoyzerene Irolunn NA/987
something doesn't make sense
sabacc1000
Fri Sep 24, 2004 11:34 am
#167
Zabos wrote:
Not sure if anyone has posted this, but the ABPHs do not corectly allocate the resources values when making the item.
For an example
My current resources are
Name CD/OQ
Durenaciate Phrik 767/917
Oripa Polymer NA/996
Regoeite OstrineNA/753
EolvoomievDiatium 706/919
Oonoyzerene Irolunn NA/987
The game allows me to build to 80.x%
I personally allocated the attributes of these items andthey should be buildingto 90.53%
If I am wrong, clarification would be helpful, and if anyone wants to see how I got these stats I can post how I did it.
Message Edited by Zabos on 08-29-2004 01:31 AM
Because the gas, polymer and ore don't have a CD stat, the CD on the copper and aluminum are much more important than they look at first glance. So basically, the reason your calculations say you can hit 90+% is that your calculations aren't taking into consideration the fact that only 2 CDs make up that 66%, whereas 5 OQs make up the additional 33%, rendering the OQ far less important on any individual resource.
For a more thorough discussion of this (warning: math ahead)see this thread: http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=29559
Ganis
Thu Nov 25, 2004 8:37 pm
#168
I am an angry Rifleman who is still waiting for them to fix the Berserker Rifles, and maybe put an AP on them at least, It is still a rifle, not like it does insane amounts of damage anyway.
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