Weaponsmith Archive
Thread: Scatter/launcher/mystery gun nerf coming with FWG5 nerf
"hopefully its the DX2, T21, Elite Carbine"
Your kidding right
lol yeah those need to be nerfed hard
the legendary components are already in the game, as stated before that crazy fwg was made using a 150 damage projectile feed coupled with a 200 damage krayt tissue on and advanced powerhandler fwg.
experimentation was already fixed on projectile weapon parts and you can use all your points, the only fix that hasn't been introduced so far was the 0 min damage on the feed mech. I know my projectile barrels and my feed mechs doubled in damage back a few weeks ago.
From what the guys on test are saying, the parts are exactly the same minus the power handlers, which means that max damage on an fwg will be around 170 damage.
My accounts run till the 28th so i will be around till then, its been fun and enjoyed some of the threads we have had on here, but unless something drastic happens to change my mind I will be seeing you guys. Really sick of the mess, worked for hours and hours trying to get that exploit fixed with the uber components and 3 months later it still isn't fixed. My time is worth more to me than logging in to be frustrated with the game. Last game i spent this much time dealing with csr's and dev's and bug reporting and testing I got a free account for because I was on the testing team. I will not pay for a game I have to put all that into anymore.
Nador wrote " I know my projectile barrels and my feed mechs doubled in damage back a few weeks ago."
Hmm dunno where u got that, proj pistol barrels got a fix lately yes, but certainly not doubling dmg and the poj feed mech had no change on Live, but maybe that's just me ![]()
projectile barrels capped out at 10/10 prior to the last patch, they now hit 20/20. Thats a doubling of them.
If anything had been upgraded more it would be on test center now, nothing has been upgraded since then.
Logix wrote:
Attention to theparanoid crew, read the entire patch notes:
- Removed the blaster power handler requirement from the FWG5 pistol. Requiring two different power supplies was enabling these weapons to benefit from two separate power supply attribute crafting bonuses.
- Added a projectile feed mechanism enhancement loot item comparable to the Krayt tissue enhancement for blaster power handlers. Start looking.
- Fixed a problem with the crafting experimentation ranges on the projectile feed mechanisms being reduced in half.
So, essentially, the output of PFMs is effectively doubled now (which would easily make up for the lost damage when the handler is removed), and there is a new component equivalent to krayt tissue, thus making the krayt loss futile. There is no nerf, they just rearranged thingsto prevent players havingsome uber projectile weaponwith Krayt Tissue and super new feed mechanism part post-patch, which is perfectly reasonable. I could even see the Bowcaster rising way above the ranks if it could be double-Krayt'd.
your forgetting the SECOND half of the nerf Ace. That is that now with less than perfect 1000 resources (/cough, plumbum, /cough) you can spend all 10 points into an attribute and not hit the resource gate due to the new 3% gains or 2% gains on great successes as dictated by the resources. Thers also the other new CHANGE in wich your resource doesnt have the stat for conductivity or UT. Before It would just ignore it and not count that resource when averaging ie not penalized because your carbonite ore has no conductivity. Now, however, it counts as zero against you. I think that with this new 'system' in place your going to see a huge decline in stats. TC has already confirmed a 40 point reduction and .4speed slowdown using the EXACT SAME RESOURCES they used the day before they rolled that update onto TC. This 'update' included the new feed machanism fix. So while they fixed the APFM to have the 'potential' to get double its output, the generic crafting nerf has now ensured you will never get there unless they somehow start spawning steel and iron with 1000 COND and OQ along with1000 UT from the Axidite and Quadranium.
Besides, the Uber-FWG5 on Intrepid wasn't full of Krayt. Someone found a legendary projectile feed mech. It had something rediculous like 85-3xx dmg and some good drop in speed(actual stats on Intrepid board in the auction thread). That gun could have been craffted without krayt assuming premium material and some really good experimentation.
Logix wrote:
- Fixed a problem with the crafting experimentation ranges on the projectile feed mechanisms being reduced in half.
So, essentially, the output of PFMs is effectively doubled now (which would easily make up for the lost damage when the handler is removed), and there is a new component equivalent to krayt tissue, thus making the krayt loss futile.
I wonder if that's more recent than the FWG5 change, because I remember one of the first TC threads about it said that stats were significantly worse than before, and I didn't see anything at all about the PFM until the patch notes were posted.
Nador wrote:
the legendary components are already in the game, as stated before that crazy fwg was made using a 150 damage projectile feed coupled with a 200 damage krayt tissue on and advanced powerhandler fwg.
experimentation was already fixed on projectile weapon parts and you can use all your points, the only fix that hasn't been introduced so far was the 0 min damage on the feed mech. I know my projectile barrels and my feed mechs doubled in damage back a few weeks ago.
Experimentation on Projectile Feed Mechanisms was never fixed. Mine were 0 38 -.38 a month ago, and they're still 0 38 -.38 today, and they still do the immediately-half-damage-the-second-you-put-a-point-in crap. Projectile Pistol Barrels, however, have had their damage/speed doubled on my side, so that was definitely fixed.
As for "Legendary Items", I am suspecting this "new drop" is an entirely different component. They said it's an enhancement to PFMs, right? Right now, for BPHs, we have two enhancements: The Krayt Tissue and the Energy Capacitor. For the PFMs, we have one enhancement: The High Velocity Feed Mechanism, which is the PFM equivalent of the Energy Capacitor for the power-handler. So we are essentially missing the "Krayt Tissue"-esque part that goes into the PFM. Adding one just makes sense.
The "Legendary" parts are another item entirely, they do not enhance a current component, they replace that component. So I don't think they're referring to the already-in-game "legendary" barrels and crap when they're talking about this new component.
As for the experimentation change, I'm pulling a 'wait-and-see' here. Everyone had a huge panic attack the second the FWG5 handler-nerf was introduced and spammed threads across every board, but didn't wait and see the changes that showed that it wasn't a nerf, just a rearrangement of parts. Rhodium and Plumbum have been a notorious complaint at the top of our lists for ages and I'm getting the feeling we're going to see an introduction to a change in those resources along with the experimentation overhaul. So, have a little faith, they've given us enough reason to.
well i just talked to a weaponsmith on test and his words to me were, make up several schematics of all your old stuff, because you won't be able to duplicate the damage after the patch.