Weaponsmith Archive
Thread: What I am currently aksing for...
I'm pretty sure this is "working as intended". If a power handler and a barrel both reduced the speed by -1.85 seconds then most weapons would have a negative speed. Other than the DPS calculation, the speed of a weapon makes no difference at all to someone who is speed capped. If your modified speed with a weaponis less than 2 seconds you are already firing as fast as you possibly can.
Mor-Dan wrote:
2. Component speed modifiers are all off by 1 decimal place. Example: a -1.85 blaster power handler will not reduce speed on the weapon by -1.85spd, but by -.185spd. This is true for every weaponsmith component.
Just let me know if this is something that can be fixed. we are doing a good job of educating people, but it is pretty annoying. We would like to see it fixed, but if it is going to cause more trouble than it is worth, i guess we can learn to live with it.
Vade_WS wrote:
Agreed, but it would be less confusing for new WS if the speed on components showed as -.185 instead of -1.85.
QFE
Orew wrote:My biggest problems are... none of the above. IMHO the following 2 issues are really hurting us, more than anything else:1. Looted weapons. More exactly, good looted weapons. My sales of medium and low end weapons are hurt bigtime by the looted weapons.2. ADK. These are hurting my sales of high-end weapons. People are usually buying my best weapons... and never come back.
well, you can forget about anything happening to ADKs. they are here and we have to deal with them. what it suggests is that you hold some of your best stuff back and release it during those times the market rises and such weaponry is highly valued.
the loot rewards is a big thing, but i am actually more concerned with getting us scehmatics. you can easily beat any ranged weapon that is a reward using enhancements. knowledge of SAC, Speed, Max Dmg, and Accuracy have helped us to realize the importance of the stats NOT labeled 'DPS'.
SAC on pistols seems to be fubared in my opinion. Example using the componets all maxed for SAC and right after assembly no experimention yet, the heavy weapons come out around 108 SAC, then rifles get a little bit of love at mid 90's SAC, then Carbs come out in the mid to high 80 SAC upon assembly. Then pistols get no love and come out in the mid to low 90 SAC. I would think that since pistol are so light compared to the other weapons there SAC should be a little lower than a carb after assembly. Yes I do agree that we can get the lowest SAC on pistols, but to get the SAC down into the 60's you almost have to use all your experimentation to get them there.
Plus one other problem which really isnt here but not sure where to put it. Just how hard is it for SOE to go and delete Grenade Experimentation & Assembly from the list of possible CA mods. It really gets old having peps coming to me trying to sell me these mods.
Samaw wrote:
That is the point I am making. Pistol's innate SAC should start at lower amount or they need to redo the SAC's on the pistol barrels allowing them have lower SAC by about 10 pts
Mor-Dan wrote:
Samaw wrote:
SAC on pistols seems to be fubared in my opinion. Example using the componets all maxed for SAC and right after assembly no experimention yet, the heavy weapons come out around 108 SAC, then rifles get a little bit of love at mid 90's SAC, then Carbs come out in the mid to high 80 SAC upon assembly. Then pistols get no love and come out in the mid to low 90 SAC. I would think that since pistol are so light compared to the other weapons there SAC should be a little lower than a carb after assembly. Yes I do agree that we can get the lowest SAC on pistols, but to get the SAC down into the 60's you almost have to use all your experimentation to get them there.
Plus one other problem which really isnt here but not sure where to put it. Just how hard is it for SOE to go and delete Grenade Experimentation & Assembly from the list of possible CA mods. It really gets old having peps coming to me trying to sell me these mods.
the difference is the weapon stock. with a weapon stock Pistols would start in the high 70s, low 80s after the -20SAC bonus. it is countered by allowing them to reach a SAC of 65, at the expense of damage. consider, Carbines and Rifles can max SAC in 3-4 points. i don't see this as a negative, but rather as a concession. high dmg tissue allows you to do this more effectively.
Message Edited by Samaw on 06-23-2005 03:23 PM
right, and i am saying that it is trade off to get the lower SAC of the 65. it shouldn't necessarily be taht pistols get the lowest SAC by default. actually, it is what makes the pistol a more specialized weapon than any other weapon.
Samaw wrote:SAC on pistols seems to be fubared in my opinion. Example using the componets all maxed for SAC and right after assembly no experimention yet, the heavy weapons come out around 108 SAC, then rifles get a little bit of love at mid 90's SAC, then Carbs come out in the mid to high 80 SAC upon assembly. Then pistols get no love and come out in the mid to low 90 SAC. I would think that since pistol are so light compared to the other weapons there SAC should be a little lower than a carb after assembly. Yes I do agree that we can get the lowest SAC on pistols, but to get the SAC down into the 60's you almost have to use all your experimentation to get them there.
Plus one other problem which really isnt here but not sure where to put it. Just how hard is it for SOE to go and delete Grenade Experimentation & Assembly from the list of possible CA mods. It really gets old having peps coming to me trying to sell me these mods.
the difference is the weapon stock. with a weapon stock Pistols would start in the high 70s, low 80s after the -20SAC bonus. it is countered by allowing them to reach a SAC of 65, at the expense of damage. consider, Carbines and Rifles can max SAC in 3-4 points. i don't see this as a negative, but rather as a concession. high dmg tissue allows you to do this more effectively.
That is the point I am making. Pistol's innate SAC should start at lower amount or they need to redo the SAC's on the pistol barrels allowing them have lower SAC by about 10 pts
Mor-Dan wrote:
Samaw wrote:
SAC on pistols seems to be fubared in my opinion. Example using the componets all maxed for SAC and right after assembly no experimention yet, the heavy weapons come out around 108 SAC, then rifles get a little bit of love at mid 90's SAC, then Carbs come out in the mid to high 80 SAC upon assembly. Then pistols get no love and come out in the mid to low 90 SAC. I would think that since pistol are so light compared to the other weapons there SAC should be a little lower than a carb after assembly. Yes I do agree that we can get the lowest SAC on pistols, but to get the SAC down into the 60's you almost have to use all your experimentation to get them there.
Plus one other problem which really isnt here but not sure where to put it. Just how hard is it for SOE to go and delete Grenade Experimentation & Assembly from the list of possible CA mods. It really gets old having peps coming to me trying to sell me these mods.
the difference is the weapon stock. with a weapon stock Pistols would start in the high 70s, low 80s after the -20SAC bonus. it is countered by allowing them to reach a SAC of 65, at the expense of damage. consider, Carbines and Rifles can max SAC in 3-4 points. i don't see this as a negative, but rather as a concession. high dmg tissue allows you to do this more effectively.
Message Edited by Samaw on 06-23-2005 03:23 PM