Weaponsmith Archive
Thread: My latest post to the devs...
removing caps or increasing caps would be a very good option. Weapons should not be able to cap three stats with looted components. The components should either help speed, sac, or damage, but not all three.
Quest reward schems = good.
stanleycat wrote:what i really want to see is a response.
you and me both, kid...
Opie76 wrote:
Mordan, one question. IF you are pushing for a balance pass on the new ranged weapon enhancers from BH missions , I assume you will be pushing for retroactive implementation of this also? I don't think it would be fair for people to have any type of pre-nerf weapon that the Developers later decided was no longer going to be possible to make. I am disappointed to see some of the weaponsmiths on my server lowballing people trying to buy these things up, and then they come to the forums asking the Devs to nerf them. Funny this would leave them with some very valuable "Pre-Nerf" weapons if the balance pass was not retroactive.
Ho'mer
QFE
If these things are nerfed theremust be a retro-active nerf to, in the name of balance. If it's not retro-actively applied it's a bit pointless, we'll be back to having some weapons uber compared to others, which is exactly why the nerf is being called for.
The new bh loot isnt "unbalanced" the point of caps is to prevent anything exceeding the developers boundries. Lets say someone does make a triple capped weapon. The only advantage it gives him is to be able to fire slightly faster then someone with the already easy to get double capped weapon. Also these BH loot enhancers are MUCH rarer thenshards and tissue.
The enhancers are fine, However the part of the post i do agree with is the lack of variety it weapon design. Elemental damage is a complete after thought and needs to be brought to the forefront to exist along with the basic damage types. Weaponsmiths should be able to ADD elemental damage to any weapon. Creatures need to have different resists again. From the limited testing ive done every creature is equally resistant to kinetic and energy.
The relationship between weapons and Armor needs to change as well. Armor shouldnt get the same resists across the board when it comes to elemental damage, you want good acid protection you should have to give up one of the 3 other types.
Bottom line Enhancers are not hurting the game or weaponsmiths the lack of variety and the poorly implemented Elemental damage is.
Tal'set
Mordan, one question. IF you are pushing for a balance pass on the new ranged weapon enhancers from BH missions , I assume you will be pushing for retroactive implementation of this also? I don't think it would be fair for people to have any type of pre-nerf weapon that the Developers later decided was no longer going to be possible to make. I am disappointed to see some of the weaponsmiths on my server lowballing people trying to buy these things up, and then they come to the forums asking the Devs to nerf them. Funny this would leave them with some very valuable "Pre-Nerf" weapons if the balance pass was not retroactive.
Ho'mer
The major WS problem doesn't lie with powerful enhancers, it lies with the ADK. But that cat is already out of the bag, mating with a stray and producing new kittens every day someone qualifies for a 12 month vet reward.
Actually, with this analogy, a vet is exactly what is needed.
Message Edited by Muzz on 08-14-2005 10:53 PM
Imaridril wrote:
Riflemen don't have a level 54 Kinetic weapon. Best kinetic rifle they have is the level 50 LD-1.
Kesslan wrote:
As for the third weapon, well the heavy lightning beam cannon can hit an ok damage level, 45m range etc. So it's not too bad but still. Every toher profession has at least one CL54 weapon that does energy and one that does Kinetic. All the CL54+guns in commando do energy.
Wookiee's bowcasters. A bit exclusive, but technically it's a rifle.
Talset11 wrote:
Talk about out of context. Yes it is easy to double cap a ranged weapon. The line you highlighted was in a paragraph talking about BH enhancers there are no Melee enhancers dropped from BH missions. So basically. Your point is?
I'll quote it again for you, just the part in bold, because the rest of the paragraph, and anything having to do with BH enhancers is irrevelent.
The only advantage it gives him is to be able to fire slightly faster then someone with the already easy to get double capped weapon
See here? Easy to get double capped weapons, and as you say it so well, without even the need for the BH enhancers. Brings us back to a point your dear WS correspondant made about the melee enhancers being totally inadequate.
Ease to cap ranged weapons vs inability to cap anything for melee. Call that balance?
Talset11 wrote:The new bh loot isnt "unbalanced" the point of caps is to prevent anything exceeding the developers boundries. Lets say someone does make a triple capped weapon. The only advantage it gives him is to be able to fire slightly faster then someone with the already easy to get double capped weapon. Also these BH loot enhancers are MUCH rarer then shards and tissue.
The enhancers are fine, However the part of the post i do agree with is the lack of variety it weapon design. Elemental damage is a complete after thought and needs to be brought to the forefront to exist along with the basic damage types. Weaponsmiths should be able to ADD elemental damage to any weapon. Creatures need to have different resists again. From the limited testing ive done every creature is equally resistant to kinetic and energy.
The relationship between weapons and Armor needs to change as well. Armor shouldnt get the same resists across the board when it comes to elemental damage, you want good acid protection you should have to give up one of the 3 other types.
Bottom line Enhancers are not hurting the game or weaponsmiths the lack of variety and the poorly implemented Elemental damage is.
Tal'set
Excuse me? Double cap easy to get? Try double capping a melee weapon and come back to me, you'll see how easy it was. I think thats what he meant by "unbalanced".
Bottom line. Removing caps doesnt change the fact i only need one weapon.
Anything other then changing that simple fact is a waste of time.
Tal'set
PS Ok two weapons in my case ill need a kinetic carbine for pvp