Weaponsmith Archive
Thread: Compilation of Weaponsmith Issues (updated 14 JAN 2005)
Ybagi wrote:
I read that this had been fixed in a past patch but I don't practise anymore so I can't confirm
I'll see if I can verify if this is still an issue or not with the Artisan Correspondent.
I don't notice this anymore
Come to think of it, neither do I. We'll flag that one as potentially fixed and I'll solicit some more info.
Is this true? Thermals have medium AP
Thermals have medium AP, but cap out around 1800 max damage without Acklay venom or Kliknik glands, don't they? I thought Imp Detonators went higher than that. AP doesn't do anything to lairs anyway, and that's about all grenades are good for. This may be fairly redundant since virtually the entire munitions tree is useless in it's current form anyway.
I would say riflemen have variety second only to pistoleers now, carbineers need more variety.
I would agree. We'll re-name that sub-section as simply "Ranged" and change this comment to carbines.
You guys make this job easy. ![]()
Message Edited by Jeisyn on 12-01-2004 01:12 PM
Message Edited by epidimick on 12-01-2004 02:13 PM
Oh and Ybagi, lol I never knew you were on Flurry
You're referring to the output hopper issue? Where once it hits X number of items in the output hopper (X seems to be random) the factory shuts down until you take some stuff out?
Vade_WS wrote:
We should really add the factory "storage" issue. It is way too expensive and damaging to loose resources just because a factory has stopped before a server reset.
'This "storage" issue is a problem..... you see when your factory turns off before server restart and then this bug happens ..... at server reboot .... the computer bug sees the factory as being used as storage when in reality it was production output sitting in the hopper. Oh yea... and then it disappears........ wow... and no fix????'
A CSR responded that they can't track items in the hopper. Imagine loosing a large grenade production run. This can hurt a MWS but it can destroy someone just entering the profession.
dsurfman wrote:
Good Job Felton. But I gotta admit I dont know what everyone is saying about adv. rifle stocks. yeah they start at 8% dam...But I have yet to not max it out (as I am allowed by stats) at 34/34 and .332 for speed. Is this broke?
If experimented properly (and with high end resource) advanced stocks can be pushed to +40min / +40 max / +.28 or +.29 speed. The problem with them is that when first assembled, the damage stat is FAR below the rest and to experiment it to max requiressome work.
Next time you make advanced stocks, try using six points or more on your first experimentation attempt and see if you can't get better results of out of them.