Weaponsmith Archive

Thread: ** ATTENTION ** Time to Work on the Compilation of the Top 5 Weaponsmithing Issues....

Boreback
Tue Sep 16, 2003 6:31 pm
#14

1.) show that a weapon has been sliced


2.) fix the feed mech problems


3.) make sure doonium iron and quandrium steel are alwaysin resource shifts (for bowcasters)


4.) novice weaponsmith should have more experimentation points rather than just 1




(Boreback - most cheapest weaponsmith in the Radiant galaxy
Zion Weapon Shop, Naboo loc -107 755)
If you see a Fat Wook Down, its not a movie, its me
(JTL beta tester)
EEMAN
Tue Sep 16, 2003 7:55 pm
#15

1. the bugged feed mechanisms


2. gated materials in advanced components and weapons esp rifle barrels


3. Republic blaster! pistoleers only have 1 AP1 weapon and its broken, and only meant for melee 0m combat not ranged combat. Fix republic blaster so that somewhere (novice pistoleer maybe) it can be used. Also fix the range on this, ideal and pointblank are 0m???? and one has a penaltiy and the other a bonus?


4. Beam Rifle, not only can noone use it but it was overlooked in the commando weapon balance pass,


5. I would like an *official* answer one way or the other on the stacked power handlers




Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
OMNIZAKU
Tue Sep 16, 2003 9:00 pm
#16

Lets have some way to show that a weapon has been sliced.


Stacking bonus for advanced components.


Would like the ability to purchase or quest for new weapon schematics or the ability to create a new weapon schematic my self. I think it would be pretty cool to have my own custom line of weapons that no one else has the schematic for. It could be resource based etc to help control this but it's just a thought.


Experimentation Messages - Moderate Success that lowers stats.


Fix experimentation/crafting so that tool effectiveness and higher quality crafting stations play a role.

Pinstripe
Tue Sep 16, 2003 9:04 pm
#17

Here are my issues:



1. Fix bad components - Chemical Dispersion, Projectile Feed Mechanism, etc...


2. Power Handlers not stacking


3. Slicing needs to have a visible tag on the item.


4. Fix Republic Blaster Certification and any others that may need assigning, reassigning, etc...


5. Not as urgent as the previous 4 but I think it needs to be addressed. Peoplehave raised concern over some weapons becasue of their steep resource requirements (commonly known as the Plumbium Iron issue). While I don't mind having these steep requirements, there still needs to be some usefulness for these weapons. My suggestion is mix up their damage types.


E11's could do electric damage


Sprayticks SHOULD do acid damage


Tusken Riffles SHOULD do kintetic damage


etc etc... Just my suggestion to make these obsolete weapons not so obsolete and have them find their place in the market.




------------------------------------------------------
Auror Nightfire a proud Section Eight Member
Master Weaponsmith (Kettemoor) W of Bestine (-2080, -3720)
JonR24
Tue Sep 16, 2003 10:06 pm
#18

I only have one request. How about a way to make weapons that are higher on the list of schems like E11 have the potential to be greater


Allow added modifications to be added based on the schematic level. like 1 modification for an intermediate FA crafting schem, 2 mods for adv FA crafting all the way to 5 mods for a master level schem.


These modification slots could be used for loots drops, special schematic parts, etc. I dont know its only a half baked idea expanding on the experimentation but instead of by skill level but by schematic level to increase demand and usefullness of higher level weapons.


modifications could be made to Damage,speed ,HAM, range etc, but all seperately so one master could build an LLC with higher damage than others while another could reduce the speed. It would vary the market more and create a market for those who care about speed more and a market for those who prefer damage over speed, etc....




Arcanum Stormbringer

~ Jedi Padawan ~
"Beware the coming of the storm, for death rides within."

Zarlan-ingame
Tue Sep 16, 2003 10:37 pm
#19

FA3 and above resources should ALWAYS BE SOMEWHERE on our servers. even if in small concetrations!


There should be a SLICED flag on guns




-Zarlan Sazar, Lowca
Weaponsmith
Rodric
Wed Sep 17, 2003 12:03 am
#20

1. Broken Schemas - Advanced Chemical & Advanced Barrels
2. Experimentation Messages - Moderate Success that lowers stats
3. Bad materials in schemas - Polonium Iron in Elite Carbine
4. Multiples not stacking - 5 Powerhandlers nets 1 change
5. Overly complex items - Rocket Launcher

Draconicius
Wed Sep 17, 2003 12:10 am
#21

1. Experimentation on Projectile components need to be fixed.


2. Stacking damage/speed of powerhandlers needs to be looked at ... we need a YES it is supposed to stack or a NO it is NOT supposed to stack.


3. Cert for Republic Blaster does not work... Cert for c12 frag does not work for wookies.


4. Gated materials for weapons


5. Wishlist item - I would like to see OR be able to make custom schematics... There would be great to add diversity to the smiths. (example... maybe put in a e-web cannon or something from the books - in these schems the resources should be specific.




Kai's Sunderies
Kauri Server
Naboo -5731 6811 Nearest to Theed. Stop by take a load off and shop a little.
AI till I die.
NGrey
Wed Sep 17, 2003 12:33 am
#22

1. The Chemical Dispersion Unit and Advanced Chem Disp Unit still CANNOT be experimented on for Damage
2. Advanced Projectile Feed Mechanism and the Projectile Feed Mechanism experimentation problems
3. Projectile Barrel's always starts at a MAX experimental effectiveness of 8-10% no matter how good the resources are.
4. 'Effectiveness' on Crafting Kits/Crafting Stations
5. Resources (like iron) mostly having bad stats for weapons.




Jag Feldil
Master Weaponsmith, Artisan, Entertainer, Medic, Combat Medic, Musician, Marksman, Commando, Jedi Initiate, Creature Handeler...
HaoleInc
Wed Sep 17, 2003 12:41 am
#23

1. Multiple components should effect final weapon.


2. Weapons that are composed mostly of ferrous materials should have their schematics changed from 50% Conductivity to something more fitting of a ferrous material, shock resist maybe.




Haole Inc Firearms
Gone to find Ole Ben's House
and Sponsor of GF3 November 14-16
Mellanah
Wed Sep 17, 2003 12:54 am
#24

1. Capability of damage experimentation on the Chemical Dispersion Unit and Advanced Chemical Dispersion Unit
2. Adding a "sliced" tag to a sliced weapon
3. Adding resources to servers that have not had them since day 1 of the game that are required for specific weapons/weapon parts

Mellanah La'Bry
Tarquinas
SmugglerSnake
Wed Sep 17, 2003 6:14 am
#25

Bump. Come on folks, the more we get, the closer we get to a consensus.
EEMAN
Wed Sep 17, 2003 6:16 am
#26

6. (yes i know im asking too many) Can they replace all Plumbum iron slots on our weapons with Doonium iron? PLEEEEEASE





Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
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