Weaponsmith Archive
Thread: Lootable Schematic : Featherweight FWG5
MarshalCreed
Sun Jan 25, 2004 9:45 pm
#14
Well, I guess the melee professions get some thing too, right? Or is it more crap like Rancor teeth that make a less accurate, more self damaging (HAM costs) weapon?
Now that I think about it melee was probably completely ignored as not many ppl play it. Gee, I wonder why!!!!
LLJK_Griz
Mon Jan 26, 2004 12:26 am
#15
MarshalCreed wrote:
Well, I guess the melee professions get some thing too, right? Or is it more crap like Rancor teeth that make a less accurate, more self damaging (HAM costs) weapon?
Geonosian sword/reinforcement core schematics, 2h scythe schematic (finally), Valarian dagger from quest, a Bestine-quest sword, a quest vibroblade, a quest axe and 2h curved.
PunkRod
Mon Jan 26, 2004 2:00 am
#16
Oorba brought me some neat schematics, as far as I assemble it, I'll try to update my webpage.
I got screenies waiting but I need more factory components (factory runningas I write)
Next thing to show will be the modified republic blasters, no idea yet what bonuses it'll have.
I got in stock too :
- a schematic for the "DXR6 Disruptor Rifle" (Rifle, not carbine), there might be a problem because it requires 4 geonosian power cube with same serial numbers (dropped in the geonosian cave). So unless power cube schematics are dropped, it'll be hard to get a lot of disruptor on the market. btw this schematic has 5 uses (modified republic blaster holds only 3 uses).
-a geonosian reinforcement core too, stats don't seem to be that good... and I had 2 critical failures, so 2 power cubes lost, (got lucky in someway, the last critical failure was in the core assembly -not the weapon- so I still have 4 uses left on that schematics)
To answera question above about skill mods : I don't think we can experiment on skill mods, I made3 Featherweight FWG5, all came with same mods.
Now I wish I'll have the time tonight to show all the screenshots ! :-)
LLJK_Griz
Mon Jan 26, 2004 3:30 am
#17
PunkRod wrote:
So unless power cube schematics are dropped, it'll be hard to get a lot of disruptor on the market.
There's no schematic for power cubes so it'll be like the nightsister lances where you need a loot part to use your schematic.
Power cubes appear to come in three different colors (green, yellow, red) but I don't know what differences there are between the three.
LuapLink
Mon Jan 26, 2004 3:50 am
#18
So far I have only seen yellow and red power cubes, the yellow ones were 14/14 and 11/17, the red ones look to be enhancement items the one I was show had mods to speed and HAM. I know other people have found white cubes but there does not appear to be anything special in them from what I heard.
Likaeus
Mon Jan 26, 2004 4:02 am
#19
Xieflow wrote:
Yeah, I was mildy confused why melee was in this game to begin with. This is star wars. Not Caveman fighting (Beating a rabbit to death with a stone axe, while wearing armor made outta bone...)
Well, Jedi are pretty much exclusively melee. Might want to look at it as a development path to light sabers. Also, as painful as Gungans are ... they used beasties to mount shield generators on and used relatively primitive weapon technology. Ewoks were also a near stone-age culture. The SW galaxy obviously had no equivalent to Star Trek's 'Prime Directive' and low tech worlds/cultures appear to be constantly coping with integrating advanced technologies.
KaliMirchi
Mon Jan 26, 2004 6:00 am
#20
Xieflow wrote:
Yeah, I was mildy confused why melee was in this game to begin with. This is star wars. Not Caveman fighting (Beating a rabbit to death with a stone axe, while wearing armor made outta bone...)
What a crock of **edit**.
Jedi's whole combat system is melee.
And Xieflow? Bone armorprotects against energy - not kinetic damage.
Seena
KaliMirchi
Mon Jan 26, 2004 6:01 am
#21
LLJK_Griz wrote:
Geonosian sword/reinforcement core schematics, 2h scythe schematic (finally), Valarian dagger from quest, a Bestine-quest sword, a quest vibroblade, a quest axe and 2h curved.
Are these quest swords anything like Jabba's rantok? If so - they are totally useless.
Seena
Heorot
Mon Jan 26, 2004 12:08 pm
#22
GarenTore wrote:
The gun, on final assembly, has 3 skill mods on it. CounterAttack, Dodge, and Pistol Accuracy. Add to the fact that FWG5s can be enhanced using Nym feed mechs, and you got yourself a pretty darn cool weapon.
Sigh, I shouldnt have to explain this.
FWG5 = No Krayt Enhancement = *yawn*
Now a limited Republic Blaster, that sounds interesting.
Ke3PeR
Mon Jan 26, 2004 3:04 pm
#23
Melee weapons:
2hd Scythe (Mos Entha/Geonosian quest)
2hd Katana (rumor as of yet)
Ranged:
Geonisian Sonic blaster
Geonosian DXR-6 Disruptor rifle
Modified Rep Blaster
Featherweight FWG5
Light E11 Carbine
There geonosians are giving us alot of cool stuff eh? lol that cave wont be camped for likeFOREVER willit? lol.
Ke3PeR
Mon Jan 26, 2004 3:10 pm
#24
Melee weapons:
2hd Scythe (Mos Entha/Geonosian quest) - Mos Ethna
2hd Katana (rumor as of yet) - Unknown
Ranged:
Geonisian Sonic blaster - Geonosian Cave (loot)
Geonosian DXR-6 Disruptor rifle - Geonosian Cave (loot)
Modified Rep Blaster - Rebel Theme Park
Featherweight FWG5 - Jabba's Palace
Light E11 Carbine - Imperial Theme Park
I think those are accurate.
Timbre
Tue Jan 27, 2004 5:55 am
#25
So does this mean that anyone who completed the Rebel Theme park will not be able to get one of these nice schematics without the help of others?... Kinda bums me out... I've gotta find someone who didn't do the theme park yet to get my hands on it if someone doesn't just offer it up to me in the first place.
sabacc1000
Tue Jan 27, 2004 5:59 am
#26
First off, this is from Jabba's themepark, not the Rebel themepark (for which you get a schematic for a an enhanced Republic Blaster). Second, there will be a "keeper of records" available at each of the themeparks, so that if you've done them already, you will be able to reset them ONCE and do them again.