Weaponsmith Archive

Thread: blast damage weapons???

CIEBrandon
Mon Aug 29, 2005 8:14 pm
#14






Mirkwoods wrote:

If you are going to nerf everything to about the same level, at least try and give weapons some sort of special attack.


You know, They might have a knockdown, or a root, perhaps some sort of concussion attack, or a "daze", or something, so there would be a reason to use a different weapon. The specials would make the weapon decay faster or something.


Weapons just seem boring now a days. Not that I really understand all the little delacacies to get a good weapon, but I guess that it matters less and less all the time.







LOL, maybe if everyone hadnt cried about how unfair it is that people have high end weapons and they dont they wouldnt have made weapons all so "generic".




Kagon' Solo'ra ~ Dark Jedi Master ~ Slain by the "NGE"



Rhu
Mon Aug 29, 2005 8:27 pm
#15






Mirkwoods wrote:

If you are going to nerf everything to about the same level, at least try and give weapons some sort of special attack.


You know, They might have a knockdown,


You mean like a rocket launcher?


or a root,


Like an adhesive mesh or glop grenade?


perhaps some sort of concussion attack, or a "daze", or something,


Wouldn't this just end up in a target being permanently enraged/angry if there is a random chance of success?


so there would be a reason to use a different weapon.


Some sort of upgradeability like, say, different focusing/firing assemblies that could be changed and swapped out by weaponsmiths or persons with weaponsmith-crafted upgrade kits (akin to lightsaber crystals--changes the color of the blaster bolt, adds a minor ammount of elemental damage) would be interesting. A nice weapon with custom slices and a customized bolt/slug type would be fun.


The specials would make the weapon decay faster or something.


Bleh. In the world of ADKs and developers taking away systems that make the game 'harder' (see also: battle fatigue) I wouldn't imagine that they would put in anything that would create more decay for weapons.






I really don't want to see weapons that mimic specials, unless they are given to commandos and/or rangers--They don't have much going for them right now, and traps and grenades are kinda crummy, anyway.
fabkins
Mon Aug 29, 2005 8:31 pm
#16

Well, if they do reduce the damage to cap, then they got a problem with some people that have converted pre-cu weapons that go above CAP unless thats a special case of course.



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EEMAN
Mon Aug 29, 2005 8:33 pm
#17



fabkins wrote:
Well, if they do reduce the damage to cap, then they got a problem with some people that have converted pre-cu weapons that go above CAP unless thats a special case of course.



I dont believe any of them do. Even Stettin's legendary t-21 that used to be 1700 max damage before the CU (when average was 440 max damage) was reduced to just under 1100, the cap on rifles is around 1200.



Omosack
Master Weaponsmith
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Mirkwoods
Mon Aug 29, 2005 8:46 pm
#18






Rhu wrote:






Mirkwoods wrote:

If you are going to nerf everything to about the same level, at least try and give weapons some sort of special attack.


You know, They might have a knockdown,


You mean like a rocket launcher?


Sure, if you say so, I don't know that much about weapons that aren't pistols... hell, I don't know that much about pistols either.


or a root,


Like an adhesive mesh or glop grenade?


I never thought about the intrusion on hunter types, however, the guns would only have their ONE attack, that makes them a different gun than others.


perhaps some sort of concussion attack, or a "daze", or something,


Wouldn't this just end up in a target being permanently enraged/angry if there is a random chance of success?


I was thinking of a "daze", like they might break off agro, or get angry randomly, might get some people off of you if you've gotten a bunch aggroed.


so there would be a reason to use a different weapon.


Some sort of upgradeability like, say, different focusing/firing assemblies that could be changed and swapped out by weaponsmiths or persons with weaponsmith-crafted upgrade kits (akin to lightsaber crystals--changes the color of the blaster bolt, adds a minor ammount of elemental damage) would be interesting. A nice weapon with custom slices and a customized bolt/slug type would be fun.


I couldn't disagree with these ideas. Do smugglers actually slice things anymore? (Personally, I have never understood why you can't put a custom grip, a sight, and an advanced barrel on the same gun... Isn't this game about stacking?) (Maybe too much already?)


The specials would make the weapon decay faster or something.


Bleh. In the world of ADKs and developers taking away systems that make the game 'harder' (see also: battle fatigue) I wouldn't imagine that they would put in anything that would create more decay for weapons.


Well, it just seemed like a good idea. Perhaps the weapon could have its own special bar, and using the special attack it grants would make it go 3/4 or all of the way down depending on the effectiveness of the attack. Then people would have to switch out guns to use another... just brainstorming for ways to make people play fair together...sigh.






I really don't want to see weapons that mimic specials, unless they are given to commandos and/or rangers--They don't have much going for them right now, and traps and grenades are kinda crummy, anyway.


Well, I still kinda like the idea. I think that Rangers and Commandos could get better ones than others. I could see like a "giant net" attack which could root many at a time, or a large cuncussion type attack that knocks practically everyone down for a turn or two. As I said, I'm just brain storming.









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Bughunt
Mon Aug 29, 2005 10:38 pm
#19






Blixtev wrote:

This fix should go out with next pub, all weapons will validate their Damage Type and Range on Login. So if you have one of these bad weapons it should right itself automatically on Login. If you ever generate a bad weapon in the future logging in and out should fix it as well.


To be added in the future is min/max damage validation, accuracy validation and speed validation, as these all deal with potential power-up calculations, plus the base weapon calculationsthe risk of permanently ruining a weapon is High. So we are going to wait on turning this part of the code on until it has been tested as much as we can.






I just created today a Laser rifle using looted scope and it only does 1 point of damage. Base damage was change to Blast. QC needs to go back to basic training andwe need major Test-Center improvements so this stuff does not get to live.



Message Edited by Bughunt on 08-30-2005 12:18 AM



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LaViaTHoN42
Mon Aug 29, 2005 11:13 pm
#20






fabkins wrote:


I can provide more clarification.


OLD stocks and OLD scopes cause this problem. Scopes and Stocks that have been looted since the last publish will work fine.


Could get a Blast weapon to work though. You need to have both the OLD stocks and the OLD scopes. It will be blast damage but gives out normal damage.


Use either an Old stock or an Old scope with the others being new or crafted on an energy weapon will turn an energy weapon into putty. It will make it do Blast damage with damage of 1.


You can tell whats a new scope as its got a sensible accuracy modifying... ie +10 . the old scopes you will be very high, like +50.


I cannot tell the difference between a new stock and an old one. So be careful.




This is not entirely true also.. i used one i looted 2 days ago.. and the same thing.. blast damage.. I heard they were going to be doing a pass to fix all the blast damage weapons seeing as how there is not more blast damage left in the game.. but i would definately like a confermation on that.




General LaViathon Darksider
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fabkins
Tue Aug 30, 2005 1:01 am
#21

That reallllly surpises me.


If have made maybe 20 weapons with the new scopes without problem.


Are sure of the following:


1) They really are the new looted scopes. The accuracy of the new ones are sensible numbers ie 5-20.


2) You didnt use an old stock


And yes they will all get fixed soon.



Fabkins Museum Complex:
3505, 2838 near Mos Entha (Tatooine)

LaViaTHoN42
Tue Aug 30, 2005 1:08 am
#22






fabkins wrote:

That reallllly surpises me.


If have made maybe 20 weapons with the new scopes without problem.


Are sure of the following:


1) They really are the new looted scopes. The accuracy of the new ones are sensible numbers ie 5-20.


2) You didnt use an old stock


And yes they will all get fixed soon.






who knows man.. Im positive i think they had like +20 accuracy.. Ohh well.. I apreciate the input..



General LaViathon Darksider
-=Pre Cu Dark Jedi Knight=-
-=Leader of Order of the Black Sun for over 2 years=-
'Bladerunner' :Munitions Trader / Kyahtan :Bounty Hunter/ Lavaness :Commando
(gggggggggggggg9WXn||||=||||nWX9ggggggggggggggg)
<OBS> C i t a d e l - o f - t h e - S h a d o w * C o r e l l i a <OBS>
- Avoid the BoX - Drop off winnings at -5664 -914 Corellia -
Ecnirp
Tue Aug 30, 2005 2:35 am
#23






Blixtev wrote:

This fix should go out with next pub, all weapons will validate their Damage Type and Range on Login. So if you have one of these bad weapons it should right itself automatically on Login. If you ever generate a bad weapon in the future logging in and out should fix it as well.


To be added in the future is min/max damage validation, accuracy validation and speed validation, as these all deal with potential power-up calculations, plus the base weapon calculationsthe risk of permanently ruining a weapon is High. So we are going to wait on turning this part of the code on until it has been tested as much as we can.






Blixtev,


Could you confirm what the "accuracy validation" is going to mean for the 60+ Accuracy Bonus scopes that were (not sure if they still are) being looted from BH missions?


Are these still going to be valid or will they be reduced?



Muzz
Tue Aug 30, 2005 4:54 am
#24



Ecnirp wrote:


Blixtev wrote:
This fix should go out with next pub, all weapons will validate their Damage Type and Range on Login. So if you have one of these bad weapons it should right itself automatically on Login. If you ever generate a bad weapon in the future logging in and out should fix it as well.
To be added in the future is min/max damage validation, accuracy validation and speed validation, as these all deal with potential power-up calculations, plus the base weapon calculationsthe risk of permanently ruining a weapon is High. So we are going to wait on turning this part of the code on until it has been tested as much as we can.



Blixtev,

Could you confirm what the "accuracy validation" is going to mean for the 60+ Accuracy Bonus scopes that were (not sure if they still are) being looted from BH missions?

Are these still going to be valid or will they be reduced?






I'd like some confirmation about the scopes too. I haven't used many so far but I have loads of stacks of these waiting to be used.

Will they be 'validated' down or will they keep the values they have now?

And what about the Accuracy of weapons already crafted with them?



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
SolarusArc
Tue Aug 30, 2005 5:39 am
#25






Bughunt wrote:






Blixtev wrote:

This fix should go out with next pub, all weapons will validate their Damage Type and Range on Login. So if you have one of these bad weapons it should right itself automatically on Login. If you ever generate a bad weapon in the future logging in and out should fix it as well.


To be added in the future is min/max damage validation, accuracy validation and speed validation, as these all deal with potential power-up calculations, plus the base weapon calculationsthe risk of permanently ruining a weapon is High. So we are going to wait on turning this part of the code on until it has been tested as much as we can.






I just created today a Laser rifle using looted scope and it only does 1 point of damage. Base damage was change to Blast. QC needs to go back to basic training andwe need major Test-Center improvements so this stuff does not get to live.




Message Edited by Bughunt on 08-30-2005 12:18 AM



Was that on live or the TC? This publish hasn't gone live yet.







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Whrlwnd13
Tue Aug 30, 2005 6:32 am
#26









Ecnirp wrote:

Blixtev,


Could you confirm what the "accuracy validation" is going to mean for the 60+ Accuracy Bonus scopes that were (not sure if they still are) being looted from BH missions?


Are these still going to be valid or will they be reduced?







Ok correct me if i'm wrong but didn't we see some scattered reports of some weapons coming out blast with 1 damage prior to the BH loot being introduced? (i tried to do a search but the engine is hosed at this time).


If this is the case it would make sense that the current game mechanics convert to blast 1dmg when there is a weapon with out of range stats.


This tells me that the reason is that when you craft a weapon with a scope with +60ish accuracy that the game sees it as too high and changes it. It would also explain why the newly looted scopes are all maximum of +14 accuracy.


So to answer your question I would speculate that +60 is too high currently, unless they change what the max allowable for accuracy is according to the game, then they will have to nerf existing scopes that have high accuracy inorder for them to be useable.


(edited for clarity)

Message Edited by Whrlwnd13 on 08-30-2005 09:44 AM



Xyrek Lok
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12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

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