Weaponsmith Archive

Thread: Dropped melee weapon components in the CU.. inadequate?

Mogro
Wed Aug 10, 2005 12:26 am
#14

yall crack me up. In one post everyone is going nuts about how weapons are too powerfull and you shouldn't be able to hit cap so easily, and you shouldn't be able to cap more than one stat...

Then another post rants about how x weapon isn't powerfull enough, that we should have uber components for it too and be able to get good SAC as well as damage...



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P__Day
Wed Aug 10, 2005 5:28 am
#15

M.bh, m.rifleman, 4-0-0-0 CM, FOTM and a tank.
XrioT
Wed Aug 10, 2005 5:47 am
#16

/agree


They need to introduce some melee components that actually are enhancers to the cores, not just substitutes for the cores. That is where melee weapons are getting shafted. At least if they were enhancers to the cores we could make some decent PH's with a minimum of 95 SAC using acklay bones. As it stands, unless you've got some 150dmg+ bones you aren't gonna make anything better than what a regular geo core with a SAC reducing cube could make.


Maybe rather than manipulating the current schematics for the cores it would be easier to just create new schematics for cores (copy/paste form the geo cores) that require something similar to these new Casings and Power Cells.


Oh and Vibro enhancements are pretty much a joke. I could spend all year collecting the best of the best and still craft a junk VL that's not nearly as good as a pre-CU one.


Someday they'll get some attention /me hopes
WNxDoobie
Thu Aug 11, 2005 11:11 pm
#17

ok, my main issue is the friggin VIBRO COMPONENTS. theyre pissing me off...the best VL ive seen on my server since post-cu is friggin 916max with 95 SAC...now what the heck!?!?



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BailorJayssek
Fri Aug 12, 2005 12:56 pm
#18

Big agreement on the components--the MAIN issue is "substitution" versus "enhancement." It appears that SOE is trying to phase out melee combat entirely, by making melee players depednent on QUESTED weapons (sorry, Weaponsmiths) or on hoping and praying for some fantastic substitute component drop (like the frikkin' lottery).


On, for instance, an SR Combat Pistol, I can completely STOMP the ones I loot (and I'm only a 10-pt WS) on all stats. However, on a Vibrolance? Any improvements I make to SAC cost almost EXACTLY counteract mathematically the damage I lose--even with a top-tier slice. The looted specimens are far superior, which makes smithing melee weapons useless.


JarekTalram
Fri Aug 12, 2005 3:16 pm
#19



Issik wrote:


Halae wrote:
No one else has any comments/suggestions? This is a valid issue, when ranged attackers have access to better weapons than their melee counterparts, it negates almost any advantages we get in melee range.



I've seen a CM/Rifleman/4000 BH stand toe-to-toe with a MSwords/doc/pikeman, both had great gear, and the CM won.
He didn't even move, just stood there attacking and he won. The Swordsman has been a melee guy for over a year, he knows how to fight. In my mind, that's in-excusable.




That has more to do with CM than ranged versus Melee. I'm assuming the doctor didn't have the ability to heal states or at least he didn't use it if he did. The MSW/DOC/PIKEMAN should have used his respec to get out of pikeman. He would be better off now as a MSW/MDOC with some defenses from another melee.
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