Weaponsmith Archive

Thread: Where are we on getting the following things fixed?

Solstise
Fri May 07, 2004 12:34 am
#14

Thanks MSP0.

And no, I never quit weaponsmithing. I just cut back on the amount of stuff I made and encouraged people to go elsewhere. I just didn't have time to make weapons for half the server. My vendors are still in Avalon on Correlia.




Soltanus Foo
++++KorTech Industries++++
Founder of Avalon, Corellia
Master Weaponsmith July, 2003-NGE

"SWG Tradeskillers-May we all rest in peace."
Solstise
Fri May 07, 2004 7:22 am
#15

Most of my customers who bought striker's bought them for nightsister hunting. Apparently several sisters are resistant to everying except kinetic damage.




Soltanus Foo
++++KorTech Industries++++
Founder of Avalon, Corellia
Master Weaponsmith July, 2003-NGE

"SWG Tradeskillers-May we all rest in peace."
Redguard
Fri May 07, 2004 7:53 am
#16

Well since you can get a striker to become way more efficient than VK's, you should be. They have a much higher minimum damage if made right and can achieve very high speeds. The only thing holding it back is it's damage range which is about 50 points but I'll take something that can inflict 75 min any day.



Given the choice between style over substance. I'll take a sandwich.
Dodece
Fri May 07, 2004 9:00 am
#17

You want things to look cool. Comeon is this really a high priorities with a game filled with balance issues, exploits. stability issues. Not really.


As for fixing the barrels look at the guns now. They are apparantly at the levels the devs wanted them at. If a gun were not reaching an intended value then it would be helped along. The caps were put in place to prevent weapons getting too high in the first place. If advanced barrels could only be used in say some guns and not all then the argument might have merit.


Really if I have a gripe its that weapons have little ability for variation. Experimeting anything but damage is an utter waste of time. So all our guns look alike. The wound system is like a major freaking mystery. Reduceing ham costs is the least likely stat to be noticed. Comeon 2 points off the ham. Wow that means if they can get twenty shots off. Thanks to this super low ham they will get another. Heck even ubering the range it hardly worth it because in the middle of battle your going to see those little numbers to be able to judge.


Tilek
Fri May 07, 2004 6:47 pm
#18






Dodece wrote:

Then some professions do not get any weapons at all. Scouts Rangers Creature handlers Squadleaders smugglers. While smugglers on the other hand have six guns and can use six different types of grenades. First, you have to remember certain professions are tailored a certain way. Most pofessions, when you look at them, have no weapon usage, but each make up for it on their own. For a CH, his pets ARE his weapons, hence the class. Scouts and Rangers have great special abilities that the rest of the game would cease without. SL have to go up at least the Ranged Support tree of Marksman (which gives them a limited variety of weapons). And I'm not quite sure what you are talking about when you say Smugglers get 6 different types of grenades. Maybe you're thinking of Commando, and everyone can use C-12's.


Maybe I am overly democratic, but shouldnt professions have some form of balance to them. Some professions gasp should have bonuses especially if you master them.I believe every masered pofession gives you bonuses, some are just better then others, from a Combat stance.Everyday I see more and more of this compression of professions going on. That's the beauty of SWG, you can template how you want. Where its hard enough to find say a ranger or a creature handler. You must not be looking in the right spots. I see MCH and Rangers all over the place on Tarq. Just because they may not display their title, they are there.








Solstise
Sat May 08, 2004 12:34 am
#19

Well I have to agree on the experimentation. The only time I don't put left over points in durability is on the polearms I make.




Soltanus Foo
++++KorTech Industries++++
Founder of Avalon, Corellia
Master Weaponsmith July, 2003-NGE

"SWG Tradeskillers-May we all rest in peace."
Redguard
Sat May 08, 2004 3:07 am
#20

Disregard my last moment of stupidity. A striker doing 75 in pvp is like getting stung by a gnat if you apply PVP DR and ranged mitigation. It might irritate the melee types but seeing that almost everything has kinetic resistances or inate armor values it's pretty much pooh.


Why the heck did the Dev's take out the kinetic damage from the Tusken? I'm not seeing it as too powerful. It might cause a few issue with the TKA's but withmitigation around it's not a big deal. What's up with the rifleman not getting this attack form from standard weapons?






Given the choice between style over substance. I'll take a sandwich.
Dodece
Sat May 08, 2004 7:52 am
#21

Here is the deal when I say some classes do not get bonuses. Example the scout profession. They get no better harvest at master then they do at novice. The terrain negotiation no longer has any value since everyone jumps on a mount or takes a speeder. The traps scouts get are like the most underutilized weapon in the game. One because they cannot be modified in the least, and really have no value in pvp. Camps no longer have any value either since you can call a vehicle anywhere and thus are never more then five minutes from civilization. In other words nobody is a master scout unless they have to be. Heck even the forage and the maskscent do not provide great benefits anymore. Since maskscent snaps easy on any powerful enemy, and you can only forage garbage. Now this is a hunting profession. A scout kills game to extract resources. I definately beleive that this entitles this character class to a gun, and the same goes for rangers. These two professions have lost so many bonuses, and had few to begin with. That the trend needs to be reversed.


Asfor creature handlers everywhere it really must be your server. Even at best these guys are only doing CH as a sideline to master riflemen, or TKA.


Um building a template is great, but when its obvious that a few have exceptional bonuses that make them better to all others. Then there is a problem. We have what 46 different professions to chose from. Their is a reason for that. When the complexity gets dumbed down by uber combats and lame ones. Yes we have a serious problem. It hurts the gameplay, and I doubt the devs ever intended for their to be 4 or 5 supers, and a whole bunch of mediocres.


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