Weaponsmith Archive
Thread: Compilation of Weaponsmith Issues (11/26/03)
woo that was weird...not only did I accidentaly post mid-sentence but I posted twice...cool....
...anyway I was saying how I've had a few requests from pistoleer to use adv pistol barrels so they can sacrifice speed for a bit more damage, and a few sparse requests for adv rifle barrels to get higher range mods at the cost of speed. Plus it give the devs the option of removing/raising these caps at a later date if weapon creation becomes stagnant, which it will, if harvesting power remains as high as it is.
Lurax wrote:
...anyway I was saying how I've had a few requests from pistoleer to use adv pistol barrels so they can sacrifice speed for a bit more damage, and a few sparse requests for adv rifle barrels to get higher range mods at the cost of speed. Plus it give the devs the option of removing/raising these caps at a later date if weapon creation becomes stagnant, which it will, if harvesting power remains as high as it is.
This is my account for how Advanced barrels work on my server, re-posting from another thread:
Using advanced barrels,a 96-154 2.3 DX2 would be 102-160 2.5.
The former has a DPS of 54.3. The latter has a DPS of 52.4. Unfortunately, even with Master Pistoleer, you would not evenhit the speed cap with BS2, Stopping Shot or Fan Shot with a 2.5 speed gun. You need at least a 2.2 speed weapon to hit the speed cap at Master Pistoleer, for instance.
Seeing as how there are so few Master Pistoleers anyway, it's a completely moot point to serve Pistoleer weaponry biased for speed bonuses, as it's a very, very small customer-base. So, for Pistoleers, there is no bonus to using the latter gun, thus, I don't sell those versions. No point in crafting a gun that uses much more time and resources if it's not going to be as good as the original.
It is my assumption that the same goes for most of the servers, because most of us have ABPBs that suck, as a result of the Rhodium. So, if your DX2s and/or barrels are in lieu with this, you probably aren't gaining anything using advanced barrels.
Regarding rifle damage types - I noticed you guys mentioned heat. As far as I am aware no rifle does heat damage. We got ....
- SG82 (cold)
- Jawa Ion (stun)
The rest are energy. E11, Tusken, DLT20(a), Laser, T21 are all energy last I checked.
So rifles are not a versatile damage range. In fact, carbines are limited as well, having 3 damage types also - Acid (DXR6), Heat (EE3), and Energy (everything else).
Only pistols have 5 damage types - kinetic (Striker), stun (Tangle), acid (DX2), heat (FWG5) and energy (the rest).
Spraysticks doing acid and Tuskens (and perhaps bowcasters as well but that's a wookiee only thing so not readily available) doing kinetic will redress the options. That still leaves carbines lacking.
I fail to see any reason why damage types on rifles and carbines are so restricted - it railroads riflemen and carbineers in some situations - what would a rifleman do if they came up against a 90% resists to energy, cold and stun creature? Clone.
Back all thosebut if I had to back a limited setIwould chuck my weight behind...
- The bowcaster upgrade (selfish yes!)
- Damage types need to be redressed so all base weapon types need to be added/changed.
- And surprised no one's mentioned this - new schematics! New guns, new swords, we need something!
- Definitely the resource check - I understand some level of deliberate gating but some cases are ridiculous
Kershakk wrote:
Regarding rifle damage types - I noticed you guys mentioned heat. As far as I am aware no rifle does heat damage. We got ....
Yeah, I mixed up the EE3 Carbine and the E11 Rifle.
Personally, I am not necessarily of the opinion that Rifles and Carbines should be any more versatile than they are. I think their strongpoint is their armor piercing, which is few and far between in pistols. In my opinion, our best option right now would be to improve the weapons we currently have. The Rifle class doesn't seem that versatile because a lot of their non-energy weapons suck.
The SG82 is horrible, leaving the only alternative to the Jawa Ion. If the SG82 was made really impressive, I think that would balance things out, as opposed to throwing in acid and kinetic, when the Tusken still isn't going to be used all that often. Same deal with Carbines and the EE3 line, though the Elite Carbine really should be something than energy.
Going back to Armor Piercing, armor piercing now works against resists. Instead of providing a bonus to your damage, it cuts through your opponent's resists more easily. Your opponent resists cold, stun and energy? Hey, you have an AP2 and an AP3 gun,no problem! Now, if you're a pistol-user, you may have five damage-types, but most of them have no armor piercing. So if you're in a rut where your opponent happens to resist all of those, well, you're stuck. This is why I feel that Rifles were purposely designed to be more restrictive in variety, it boils down to their strongpoints in armor piercing.
Not that I disagree with your viewpoint, I feel we do need more variety, but you may be overlooking a few points specifically in Pistols vs. Rifles.
Oh and TH mentioned something in another post about new Rifles coming in the future. I think they know we need some new metal among our ranks, just a matter of them pushing it out to us. It's sort of redundant to mention a universal desire among all crafters to the Developers.
Message Edited by Logix on 11-27-2003 09:57 PM
Wow. You are way off basehere. I have searched through the SWGcraft database extenseively, cross-referenced it, double checked it. It is a very comprehensive resource. I have never come across a resource name anywhere that did not have its stats listed in SWGCraft. I have never come across a resource on my server (I'm talking metals and chemical and gas here) that wasn't listed in that database, including advanced planets.
Logix wrote:
SWGCraft does not account for the vast majority of resources that spawn, because it relies on its playerbase to be motivated enough to post their findings. Additionally, most Weaponsmiths who find really high quality spawns are not going to report it on SWGCraft. The best Doonium Irons to ever spawn on my server are not present on SWGCraft. The best Irons overall, are again, not present on SWGCraft. If I were to assume SWGCraft was the messiah of resources, it would be telling me that my server has really, really crappy Doonium and all of our guns must be gated because these spawns are so atrocious, so Doonium must be capped! But they're all generic starter-planet stuff. It is the last place I would rely upon as valuable evidence.
My point was that Polonium has the potential to be better than you may have found it. That is the whole point of resource shifting, by design, you are supposed to spend ages trying to find that perfect high-quality metal. When it's a matter of Polonium gating a certain schematic because it is capped, then we have an issue. But Polonium has the potential to be better and doesn't gate any schematics, unlike Rhodium and Plumbum. However, if X amount of people post in this thread telling me how worthless Advanced VBUs are, and relate the cause directly to Desh Copper, that is worth much more to me than SWGCraft.
TungstenTBoy wrote:
Wow. You are way off basehere. I have searched through the SWGcraft database extenseively, cross-referenced it, double checked it. It is a very comprehensive resource. I have never come across a resource name anywhere that did not have its stats listed in SWGCraft. I have never come across a resource on my server (I'm talking metals and chemical and gas here) that wasn't listed in that database, including advanced planets.
Unfortunately, SWGCraft disagrees.
Looking at Sunrunner, they have apparently had only 13 gases ever on Endor. And, according to their database, the gas on Endor shifts every 34 days, because it only displays a set of data from 34 days ago, and another set from 3 days ago.
Worse so, Sunrunner reports that Endor has only ever had 19 steels ever. Naboo? The list truncates because there are so many. Each planet must have at least two steel spawns at all times. I guess Naboo must be stealing all of that metal from poor Endor!Or people just don't report most of the stuff that spawns on Endor, among other advanced planets. Guess you need to do some more cross-referencing.
As a new weaponsmith i think that a huge issue is how CRAP the novice weaponsmith is. Its completely pointless for me to try and sell stuff at a vendor, the stats on weapons even using good resources is just crap compared to the 100 or so odd masters out their. Even selling on the bazaar its small income compared to the amount of resources it takes to get to Master. Basically they should just make a novice tab and make a Master tab, make all the xp rolled up into 1 and let us savethe skill points for other stuff like marketting and surveying. Maybe im missing something or not doing something right, but all the masters i talked to said the same thing, and from what i have read on here its the same....oh well time to go do some hunting missions to earn cash to get more stuff to grind with.....weeeeee...
Oh and while im ranting
....why isnt thier a pure resource collection profession...resources and collection is a huge focal point of this game.....but their is no pure class like say a Miner. I think it would be a HUGELY used profession that would benifit the game to no end.
Slyknife
Add to this: polonium iron (capped cond), desh copper (capped UT), and wood in general (capped SR which may contribute to weapon stocks always sucking)
Actually, Jawa ion rifles (stun dmg) and SG82s (cold dmg) make rifles among the most versatile of all professions in terms of damage type. It would be nice if tusken rifles did kinetic damage though.
To be honest I kinda like this. If a novice wants to make the gun they need to seek help from a master. Sounds like a good arrangement to me (encourages master/apprentice relationships similar to the need for training and apprentice experience)
I'd also like to add:
non-existant schematics for rantok swordsand scythes
rancor teeth should be used to enhance a sword core, not replace it (which is what makes them so useless currently)
Excellent work Logix! I'd like to throw in a vote to make sure the Gorax spawn issues and Item creator bugs end up in the top 5.
I relation to projectile weapons, since powerhandlers have been removed from several of them why do they still require conductivity?
More to the point why have they ever needed conductivity? Projectile weapons should rely more on shock resistance and heat resistance.
As to the conductivity of iron, well, Iron in itself is a poor conductor. So why should we be using it to produce energy based wepons?
Would also like to see some variation in the crafting of swords type wepons, not just be stuck with generic hilts.
And new wepon schematics, there are still many weapons from the movies that can be introduced into the game.
Muuri
Master Weaponsmith of SOGA
Valcyn
Logix wrote:
Mislabeled Object Creators. If your factory ison someone else's lots, that person will be labeled Object Creator for the items you produce within the factory, even if you created the schematic yourself. Additionally, when your weapons are sliced, the Object Creator is labeled again as the slicer.
Not sure if this relates to the same issue...
Regarding crates. Object Creator is stamped by the character who retrieves the weapon from a crate.
So, for example, I see offer my weapons to a merchant by the crate. He pulls the weapons out, he then gets tagged as the object creator.
I've never come across the factory object creator issue though. Maybe it's circumstantial?
Logix wrote:
Unfortunately, SWGCraft disagrees.
Looking at Sunrunner, they have apparently had only 13 gases ever on Endor. And, according to their database, the gas on Endor shifts every 34 days, because it only displays a set of data from 34 days ago, and another set from 3 days ago.
Worse so, Sunrunner reports that Endor has only ever had 19 steels ever. Naboo? The list truncates because there are so many. Each planet must have at least two steel spawns at all times. I guess Naboo must be stealing all of that metal from poor Endor!Or people just don't report most of the stuff that spawns on Endor, among other advanced planets. Guess you need to do some more cross-referencing.
Each planet must have at least 2 steel spawns at all times? Where do you get this stuff? What is on Endor is the same as every other planet. Yes it appears it is not always reported on Endor, yet I have yet to see anything spawn on Endor(or Yavin for that matter) that hasn't also spawned on a starter planet.
TungstenTBoy wrote:
Each planet must have at least 2 steel spawns at all times? Where do you get this stuff? What is on Endor is the same as every other planet. Yes it appears it is not always reported on Endor, yet I have yet to see anything spawn on Endor(or Yavin for that matter) that hasn't also spawned on a starter planet.
Old thread by a Dev that explained the resource code. Planets are coded to guarantee having X amount of resources, to ensure thereisn't a week where for some reason, nothing is spawned on Tatooine, etc.
Additionally, resources are not the same across all planets. If you've never seen anything unique to Endor or any other advanced planet, I'd say that you're doing no cross-referencing and relying only on SWGCraft.