Weaponsmith Archive
Thread: Compilation of Weaponsmith Issues (updated 14 JAN 2005)
I honestly would like a reverse eng. typething with weapons that are looted. Or RE them to make temp schems, it was mentioned before and it would be neat to have this happen. New weapons and customisation on weapons is what I like. Why not just have a huge array of weapons to choose from? In most other games there are tonnes of different weapons. I think the fact that ya have to get drunk to craft is kinda funny...lol. Most jobs ya get fired for getting drunk while working. But if ya don't the good old "moderate success" shows up. Then I drink in real life to ease the pain of the messed up ackley batton that is now not so hot...
Add a tonne more loot weapon components for not just melee, all of em. I just mastered armorsmith and started grinding Armor and weaponsmiths on TC because I am really bored as a WS. I give most of my weapons away or sell em for practically nothing on the bazzar. I honestly just like crafting and crafting new things, then trying them out with my other characters or having some people in my guild try em out. I hope the Combat Upgrade has some sort of new weapons and dmg types.
And I'll shut up this is getting long...lol
- Artisan Correspondent confirmed for me that the old problem with crafting tools and practice modes had been fixed in Publish 11. Thanks to Guruweaver for the info. Issue removed.
- Added desire to see all decimal places the game uses to the Wishlist.
- Added factory output hopper errors to General Crafting section.
SeaRaptor wrote:
- The Armor Piercing System needs a second glance. Vulnerable opponents grant no damage bonus from AP, however, non-vulnerable opponents do. In short, it is possible to do more damage to an opponent that is 30% resistant to your weapon than a vulnerable opponent.
Message Edited by SeaRaptor on 12-02-2004 09:34 AM
Shouldn't this be a Core systems issue?
Message Edited by Amana on 12-02-2004 06:16 PM
Hurlobacca wrote:
Re: Rounding of Numbers
I've made weapons with ABPH's from different batches, one that used the best available of all the required resources and ones that substituted 2nd best for one or two resources. All the ABPH's were 20/41 -.41 but due to the hidden decimal the ones made with secondary resources didn't alway attain as high damage. Unless you labelled the ABPH's by resources used or remember what you used, the absence of the hidden decimal makes it hard to find out why they didn't turn out as well as you had expected.
I don't understand the bug you are trying to tell us about. I know about the "hidden decimal" and I don't want it nerfed.
SeaRaptor wrote:
Updates, 2 December 2004:
- Artisan Correspondent confirmed for me that the old problem with crafting tools and practice modes had been fixed in Publish 11. Thanks to Guruweaver for the info. Issue removed.
- Added desire to see all decimal places the game uses to the Wishlist.
- Added factory output hopper errors to General Crafting section.
Editiing because I actually read the full versions of your updates: What about my input hopper items disappearing bug that I posted and gave you link to for full explanation.
Message Edited by Trean on 12-03-2004 01:23 AM
I would agree with you on Rocket Launchers as being quite taxing, as well as grenades. But not commando weapons in general, the flame thrower, heavy particle beam, lightning beam cannon, and acid beam cannon(gah never remember the last one) are quite easy to make but those damn RL's suck.
Amana wrote:
Glad you hit the point about the commando's having problems with the Beam Rifle being no weapon certified. The weapon should almost be eliminated though cause it is really low powered. I do use rancor teeth but I have had to shell out alot of money for the good ones. The only ones I am willing to use are .5 speed or lower with about 77 max dmg or higher. Made a sweet 3.7 speed 324 max dmg two handed curved sword. One thing SeaRaptor is the consumable weaponry the commandos use such as the heavy partical beam cannons, lightning beam cannon, acid beam cannon, and especially the Rocket launcher. It is quite taxing to us WS to make those buggers with the rocket launcher being the hardest of all. It would be interesting to see it replaced where like ships are upgradable we can make 1 single weapon then create like power packs for it that change the damage type.
Message Edited by Amana on 12-02-2004 06:16 PM
Trean wrote:
What about my input hopper items disappearing bug that I posted and gave you link to for full explanation.
Trean, I remember the thread when you originally posted it. While I sympathize with your plight, I am attempting to keep the issues list focused on items that affect all of us. Ifwe start to hear more reports of people losing items out of factory input hoppers, I will add it to the list. As it stands now, it appears that whathappened to you -- while awful -- is an isolated incident.
It's my job to represent us as a group; it is beyond the scope of my capabilities as a correspondent to address everyone's individual grievances with Customer Service and the developers. Please understand that I am not trying to slight you ormake light of your situation, I am merely trying to do my best to represent all of us as a community.
If we start to hear more reports of people losing items out of factory input hoppers, I will add it to the list. As it stands now, it appears that what happened to you -- while awful -- is an isolated incident.
I know several people that this has happened to and, I believe, this problem isn't just limited to factories; it can happen to anything with an output hopper.
well I put emphasis on the Rocket launcher cause not only do they require blaster power handlers but also require projectile feed mechanisms as well as requiring proton grenades all expensive to make. Reason I mention the heavy partical beam cannon, lighting beam cannon and acid beam cannon is that after 30 uses they are gone and thus use up X amount of blaster power handlers that could go into a more sustained usable weapon. Maybe instead of 1 tube for power packs to be used in maybe get a tube for each thing that uses the same stuff but you can buy like reloadable shells so it can be re used and thus is more economical to both the weaponsmith and the commando. The power packs would work like the missle packs on a starfighter were we would use resources to create them and make a factory run of them. The Rocketlauncher though to keep it in line would be down graded to like 2 projectile feed mechs and X amount of blaster power handlers and to create the rockets we would have to use a grenade type of our choosing protons would add the most damage but we could get away with using C12s.
Trean wrote:
I would agree with you on Rocket Launchers as being quite taxing, as well as grenades. But not commando weapons in general, the flame thrower, heavy particle beam, lightning beam cannon, and acid beam cannon(gah never remember the last one) are quite easy to make but those damn RL's suck.
Message Edited by Samaw on 12-03-2004 05:01 PM