Weaponsmith Archive
Thread: legendary spider fang...what do do with
TheLemming
Mon Dec 20, 2004 6:52 pm
#27
Hurlobacca wrote:
SigmaXIII wrote:fgw5? tusken rifle?does nyms slugthrower have them?
Nym's Slugthrower? What does a non-craftable theme park reward weapon have to do with crafting a weapon using fangs? Jeez, anyone can be 12 pts these days.
I wasn't going to say anything, but....
JediNg
Mon Dec 20, 2004 6:56 pm
#28
TheLemming wrote:
Hurlobacca wrote:
SigmaXIII wrote:
fgw5? tusken rifle?
does nyms slugthrower have them?
Nym's Slugthrower? What does a non-craftable theme park reward weapon have to do with crafting a weapon using fangs? Jeez, anyone can be 12 pts these days.
I wasn't going to say anything, but....
OMG!1!1!11 teh leader of the co-op didnt know they weren't craftable
Mor-Dan
Tue Dec 21, 2004 1:15 am
#30
Standardlager wrote:Hold off for the Berserker rifle
definitely... in fact, i am suprised you hadn't contacted me about this already.
Mor-Dan
Tue Dec 21, 2004 1:24 am
#31
the striker pistol, tangle pistol, fwg5, and launcher pistol arguments aren't holding any water since most have counted out the beserker based on AP0. all of these weapons are AP0. another choice would be the spraystick, also AP0. the fact is, what you intend to do with the weapon will determine what you should put it in, if anything. holding it in a show case would be nice just to say you have something that is "Legendary".
to me, however, this has to go in something with a high health cost. we know from THs post about the CU that buff and armour changes are not going to allow us to spam specials in the future. this has a -34 health cost reduction. whatever it goes in, it has to have a high rating on heath cost so this can negate it, making all of the features of it used.
to me, however, this has to go in something with a high health cost. we know from THs post about the CU that buff and armour changes are not going to allow us to spam specials in the future. this has a -34 health cost reduction. whatever it goes in, it has to have a high rating on heath cost so this can negate it, making all of the features of it used.
jason67
Tue Dec 21, 2004 7:08 am
#32
It would likely take the HAM down to -0- is all. Weapons speed has a hard cap of 1.0 so it's pretty much pointless to get anything below that, however that being said there have never been any hard caps on hams(other than -0-). You can take armor down to -0- hams with the right shards but it does cap at -0- and I suspect the same would hold true for weapons.
Dynastar
Tue Dec 21, 2004 11:02 am
#33
I seem to remember Lightsabers being created with negative force cost. If I remember correctly, using a special would regen force, but the attack would not occur, or something as such. I'd venture a guess that a negative HAM cost would do the same.
TheLemming
Tue Dec 21, 2004 1:08 pm
#34
Mythrindir wrote:if you made a weapon with it where the base health cost was say, 27, with the tissue having -34, would it heal you as you shot it?
Highly doubt that it would heal. My concern would be that it might roll the health ham back around to something insane, like when you use krayt that takes a speed below 0...
JediNg
Tue Dec 21, 2004 1:12 pm
#35
TheLemming wrote:
Mythrindir wrote:
if you made a weapon with it where the base health cost was say, 27, with the tissue having -34, would it heal you as you shot it?
Highly doubt that it would heal. My concern would be that it might roll the health ham back around to something insane, like when you use krayt that takes a speed below 0...
explain?
Abbell
Fri Dec 24, 2004 9:13 am
#36
man I wish you had this on my server.. I have 6 exceptional proj pistol barrels... 50-47 -.93 +67IR 16W that would make an insane gun
Torael
Sat Dec 25, 2004 9:35 am
#37
Standardlager wrote:
Hold off for the Berserker rifle
/disagree
I say hold off for the combat revamp. THEN make something. :grin:
Mor-Dan
Mon Dec 27, 2004 12:03 am
#38
actually, since this enhances an item that has no HAM costs on it, the HAM reduction is worthless. the feed mech itself has no stats for HAM costs, so only the speed and dmg mods will hold.
Serpantes
Tue Dec 28, 2004 11:08 pm
#39
no one has considered melee weapons yet sry if i dont understand something here but put it into a scythe or an NSEL