Weaponsmith Archive
Thread: Compilation of Weaponsmith Issues (updated 14 JAN 2005)
grifta
Fri Dec 03, 2004 2:39 pm
#40
Definatly factory time.
Regarding advanced weapon stocks, it took me about 20+ builds to get a 40/40 .291 stock. It starts off at 9% experimented while others are at 20% or more. If you experiment all points allowed at once chances are you are ending up with a 35/10 or something similar stock. It is INCREDIBLY hard to make them. Is it on purpose? I just don't get it =)
Regarding advanced weapon stocks, it took me about 20+ builds to get a 40/40 .291 stock. It starts off at 9% experimented while others are at 20% or more. If you experiment all points allowed at once chances are you are ending up with a 35/10 or something similar stock. It is INCREDIBLY hard to make them. Is it on purpose? I just don't get it =)
Trean
Sat Dec 04, 2004 1:21 am
#41
When you explain it like that, yeah I do agree with you. I think weapons that have limited usage should be able to have packs reload them. Put a limit on the max you can put in the weapon, and then make reload packs either 1/2 or all the normal max number of shots(15 or 30 or something like that). This would benefit both weaponsmith and commando as you stated. Also they would have to make the reload packs take some sort of generalized metals but not a whole bunch because the cost effectiveness of buying a reload pack versus buying a whole new weapon needs to be considered, if the new weapon comes with built in shots that is.
Amana wrote:
.......
Maceey
Sun Dec 05, 2004 4:33 pm
#42
if you do some searching on the stocks in the forums you can find the answer. They are just bugged like crazy.
You start at 8% or 9% and then you have to use 5 or 6 experimentation points at once. If you don't get a great succes or better you can destroy it because it won't come out to be a 40/40 stock. I think that's it in a real short version 
last full run i did took me 15 times to get a 40/40 stock 
Standardlager
Mon Dec 06, 2004 10:46 pm
#43
-I rarely ever get a moderate success. That could be due to the fact that I have FS crafting unlocked (if it even does work)but even prior to that I didnt get all that many "moderates"
-I think the Berserker rifle needs a fix
-Carbineers need a LOT of loving from the Devs. More DMG types or improve OR add weapons.
-T21's are TOO powerful with AP3. I think it needs to be lowered to AP2 to end the plentiful amounts of rifleman running around. The only weapons worthy of AP3 should be the HEAVY WEAPONS used by commandos.
-Allow grenades an option to increase "charges" through experimentation.
-Electricity DMG types are pretty useless in the long run. LLC's and Vibro Lances are not as useful as they should be considering their certification.
-Whats a Beam rifle?................No serious. Has anyone ever used one? Is it like the Republic Blaster used to be?
-I dont think that Rhodium Steel and Plumbum Iron need to be adjusted. Imagine the damage a Republic Blaster OR DE-10 would do if these weapons had 990OQ 650CON steel........
-Scopes DO need some sort of purpose other than esthetic reasons
-Allow Factory runs to LOOK as though they are customized. If you make the weapon by hand with the items out of the crate you get a SPECIAL looking weapon. But if you use the same components in a factory run you get the same weapon as any other factory run.
-As for making Novice crafted weapons gain a lil more respect as compared to a Master..... I feel that this should not be changed. 99% of you that are master KNOW the work it took to collect the resouces needed.Thus should be rewarded for that work.
-Resource stacks should be increased to more than 100k. This could lead to issues with some people "accidentally" deleting that stack of 990OQ Ditanium steel. But the benefits of increased space are far better than running the risk of such an accident.
-Fix Factory times.
-The bowcaster is a cool weapon IMPROVE these so wookies might wanna actually use em
-Why not give a SPECIES related schematic to all races. eg. Bothan WSs can make some sort of pistol that no other species can make.
I think thats about it for my 2 cents. EXCELLENT work FEL. I didnt even notice that you took over for ACE. Not that he did a bad job, I feel it is better that someone who actually IN game takes over our proffessions forums.
Bermag
Tue Dec 07, 2004 5:26 am
#44
Scopes not useful? Advanced stocks/Scopes underutilized? Not IMO, I only use advanced scopes and stocks on weapons. People don't care about HAM cost and a 40+ scope is very useful. Range mod is an important stat. I have soem normal scopes that I never use.
However, this might change after CU. Probably should not request any changes for these things until after CU.
Don't make devs remove heavy warheads. Best grinding item there is.
Weapon loot is rare enough to not be a threat to our business. However, one thing that can never compete is Polearms. Looted pikes are rather common compared to other weapon loot. But still better wait for CU.
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I would like to add some stuff which is not directly related to WS:
- Vendor interface. We spend a lot of our time with boring stuff like relisting items from stockroom. Let us multiselect item and hit a relist button which will relist all selected items with old price/description. Also a one button sale for new items
- Harvester interface. It takes to many clicks to select a new resourcce and get resources out of harvester. It would also be nice to have macro command for all harvester operations
- Make looted identical items, geo cubes/cores/krayt/bones stack to save inventory space.
- Increase crate size and let us merge crates. If we can not get larger crates then at least let us merge crates up to the limit.
Amana
Tue Dec 07, 2004 5:46 am
#45
Standardlager wrote:
Those are just my 2 cents to your 2 cents buddy
-I rarely ever get a moderate success. That could be due to the fact that I have FS crafting unlocked (if it even does work)but even prior to that I didnt get all that many "moderates"
-I think the Berserker rifle needs a fix I deffinately agree there. There is no execuse for going this long with no serial #
-Carbineers need a LOT of loving from the Devs. More DMG types or improve OR add weapons. Yup
-T21's are TOO powerful with AP3. I think it needs to be lowered to AP2 to end the plentiful amounts of rifleman running around. The only weapons worthy of AP3 should be the HEAVY WEAPONS used by commandos.
Please buddy I beg you not to get into that. The T21 is the rifleman's best friend and shouldn't be changed to AP2. I think other weapons should be introduced in order to lower the respected rifleman population. T21 is deffinately needed for nightsister elder hunting. I went with a group on my Radiant toon and it was a blast.
-Allow grenades an option to increase "charges" through experimentation.
-Electricity DMG types are pretty useless in the long run. LLC's and Vibro Lances are not as useful as they should be considering their certification. Actually not really buddy rancors are pretty resistant to electricity given but things like the SBDs are very vuln to electricity considering their other resistance stats.
-Whats a Beam rifle?................No serious. Has anyone ever used one? Is it like the Republic Blaster used to be?
No Clue guess the beam rifle was ment for commando but never got the certification.
-I dont think that Rhodium Steel and Plumbum Iron need to be adjusted. Imagine the damage a Republic Blaster OR DE-10 would do if these weapons had 990OQ 650CON steel........ Umm no we deffinately need better stuff to make better weapons we want to shift the player population away from those uber looted weaponry and move them toward us.
-Scopes DO need some sort of purpose other than esthetic reasons Thought they increased accuracy and wound %
-Allow Factory runs to LOOK as though they are customized. If you make the weapon by hand with the items out of the crate you get a SPECIAL looking weapon. But if you use the same components in a factory run you get the same weapon as any other factory run. /shrug
-As for making Novice crafted weapons gain a lil more respect as compared to a Master..... I feel that this should not be changed. 99% of you that are master KNOW the work it took to collect the resouces needed.Thus should be rewarded for that work. Ya but the grind we went through shouldn't be forced upon incoming and upcoming WS. With people leaving and such prospective WS will be in short supply.
-Resource stacks should be increased to more than 100k. This could lead to issues with some people "accidentally" deleting that stack of 990OQ Ditanium steel. But the benefits of increased space are far better than running the risk of such an accident. No argument here.
-Fix Factory times.
-The bowcaster is a cool weapon IMPROVE these so wookies might wanna actually use em
-Why not give a SPECIES related schematic to all races. eg. Bothan WSs can make some sort of pistol that no other species can make. Ya but that becomes a pain in the long run.
I think thats about it for my 2 cents. EXCELLENT work FEL. I didnt even notice that you took over for ACE. Not that he did a bad job, I feel it is better that someone who actually IN game takes over our proffessions forums.
.
ShugFlurry
Tue Dec 07, 2004 11:27 am
#46
I just hit the factory cap for the first time on my factories at 55/100 while making C12s, I normally leave crated items in the output hopper like components etc so that I don't need to store them.
Traie
Thu Dec 09, 2004 11:19 am
#47
SeaRaptor wrote:
DLT20 Rifle not craftable at Novice Weaponsmith. The schematic for the DLT20 Rifle is present in the Novice Weaponsmith skillbox. The required subcomponent, a Blaster Rifle Barrel, is not.
I'm only at 1.0.0.0 Weaponsmith, but I noticed this right off the bat. There's just something fundamentally wrong with being able to produce the end item now, but having to wait until I can make the components required.
Also, for the wishlist - I like the idea of various barrels/scopes/stocks for some weapons. I'd like a greater varity of "optional" items that would make your wares different from the weaponsmith's down the street. Perhaps optional items for melee weapons? Various types of hilts/blades/etc.
Giamai
Thu Dec 09, 2004 11:59 am
#48
great list 
on the factory stopping randomly issue, it should be pointed out to the dev's that the factories will restart after a server reset, regardless of how much is in either hopper. unfortunately, server resets are not everday anymore.
DarkFloyd
Thu Dec 09, 2004 9:12 pm
#49
Just dropping in here (not a WS) but I read about the bowcaster suggestion. And I could have swore that they were AP2 already, since I remember using it to grind for a while instead of Laser Rifle (damage is too spread out). So I logged in to check it out. And you're right. It's AP0. Did they nerf this?
Zarny
Thu Dec 09, 2004 9:18 pm
#50
In response to Saxamaphone's post regarding scopes:
Scopes have a VERY strong value as is to a weaponsmith.
With the best resources it is possible to bring the HAM of a scope to Zero, therefor you can add +20 to ideal range and 5 to wound I beleive... ALL AT NO COST TO HAM. Which makes it nothing but a bonus part.
Until the combat balance, HAM is not a factor though so you can make a scope that adds +46 to Ideal range. At only +25 to all HAMs, this is definatly something that should be highly respected.
For me for example, all of my pistols have around +70 to ideal range and the hams don't stand out over everyone else's ... I think that by itself is worth keeping.
My only gripe about scopes is that you can't put them on T21s but you can put them on LLCs/Heavy Acid Rifles and can't put them on FlameThrowers, that one doesn't make sence to me.
Scopes have a VERY strong value as is to a weaponsmith.
With the best resources it is possible to bring the HAM of a scope to Zero, therefor you can add +20 to ideal range and 5 to wound I beleive... ALL AT NO COST TO HAM. Which makes it nothing but a bonus part.
Until the combat balance, HAM is not a factor though so you can make a scope that adds +46 to Ideal range. At only +25 to all HAMs, this is definatly something that should be highly respected.
For me for example, all of my pistols have around +70 to ideal range and the hams don't stand out over everyone else's ... I think that by itself is worth keeping.
My only gripe about scopes is that you can't put them on T21s but you can put them on LLCs/Heavy Acid Rifles and can't put them on FlameThrowers, that one doesn't make sence to me.
Vade_WS
Fri Dec 10, 2004 8:54 am
#51
Somebody probably needs to confirm this in game, but, according to SWGCraft, the DH17 Pistol is only craftable at Firearms III, while the DH17 Carbine is craftable at Firearms I. There really isn't much difference in making these, so why the strange placement? It makes more sense to have both DH17s at Firearms I.
SeaRaptor
Fri Dec 10, 2004 9:07 am
#52
Vade_WS wrote:
Somebody probably needs to confirm this in game, but, according to SWGCraft, the DH17 Pistol is only craftable at Firearms III, while the DH17 Carbine is craftable at Firearms I. There really isn't much difference in making these, so why the strange placement? It makes more sense to have both DH17s at Firearms I.
It probably has to do with where the weapons are certed in the Marksman tree. The DH17 Carbine is a novice weapon; the DH17 Pistol is certed at Pistols 2. This would be my guess, anyway.
Schematic placement versus certification placement is one of the big issues I hope to see addressed as a part of the combat revamp.