Weaponsmith Archive
Thread: Weaponsmith Issues Designer responses
Are we going to get drafting schematics for the Rantok and Scythe?
Cert info for Republic blaster
Targeting Computer (its an optional component for tangles)...are we going to get the schem for this? It may help make this gun better...
T21 graphics(the barrel sticking down), Armor piercing Factor (changed from 0 to 3), effective range needs to be fixed
Chemical Disperion Experimentation is all hosed up (discussed earlier)
Meria Fenn
Damage = 66/33 Conductivity/OQ
Decay = 100% Decay Resistance
HAM = 50/50 Unit Toughness/OQ
Range = 50/50 Shock Resist/OQ
You, myself, and quite a few other weaponsmiths have been making the suggestion for some time that weapons use more than one stat. With all the stats that are available and not being used, it seems like a waste of detail. I mean, if all items use 3 or 4 stats, why have more?
As far as my opinion on the Correspondent goes... no comment. If/when the position opens up again, I'll volunteer again. Hopefully I'll be MWS by then
DarkCipher wrote:
My Lord there is so much missing... what a joke of a correspondant...
Here are some of the more IMPORTANT ones:
** The Chemical Dispersion Unit and Advanced Chem Disp Unit still CANNOT be experimented on for DMG , still stays at 0% when you try to raise it, even on great/amazing success. (WAS said to be fixed this patch, it is not) This has been broken since beta.
** The Advanced Projectile Feed Mechanism and the Projectile Feed Mechanism initially shows up with the max available experimentation possibilties for the resources used (in this example lets say 75%). Upon your FIRST experiment run (no matter how many points you run at a time), the MAX experiment effectiveness drops down to where you can never hit that 75% target, even if you got all amazing/great successes... This is unique to these 2 components, and gates all weapons utilizing it. This has been broken since beta.
**The Advanced Projectile Pistol Barrel always starts at a MAX experimental effectiveness of 8% no matter how good the resources are. So you are gated to only getting like 10/10 dmg out of your experiments which gates all weapons using this component. Been broken since beta as well.
**The Projectile Pistol Barrel a lways starts at a MAX experimental effectiveness of 10% no matter how good the resources are. So you are gated to only getting like 10/10 dmg out of your experiments which gates all weapons using this component. Been broken since beta as well.
**[Dev Acknowledged Issue] Advanced Power handlers and Regular Power Handlersare not 'stacking' bonuses when more than one is required.
** Scopes and Stocks (Including Advanced Scopes and Stocks) are basically not adding ANY functionality to weapons. They are simply ADDING DMG, ADDING SPD (speed slows down), and Increasing HAM costs by approximately 66% (Usualy HAMs after Using a Scope/Stock is about 70-110). By these calculations there is no benefit to using them. This applies to EVERY weapon that you can utilze these with, no exceptions.
** Stocks have the same crafting problem as the Projectile Feed Mechanisms. After you add your resources and start the experiment phase, you have a max possibly experiment points (lets say 50%). After the first experiment run, the max effectiveness goes down and you can never reach that 50%, even if amazing successes.
** [Dev Acknowledged Issue] Factories not being able to make full weapons, stopping periodically for no known reason (even if resources are correct, etc).
** Crafted Grenades arent doing the damage they are stating... Some of the most basic like Frag grenade says it does over 400 max dmg.. but when a commando utilizes it, it does like 1-10dmg.
This has to be like me looking in the mirror of many posts i have stated on the Test Center. They havent really listened to me yet, so i dont have alot of hope that a fix will come soon, but, I can only pray that they respond with yes, these will be fixed soon and all will be right with the world. Its dissapointing to get to Master status just to not be able to make the things your supposed to by missing schematics, or the components absolutely suck because there gated. ( If you have special things you would like tested from me, all you folks have to do is come to the Dark Side ( TC ) forums and write me a note, ill do my best to find you answers.
Alot of people complain about the Test Center, but I advise you folks to utilize what we have to offer more proficiently, post on our forums and ask questions. Hey Popo, are XXX fixed yet, or Does this component get more than XXX experimental value, and what resources did you use, ect. Im here for you guys and gals, feel free to come ask me anything you want.
Kelgel wrote:
Where have you peeps who are complaining about our correspondant been? Did you just discover this board today?
Over the last week he solicited issues from users of this board, made up a big list of everything that was presented to him and asked peeps to vote on the top 5. I didn't see any of you listing your issues or voting on the top 5. So if you want to find someone to blame about why your favorite issue isn't on the list then go look in a mirror and you will see the person at fault.
The job of the weaponsmith correspondant isn't to list his or her top problems, it is to solict problems from all weaponsmiths and then to present them to the devs. If you can't be bothered to post things of concern to you then don't complain when they aren't included because if no one lists them when the WS correspondant asks for input then they shouldn't be on the list.
actaully that was two weeks ago, i remember voting. The subject was week 2 issues.
BBKingNZ wrote:
Just incase no-one else had noticed it, since the big patch everyone now has the cert to use the republic blaster. I guess the Devs didn't know where to put it so they gave it to everyone.
no i hadnt noticed, kickass!
Kelec,
I don't know if your still grinding, but you can grind two-handed axes for 146 per. its a melee 1 schematic only requires 35 iron, 25 wood, 8 steel, and best of all no sub combines you can run 4 crafting tools at a time.
Its the best combine I've found so far and I've gone to melee 3 ranged 1
-Tamman
Excellent list from Darkcipher.
I would also like to add : separate experimentation on damage and experimentation on speed. Experimenting on both at the same time makes it the only worth-experimenting category and doesn't allow for more variety in the weapons crafted, which is a waste considering howinteresting the craft system of thie game can be.