Weaponsmith Archive
Thread: post New CU Weapon schematics here with Pic if you can
RWC
Fri Apr 08, 2005 11:20 am
#40
SeaRaptor wrote:
Kntajus wrote:
/salute all that hard work, great job.
Nice to see they've still got the pointless optional control units in the spraystick, lol...I'm going to compile a list of tweaks like this we can suggest, and hopefully have some of them addressed.
I'm particularly interested in seeing the changes to munitions, as they need the most help.
Id like to see the artisan components in weapons either make a difference or be removed.
And what about the Commando Rocket Launcher? at the moment its the lowest heavy weapon cert but also the most complicated to make. The RL is at Flamethrower 1 it still needs 5 Proton grenades, 2 scopes, 8 Feed Mechs and 4 Power Handlers while the Lightning Beam cannon is at Heavy Support Weapons 4 and only needs 5 Power Handlers, a stock and a barrel .
Can we add visable components to the list? I really dont want to loose our ability to choose them.
Message Edited by RWC on 04-08-2005 07:26 PM
Hurlobacca
Fri Apr 08, 2005 11:29 am
#41
There is already a precedent with this with the Bowcaster, so I'm sure it's intentional.
SeaRaptor wrote:
Trust me, I noticed this already, and it will get mentioned. =P
Abbell wrote:
Amizar wrote:
Blasterfist can be both krayted and nym enhanced. Interesting.
shh... dont get it nerfed
Hurlobacca
Fri Apr 08, 2005 11:38 am
#42
You're certainly entitled to your opinion, but they just announced two days ago that they had to make that change for coding reasons related to the new weapons and with everything else that's going on and some old issues that still need to be addressed and some new ones that are almost certain to crop up, I don't really see the purpose in identifying this as a problem to be solved. If it made the list at all it would certainly be on the bottom though I think we all agree that we wish we could not only see customized weapons on display but also equipped but that seems like something to pursue at another time. Just my two credits.
RWC wrote:
Can we add visable components to the list? I really dont want to loose our ability to choose them.
Message Edited by RWC on 04-08-2005 07:26 PM
Mor-Dan
Fri Apr 08, 2005 3:58 pm
#44
from what i have seen from crafting, it won't matter if you you double enhance something or whatever. i was making a scout blaster and my Wound % ended up around 13% and i got a system message telling me that 10.35 was the max and my prototype was being adjusted accordingly. everytime i put a point into damage i got the mesage (since wound and dmg are still linked). so it seems they have hard capped stats, so we need to find these caps so we don't waste experimentation on soemthing taht is basically capped. a Scout blaster is 10.35% wound, nothing over, so... there ya go. however, even with just 7 points i was able to make a gun with better DPS than the ones off the frogs. the one thing i have noticed, is it isn't really possible to get the stats they show on the frog in DPS and get the special costs they show...
EEMAN
Fri Apr 08, 2005 4:18 pm
#45
kraki,
by the look of some of the schematics (like e11 mark2) it looks like they went with kammris iron instead of plumbum. Can you check to see what happened to the oringinal e11? Did they remove plumbum entirely from all weapons? IF so thats great. Kammris has the highest resource gate for conductivity of all the irons in SWG versus plumbum which had the absolute lowest at a gate of 86 cond.
by the look of some of the schematics (like e11 mark2) it looks like they went with kammris iron instead of plumbum. Can you check to see what happened to the oringinal e11? Did they remove plumbum entirely from all weapons? IF so thats great. Kammris has the highest resource gate for conductivity of all the irons in SWG versus plumbum which had the absolute lowest at a gate of 86 cond.
Kraki
Fri Apr 08, 2005 4:42 pm
#46
I'll doublecheck the schems and post screenies of the changed ones in a bit. Plumbum's not gone off all the schems, if I remember right, the power5 still uses it.
I'll check my bandwidth for my share and if I'm good, I'll just post a boatload of screenshots there.
Kraki
I'll check my bandwidth for my share and if I'm good, I'll just post a boatload of screenshots there.
Kraki
Blackmoore
Fri Apr 08, 2005 4:55 pm
#47
This post is great, but I would prefer something that states the new resources needed or which schems will be the same so I can sleep regarding all my coveted current stash of resources.
Rage_Frost
Fri Apr 08, 2005 5:25 pm
#48
as far as i can tell were all golden no new stuff to hunt down as of yet.
but their are the looted Schematics for some new weapons that we just dont know about yet.
hope you saved your 30k Res kit 
Kraki
Fri Apr 08, 2005 6:47 pm
#49
Blackmoore wrote:This post is great, but I would prefer something that states the new resources needed or which schems will be the same so I can sleep regarding all my coveted current stash of resources.
I plan on looking at the schems side by side, but after 8 hours of solid grinding and needing to head to work, I didn't have the energy or time to do that this morning. I'm certainly not expecting the devs to come out and give us a list.
Once they get the TC/Ep3Beta/Whatever server back up I'll be workin on crafting and posting screens of all the new weapons.
Here's hopin they get the server up...I got factories to feed!
Kraki
weaponmaster88
Fri Apr 08, 2005 7:48 pm
#50
has anyone looked at the old carbines? are their requirements still the same?
Kraki
Fri Apr 08, 2005 7:56 pm
#51
I can't verify at this moment, but when I flipped through them this morning, everything looked the same. The differences will be not being able to use the advanced components on DH17s etc. Once they fix the new EP3-TC server so that the TC5 characters are on it I'll be able to look closer.
Kraki
Kraki
Mor-Dan
Fri Apr 08, 2005 8:01 pm
#52
yeah, component slots now call for either a "blaster power handler" or an "advanced blaster power handler" et al. the lower level handlers are still upgradable with krayt tissue or those high energy capacitors.
the only difference in a scatter pistol and a high powered catter is one takes a projectile pistol barrel, and the other uses a blaster pistol barrel. i wish they would have made a little more variation. i mean, same resource types since the guns are the same, but more of certain resources or more power handlers to give the added damage.
changing the T21 to 5 is ok, i guess. i mean, it's not even the best gun anymore, so why not.
the only difference in a scatter pistol and a high powered catter is one takes a projectile pistol barrel, and the other uses a blaster pistol barrel. i wish they would have made a little more variation. i mean, same resource types since the guns are the same, but more of certain resources or more power handlers to give the added damage.
changing the T21 to 5 is ok, i guess. i mean, it's not even the best gun anymore, so why not.