Weaponsmith Archive
Thread: post New CU Weapon schematics here with Pic if you can
Kraki
Fri Apr 08, 2005 8:57 pm
#53
EEMAN wrote:
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.
Verified, standard E11 is same schematic down to requiring standard PH and Barrel.
Plumbum iron req.
Kraki
ELAzalin
Fri Apr 08, 2005 11:36 pm
#54
could we get some requirements for melee weapons like the blacksun razorknuckler
RWC
Sat Apr 09, 2005 12:00 am
#55
I really do agree that there are alot more important things that need work first but I am thinking that if we let it go now without saying anything then we will never get it back. They seem to be using visable parts to differentiate between the two different versions of some of the new weapons, such as the 2 E11, 1 version has a scope always visable so I think this means they are permanently removing our choice when I would rather they leave it in as it is now part broken and return to repair it later. If it causes a problem with the new weapons then just dont add it to those.
Anyway my main point is that we have alot more important things that need attention but I think we should mention this while we can.
Anyway my main point is that we have alot more important things that need attention but I think we should mention this while we can.
SeaRaptor
Sat Apr 09, 2005 12:03 am
#56
The other precedent is, of course, the great Scatter/FWG nerf of 2003. The developers made that nerf specifically because those weapons could accept two enhancers (at the time, krayt tissue and HVFMs). I want to avoid going down that road again. If the double-enhancable status of the Blaster Fist is intentional, then fantastic. Otherwise, I want to see us avoid another nerf down the road by getting it fixed before it goes Live.
Hurlobacca wrote:
There is already a precedent with this with the Bowcaster, so I'm sure it's intentional.
SirViolator
Sat Apr 09, 2005 2:26 am
#57
WOW a Wookies T21 now that kicks
KRAYT ASSAULT BOWCASTER looks good as a title of a rifle 
SirViolator
GrooperNugent
Sat Apr 09, 2005 4:50 am
#59
Mor-Dan wrote:
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.
Question: since they are going to convert all existing weapons to the new stat ranges, is it a waste to put advancedXXX parts in the low-end weps now? I was thinking of making up some runs of the low-end weapons in the hopes that they may come through the CU a little better than the ones we will be able to craft post-CU.
maRRsTu
Sat Apr 09, 2005 7:32 am
#60
Thank god the commando weapons dont all need rare resources
Ohh what about the sith sword? and will geo cores only be allowed to be used in avanced sword core weapons? (Im busy testing out combat
)
Amana
Sat Apr 09, 2005 8:29 am
#61
My only main concern so far is the rocket launcher for commandos and the proton grenades. The Rocket launchers are the hardest of all heavy weapons to make due to it needing components outside our normal range. It would be nice if we could get our correspondant (hint hint) to make it so we could use different type of grenades to augment dmg. This would allow the Rocket launcher or RPG
(Rocket propelled grenade launcher) to fire different types of dmg but not totally negating the other heavy weapons because we would need to put grenades into the rocketlauncher to make it work allowing for custom orders. Course with 4k plus acklay venom added to cryobans then shoved into a rocket launcher causing it to be 8k max dmg might cause some people to cry nerf
. I'll hook up to testcenter tonight and if people like it i'll post up the new certifications for weaponry.
Kraki
Sat Apr 09, 2005 10:02 am
#62
Screenie of experiment screen for Lightning Beam Cannon.
Experiment line for standard damage and the "elemental" damage are separate.
Lightning Beam Cannon
Kraki
Experiment line for standard damage and the "elemental" damage are separate.
Lightning Beam Cannon
Kraki
SirViolator
Sat Apr 09, 2005 10:57 am
#63
Kraki the experimental Efficiency line usually for HAM what is used for now ??, i didnt notice any HAM on the weapon
Btw thanks for your most awesome up to date Weapon CU posts, very much appreciated 
SirViolator
LiamDeclan
Sat Apr 09, 2005 11:01 am
#64
Kraki I must say you are testing this upgrade very professionally and with great consideration for your peers.
I would say you Truly deserve the title of Master. Hats off to you on all of your work and posts.
Have you tried making a DL44 XT yet? I am interested in seeing what that comes out as.
Now if only someone could start grinding up the Slicing tree and team up with you
I would say you Truly deserve the title of Master. Hats off to you on all of your work and posts.
Have you tried making a DL44 XT yet? I am interested in seeing what that comes out as.
Now if only someone could start grinding up the Slicing tree and team up with you
Blackmoore
Sat Apr 09, 2005 11:44 am
#65
Looks like the Assault Bowcaster seems to be a little similar to the recipe for a T-21.