Weaponsmith Archive
Thread: post New CU Weapon schematics here with Pic if you can
Kiryoku
Sat Apr 09, 2005 12:26 pm
#66
these are just from the datapad, but figured they'd have all the info you guys'll need... (this is for the wooks out there)
ShugFlurry
Sat Apr 09, 2005 12:50 pm
#67
Does that assault blaster look suspiciously like a T21? 
Are those wook only weapons?
Are those wook only weapons?
Kiryoku
Sat Apr 09, 2005 12:57 pm
#68
they are wookiee only (so far as i know)... and just like bowcasters now, it seems they are only craftable by wookiees (all wooks get the schematics)
Light - all Wookiees
Recon - Rifles IV
Assault - Master Rifleman
basically, the assault is a T21... it just looks different...
super-psyched about them too... heh
Blackmoore
Sat Apr 09, 2005 4:50 pm
#69
Amana wrote:
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.
Could you please elaborate on the part before your first smiley. Most specifically the "outside our normal range" part.Thanks. I looked at the picture of the schem and it looks pretty much the same to me. I do like your idea of using components/other grenadesor something to be able to choose the type of elemental damage that the rocket launcher can use. This is a great idea and it would really be fun making them then.
PS If we are to use protons in the rocket launcher, does the proton have a state and/or elemental damage associated with it that will be applicable to the rocket launcher?
Samaw
Sat Apr 09, 2005 7:16 pm
#70
How is the experimentation pretty much the same as before or did they simplify it like they did with the poor armorsmith. Basicly is it still going to be benificial to be 12 pt
Samaw
Sat Apr 09, 2005 8:01 pm
#71
Kiryoku wrote:
Assault Bowcaster
Resources look just like the T 21
Samaw
Sat Apr 09, 2005 8:04 pm
#72
Kraki wrote:
Screenie of experiment screen for Lightning Beam Cannon.
Experiment line for standard damage and the "elemental" damage are separate.
Lightning Beam Cannon
Kraki
Looks like they took away the experimentation on Condition.
Kraki
Sat Apr 09, 2005 8:08 pm
#73
Correct, Speed and Damage are separate and no more condition.
Additionally, the weapons with elemental damage have a line to experiment up the Elemental damage.
I'm working on Screenshots of munitions right now, will have those soon.
They're VERY interesting.
Kraki
Additionally, the weapons with elemental damage have a line to experiment up the Elemental damage.
I'm working on Screenshots of munitions right now, will have those soon.
They're VERY interesting.
Kraki
Kraki
Sat Apr 09, 2005 8:57 pm
#74
Ok...Munitions
Cryoban - Base Damage - Kinetic
Causes a movement reduction of 20% (FIXED effect)
Causes a CHANCE of reducing the attack speed of targets inside radius.
Experimentation on the Enhanced Core Volatility causes base Kinetic DMG to go up.
Experimentation on the Cryo Core increases the % and time of the attack speed slow effect.
Experimentation on the range increases the throw range, not the area of effect.
Glop - Base Damage Kinetic---- Glop Pic 2
Causes a chance of blinding targets in the area of effect.
Experimentation on the Enhanced Core Volatility causes base Kinetic DMG to go up.
Experimentation on the Glop Chem Potency increases the % and time of the blind.
Experimentation on Range increases range of use, not area.
Imperial Detonator - Base Damage Kinetic
Has a chance of Knockdown in the are of effect. "High Probability"
Experimentation on the Core causes increased base Kinetic
Experimentation on Range increases range of use, not area.
Thermal Detonator - Base Damage Kinetic----Thermal Det Pic 2
Causes a small fire DOT to targets in the area of effect.
Experimentation on the Core Volatility causes increased base Kinetic.
Experimentation on the Thermal Core causes slight increase in the DOT dmg and time.
Experimentation on Range increases range of use, not area.
Proton Grenade - Base Damage Kinetic----Proton Grenade Pic 2
Causes a small fire DOT for targets in the area.
Experimentation on the Core Volatility causes increased base Kinetic.
Experimentation on the Proton Module causes slight increase in the DOT dmg and time.
Experimentation on Range increases range of use, not area.
Mines on the way
Kraki
Cryoban - Base Damage - Kinetic
Causes a movement reduction of 20% (FIXED effect)
Causes a CHANCE of reducing the attack speed of targets inside radius.
Experimentation on the Enhanced Core Volatility causes base Kinetic DMG to go up.
Experimentation on the Cryo Core increases the % and time of the attack speed slow effect.
Experimentation on the range increases the throw range, not the area of effect.
Glop - Base Damage Kinetic---- Glop Pic 2
Causes a chance of blinding targets in the area of effect.
Experimentation on the Enhanced Core Volatility causes base Kinetic DMG to go up.
Experimentation on the Glop Chem Potency increases the % and time of the blind.
Experimentation on Range increases range of use, not area.
Imperial Detonator - Base Damage Kinetic
Has a chance of Knockdown in the are of effect. "High Probability"
Experimentation on the Core causes increased base Kinetic
Experimentation on Range increases range of use, not area.
Thermal Detonator - Base Damage Kinetic----Thermal Det Pic 2
Causes a small fire DOT to targets in the area of effect.
Experimentation on the Core Volatility causes increased base Kinetic.
Experimentation on the Thermal Core causes slight increase in the DOT dmg and time.
Experimentation on Range increases range of use, not area.
Proton Grenade - Base Damage Kinetic----Proton Grenade Pic 2
Causes a small fire DOT for targets in the area.
Experimentation on the Core Volatility causes increased base Kinetic.
Experimentation on the Proton Module causes slight increase in the DOT dmg and time.
Experimentation on Range increases range of use, not area.
Mines on the way
Kraki
Message Edited by Kraki on 04-09-2005 08:59 PM
mad99skilz
Sat Apr 09, 2005 9:58 pm
#75
wow, nades just got a lot more interesting
Madden - Master WeaponSmith(12pt)
Blackmoore
Sun Apr 10, 2005 12:00 am
#78
Are all loots and theme park lootsthe same? I am mostly concerned if there is more usage ofthe Geo loot which I think would be very cool. Anyway, thanks for your posts guys.
PS My dad has been in the hospital for almost three weeks now and I really haven't had a chance to play on TC. Is that considered the Beta that we were supposed to sign up for? Cause I haven't gotten an invite.