Weaponsmith Archive

Thread: Compilation of Weaponsmith Issues (updated 14 JAN 2005)

Strongbow
Fri Jan 28, 2005 3:00 pm
#79

Yes, I realize it is a quest loot for Jabba's, but considering you cannot keep that sword (at least not anymore) and still finish the themepark, it seems a little unfair toLevel 4 Brawlers. The loot sword itself is not all that great (despite Jabba's description of it), so it seems like a waste for it to be a certified weapon that cannot be crafted.


I get several requests a week asking for me to make a batch and stock them on my vendors.



---------------------------------------------------

[MEC] Strongbow Hulen - RIP 8/30/05

MBH/Master Rifleman



[MEC] Strongbow-alt Hulen - RIP 8/22/05

Master ShipWright/Master Artisan/Master Pistoleer
Trean
Fri Jan 28, 2005 3:14 pm
#80






Strongbow wrote:

Yes, I realize it is a quest loot for Jabba's, but considering you cannot keep that sword (at least not anymore) and still finish the themepark, it seems a little unfair toLevel 4 Brawlers. The loot sword itself is not all that great (despite Jabba's description of it), so it seems like a waste for it to be a certified weapon that cannot be crafted.


I get several requests a week asking for me to make a batch and stock them on my vendors.






All these things about cert'ing for weapons that no one can get, or cert'ing for crappy weapons in tier IV when the best weapon is in tier II will hopefully be brought to a fix in the combat upgrade. I am not in the testing I wasn't of the chosen . But I can sure speculate and speculate I will hehe. If I was in the testing phase at the moment, as I think three or four weaponsmiths including the coorespondant are, the NDA would bind people to say anything about any changes being made.



Trean Speyr-Caggeyder
Former SWG Player
Voted Starsider's Best Weaponsmith - August 2005

JoleneArcher
Mon Jan 31, 2005 5:29 am
#81

What would you think of making stats for DE-10 barrels visible?

Would be nice to choose the real good barrels for real good pistols with tissues.



NGE satisfaction meter.

Give it a shot [--------------------------------------|] SOE should be shot

2 Accounts cancelled - Thanks for ruining this once great game.


BruSwillis
Mon Jan 31, 2005 7:19 am
#82


I can see some of these issues being resolved in the CU and with regard to gated resourses, it's in there to cap weapons as said before, VK's cannot be any more lethal than they allready are so surely this isnt an issue we really need to be pushing is it? (allthough yet again I would think its all part of the CU and ballance)


We can close the door on the storage issues now I would think with the latest patch on TC, looks like we are getting a little loving in that respect and with more lots too



Message Edited by BruSwillis on 01-31-2005 06:27 AM




_____BruMasterUnderworldSmuggler.
___________Toth'raRebelBothanSpy.

SeaRaptor
Mon Jan 31, 2005 10:14 am
#83

Question: do you guys feel that the increased storage we're about to receive via Publish 12.2 will alleviate many of your storage concerns/issues/problems? Please let me know, as I'm considering taking it off of our list and replacing it with a simple request to let identical loot enhancers stack.



Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
JediNg
Mon Jan 31, 2005 3:40 pm
#84

http://www.imagedump.com/index.cgi?pick=get&tp=194962&poll_id=0&warned=y
not really



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
ngp
Mon Feb 07, 2005 10:42 pm
#85

I'm not sure if this belongs here or not, but I've heard from numerous people that the Gorax no longer drops bones (ever since Patch 12). Can you confirm this? (Probably related to the same problem as to why RIS components haven't dropped since patch 12 as well.)



MISA AWON
ARTISAN w 12pt DROID ENGINEER w 12pt WEAPONSMITH
-BEC- Bare Essentials Cooperative (285 -5490 South of Coronet)
-BEC- Advanced Droidwerks (4530 2000 Riverlands, Corellia)
Infamous R.I.S. Kit Trafficker (Coronet Location)

SeaRaptor
Tue Feb 08, 2005 7:59 am
#86

Haven't heard this; to my knowledge, Goraxes were dropping bones like crazy. I'll ask around though.



Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
vizakohmen
Fri Mar 25, 2005 5:06 pm
#87

>Desh Copper needs a balance pass.

Uh, no it doesn't. In fact proof can be seen in the need for the Combat Upgrade coming up. TKM's and pikeman do way too much damage with what they have. As a MWS I'd absolutely love to be selling VK's from unenhanced components that slice to 250, the TKMs would too LOL. Unfortunately it would completely ruin what little balance is left right now.


l8,
viza
MWS
Chalistra



swg is GREAT
(my other sig got me banned)
CommBubba
Wed Mar 30, 2005 3:25 pm
#88


Mines require a balance pass. XG mine isAR1,Blast, with high damage. DRX mine is AR3, Blast, with rather low damage (I think damage output slightly worse than the XG after factoring in the AR bonuses). Anti-vehicular mine is AR1, Heat, with low damage. In other words, the easiest mine to make [XG Mine] is the best, and the hardest mine to make is the worst.


Mines beside the XG have a spot for an enhancement, but no enhancement works. I assume that klicknck glands or venoms were supposed to work there, but they don't. With the game revolving around base destruction as it stands today, mines have become much more useful. It would be nice to be able to make enhanced mines that are capable of actually killing players like the turrets are.


Nedkelly

Valcyn
SeaRaptor
Thu Mar 31, 2005 6:34 am
#89






vizakohmen wrote:
>Desh Copper needs a balance pass.

Uh, no it doesn't. In fact proof can be seen in the need for the Combat Upgrade coming up. TKM's and pikeman do way too much damage with what they have. As a MWS I'd absolutely love to be selling VK's from unenhanced components that slice to 250, the TKMs would too LOL. Unfortunately it would completely ruin what little balance is left right now.




Pikemen can do crazy damage... with looted pikes. No PvP Pikemen -- and most PvE Pikemen, for that matter -- use crafted pikes. Because the damage on them sucks compared to what can be looted.TKMs... well. Most of the damage from TKM specials doesn't come from the VKs, that's for sure. For an elite profession weapon, they have some of the most pathetic damage numbers in the game. The modifiers on the special attacks in the TK tree (and the speed at which those specials are currently spammed) is where much of their damage output comes from. Clearly any modification to VKs would have to correspond to tweaking of those modifiers.


Many of the balance issues on this list I hope will be addressed as part of the Combat Upgrade. Until they are, they will remain. The resource ones are likely to remain anyway, simply because some of them defy explanation. 372 UT cap on Desh Copper? And it goes in a schematic that requires UT? Who came up with that nutty formula? Why not just make the cap on everything 1000 and adjust the back-end numbers accordingly? Why do we have all these insanely ridiculous caps on metals for things? I suppose it makes the resource game more "interesting", but it also makes it way more frustrating and builds in a ridiculous learning curve for newcomers to the profession.





CommBubba wrote:



Mines beside the XG have a spot for an enhancement, but no enhancement works. I assume that klicknck glands or venoms were supposed to work there, but they don't. With the game revolving around base destruction as it stands today, mines have become much more useful. It would be nice to be able to make enhanced mines that are capable of actually killing players like the turrets are.




Unless I'm mistaken, these enhancer slots were originally slated for Commando-crafted enhancers (that were, of course, removed late in beta and the schematic was never changed). Still, it's worth noting.




Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
krzlfrx
Sat Apr 30, 2005 2:45 am
#90

'morning,


can anyone in here tell me please why my handlers are rather crappy? I only can craft the adv handlers after the CU with the following stats: 16-42, -0,75, 1. The damage bar was almost only on half. Used materials: Ostrine OQ 930, Polymer OQ 973, Phrik OQ 825 CON 693, Irolunn OQ 965, Copper OQ 968 CON 727, exp +12, Rodian. The handler before could be experimented up to 80-90%, the handlers after the CU only at 60% on the damage bar on maximum.


Thanks for help.


Greetings,

Krzl
Trynian1
Sat Apr 30, 2005 3:35 am
#91







krzlfrx wrote:

'morning,


can anyone in here tell me please why my handlers are rather crappy? I only can craft the adv handlers after the CU with the following stats: 16-42, -0,75, 1. The damage bar was almost only on half. Used materials: Ostrine OQ 930, Polymer OQ 973, Phrik OQ 825 CON 693, Irolunn OQ 965, Copper OQ 968 CON 727, exp +12, Rodian. The handler before could be experimented up to 80-90%, the handlers after the CU only at 60% on the damage bar on maximum.


Thanks for help.


Greetings,

Krzl





Well, they changed the way that stats are valued on resources from 0-1000 to 0 to the best value that named component can acheive in a stat.


There are a few post about it in the main WS forums
Page 7 of 8