Weaponsmith Archive
Thread: ** ATTENTION ** Time to Work on the Compilation of the Top 5 Weaponsmithing Issues....
We shouldn't have to waste a top 5 spot to get the sliced flag. That should be a given.
1 Broken subcomps like chem dispersion need fixed
2 Think that multiple power handlers etc. should stack, or at least partially stack, say 20% for every additional
3 As another person said, Experimentation Effectiveness should be MUCH more effective
4 Greater variety of desirable wpns. Right now almost everyone is making the same 4 or 5 things because nothing else is competitive, there is no incentive for using them.
5 We should have some ability to add new/specific to the WS features powerups to a gun. Like a drop scematic for power handlers that add another type of damage, so if you have an energy weapon, you could add acid damage in addition, or use another energy powerup to increase overall energy damage
1. All weapons need to be usable *cough Republic Blaster and Beam Rifles*
2. Large full scale audit needs to be done. Currently, there is no balancing inbetween weapons and their certification classes. Higher rank weapons should be more powerful while still allowing for usage of lower weapons in certain circumstances. DMG Types are in game, use them more vividly!
3. Specific resources are fine! Its realistic and creates a great economy on resources. HOWEVER, as others have mentioned, it'll be best if specific resources such as Steels, Irons, actually HAVE A CHANCE of being maximum in the categories you have them needed in weapons. For example, a Steel with 50% Cond/OQ would require a 1000/1000 cond/oq steel. Nothing close has every spawned on any server. Cond seems to be a delaying factor. FULL SCALE AUDIT needs to be done here also.
4. Projectile/Chemical/Pistol experimentation. Its currently buged in many ways discussed on these forums already.
5. ALTERNATE EXP for EXTRA SKILLS ONCE MASTER ![]()
1. T21 requires Alantium Carb ore is TOO rare- make it more generic without gating stats, like extr ore
2. Advance componets use material with gated stats-- change stats or change material requirement to better materials. Its like discovering fiberoptics then requiring WW1 grade aluminum to make the fibers.
3. Experimentation for adv feed mech is broken and only let one start at 8% and get to 40ish%
4. Crafting station arent working properly, driods are better than private stations.
5. Flag sliced weapons.
Fixe Bugged scematics
Fix experementation success from lowering the quality of the item...this is extreamly annoying.
Make ham experimentation worth it
Lower ham costs for advanced items like stocks and scopes so we can actualy make them withought putting every point into ham reduction...and still making a gun that kills the owner before the target.
Reduce the amount of spacific resorces needed to make some higher items...they rarly spawn and wen they do the quality is so poor that we are better off making the normal ones with good q resorces.
Great stuff everyone...already sent the Top issue to the devs, and I will be compiling the top 5 buglist and submitting it on Monday, so get your last minute submissions in here this weekend.
Thanks
1. Crafting station and tool effectiveness (fix)
2. Better experimentation on range and effectiveness
3. Broken schematics and poor results on schematics despite high quality materials used (adv components)
4. Stop cycling inventory of personal vendors after 6 days (inventory drops into storeoom)
5. Broken certs
I am so tired of restocking my vendor with the 150 weapons that just removed themselves from sale - leave them there with no cycle, It's my vendor - why am I bound by the Bazaar limits?
Allright time for my votes for the top 5 weaponsmithing issues:
1.) Sliced Indicator (everyone seems to want this one, and I think it's a great idea, it's popularity is the only reason it's making the top 5 however).
2.) Broken experimentation system (this whole system needs to be looked at, you've seen the other 100 posts before this one).
3.) Weapon Crafting XP is a slow gain (Two notes on this one, I've sen a couple posts stating that "people shouldn't be able to grind thier way to master" although I'm wondering how they made master.. If you're going to take away the grind, you need to lower the XP costs for the weaponsmith skill tree (I see this as a problem across the artisan elite lines). This could be aleviated by two easy fixes: a. Upping the percentage bonus for "practice items" and/or b. Upping the XP return for prodcing items in a factory (and make it accrue even while offline, across the galaxy, etc...).
4.) The aquisition of schematics for crafting needs to better reflect the order in which the classes using those weapons gain certification in them. As a "Gunsmith" I can craft a Heavy P-Beam Cannon, which a Commando doesn't get a cert for until Heavy Weapons II or III (Can't remember right now), but I have to be a Master Weaponsmith in order to make a flamethrower, which a Commando gains a cert for as a novice. This may also help some of the Novice-Master Weaponsmith gap issues.
5.) More weapons, more weapons, more weapons, oh, did I mention there needs to be more weapons? And in this the certifications should be a bit more general. Perhaps by Damage Type, and Weapon Type, So a rifleman might get a cert for Cold Rifles, Energy Rifles, Kinetic Rifles etc.... this would allow for the easy addition of weapons into the game without having to muck about with adding a ton of new certs (not a wholly weaponsmith issue, but one that would benefit us in the long run).
Hork
Expert Weaponsmith/Gunsmith 2,4,1,4
Tarquanis Server, Naboo, half akilometer duenorth of the Moenia Cantina, if you hit the Gungan temple, you've gone too far!
1. Projectile component and Chemical Dispersion experimentation.
2. Republic Blaster certification that really works for someone, anyone please!
3. Allow master smugglers to beable to choose which stat to slice on a weapon, they are masters after all.... and a flag or note if a weapon is sliced.
4. Weapon appearance. We have several variations of scopes and barrels we can use but these only show up for your own character, nobody else can see this (or at least not the ones I use). The different scopes and barrels are only visable when equiped to the person that has the weapon equipped.
*5. Change stat requirements on some of the schematics to more accurately reflect the damage type or metal used. For example, the FWG5 does heat damage but requires high conducitivity metal (like all weapons). Steel and Iron based weapons are all screwed because those metals rarely showup with high conductivity - anything that uses plumbum is a prime example.
*The number 5 has been brought to you by RebelKnight, from which I have plagiarized his post because he stated exactly what I wanted and saved my precious handfulbrain cells for items 1-4. ![]()
1 - Weapon look, I want the stocks, scopes and muzzles to show up for EVERYONE and on ALL weapons , not just the owner of some specific weapons.
2 - Bad ressources, like plumbum Iron, cripple weapons that could be good and add more diversity, make em spawn with better stats or change the requirements on some specific weapons
3 - Spraystick should be returned to ACID , tusken rifle to KINETIC, certifications for republic blaster added, DX2 fixed
4 - Experimentation should be more specific,separating Damage from Speed
5 - Make Amazing succes allow 1 additional point of experimentation
6 - At this point its very hard to make a krayt powered T21 because it requires 10 identical krayts tissues and the result isnt very good because is only a flat modifier.. just an example.. add more stuff like the krayts tissues and rare shematics, and think about the rifles by making the tissue/stuff +% instead of +flatnumber
7 - Weapons are very inegal, some are totally worthless (SG82? tangle pistol? etc..) rebalancesome of theweapons
Zhug - Master Rifleman / Weaponsmith - Kauri
Fosemo wrote:
Also, what's up with everyone STILL going on about power handlers not stacking? Hello-o-o-o-o-o.... Thats why when a weapon that needs multiple ones can only use factory made ones, otherwise we could just shove any old mix and matched handlers in there. They aren't supposed to stack. It would cause some weapons to be massivley overpowered. Please stop asking.
I agree that they were never supposed to stack, but there is a major problem when a T21 requires 11 total tissues and you only see the benifit of one. That is a lot of dragons just to get 11 identical. I don't have a solution to this, but something does need to change.
2. Buggy projectile components. (can't wait to see an FWG5 after this is fixed)
3. Reduce the number of rare materials for a schematic to no more than 2. 3 and 4 rare materials for a weapon is crazy (T21).
4. Some slightly stronger armor piercing on pistoleer class pistols. The best we have is the DX2, and thats only light armor pierce. At least give us a med armor pierce.
5. Fix the republic blaster cert AND place it somewhere in the pistol tree instead of just giving it to everyone. It's hard enought to sell low-end pistols as it is with the strange rate that certs are passed out without giving EVERYONE the ability to use such a good pistol from the start.
Also, what's up with everyone STILL going on about power handlers not stacking? Hello-o-o-o-o-o.... Thats why when a weapon that needs multiple ones can only use factory made ones, otherwise we could just shove any old mix and matched handlers in there. They aren't supposed to stack. It would cause some weapons to be massivley overpowered. Please stop asking.
1. Fix everything, as stated in one of the 132523 compilation of WS bugs.
2. Fix what you forgot to fix.
3. Hotfix the fixes.
4. No sir, don't stealth nerf the experimentation results.
5. Add new stuff.