Weaponsmith Archive
Thread: post New CU Weapon schematics here with Pic if you can
Don't know if this was addressed, but same subcomponents and resources to make these? Only experimentation changes? Thanks.
Kraki wrote:
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
Message Edited by Kraki on 04-09-2005 08:59 PM
Blackmoore wrote:
Don't know if this was addressed, but same subcomponents and resources to make these? Only experimentation changes? Thanks.
Yes, factory built munitions parts, no hand crafted in them.
Same resources when possible, duralloy steel for the most part or the same thoranium where needed.
Kraki
zounds_klaxons wrote:
any info on the light lightning cannon (BH weapon)
Requirements for the LLC and Lightning Rifle (the new baby BH lightning cannon) haven't changed. Same requirements for the 2 guns so I didn't post the schems for it. They are significantly different in stats tho. If you'd like I'll post screenshots of each later. I have been loathe to post crafted weapons unless there's a problem since we don't really know what those stats will be in live or if there is still going to be tweakage in the numbers on TC.
I'm not counting on any stats being exact or even close other than the relative strengths of a weapon to another weapon in the same certification tree.
Kraki
Message Edited by Kraki on 04-11-2005 02:09 PM
Standardlager wrote:So do we have all the schematics posted for the new weapons?
Still missing the Looted schematics, but thats WAY to much to ask for
p.s. THIS POST IS AWESOME!
It's great to find out that they haven't nerfed our resources, the upgraded weapons to expect, & that Adv baresl will be better.
I would like to know how Power Handler experiment & final results r. Even basic 1s will help (too had to get resouces for Adv
Thanks Kiryoku for all the work & posts. /salute
Elven_Duke wrote:
Thanks Kraki for all the work & posts. /salute
First off, many thanks to Kraki and anyone else testing this out. My plan was to do the same this weekend, but the 14 hour download - ahem - curbed my enthusiasm. So thanks for getting in there and doing what I couldn't.
The first thing that stands out to me is that in many of the screenies the schem specifically calls for an advanced barrel or scope. In the past I know many people used the regular version. So it looks like now we not only have to use regular components in low level weps, but advanced components in high level weps. Gonna need a bigger datapad.
The second thing is the grenades. My alt is a commando and I know that the former correspondant has tested this stuff out and was really excited about it. The state changes look pretty neat.
But like Origins, I'm wondering about subcomponents and how much they'll change in the conversion. I'm just getting back into WS and most of my resources are gone so for me it's kind of a moot point. But I really wonder what will happen to anyone that has a factory full of component crates. It's hard to believe this stuff will convert over without a major Fubar.
But most of it looks pretty exciting. I am not looking forward to the combat changes (no armor and a scout blaster makes me feel very vulnerable). I'd be interested to see a screenie of a Scout if you wouldn't mind. A lot of us poor crafters are going to be carrying these - might as well see what I have to work with. But if this is the final outcome on our side, we did okay. Now let's hope this EQ2 dev team doesn't stick us with a bunch of uber loot drops. That's the one thing that would ruin my day.
JohnAdams wrote:
The first thing that stands out to me is that in many of the screenies the schem specifically calls for an advanced barrel or scope. In the past I know many people used the regular version. So it looks like now we not only have to use regular components in low level weps, but advanced components in high level weps. Gonna need a bigger datapad.
The second thing is the grenades. My alt is a commando and I know that the former correspondant has tested this stuff out and was really excited about it. The state changes look pretty neat.
/unsnip
If the schem calls for a standard component, then you MUST use the standard component. If it calls for an advanced component, you can use the standard OR the advanced. It's the lower end (Mostly) weapons that are set like this (d18, dl44, dh17 etc). Exceptions are the DL44 XL which I think is a mistake in that I think they just copied the DL44 Metal over to it and stuck it in the Master tree because it's a BEAST for damage and not weak at all.
Kraki
Kraki wrote:
/snip
JohnAdams wrote:
The first thing that stands out to me is that in many of the screenies the schem specifically calls for an advanced barrel or scope. In the past I know many people used the regular version. So it looks like now we not only have to use regular components in low level weps, but advanced components in high level weps. Gonna need a bigger datapad.
The second thing is the grenades. My alt is a commando and I know that the former correspondant has tested this stuff out and was really excited about it. The state changes look pretty neat.
/unsnip
If the schem calls for a standard component, then you MUST use the standard component. If it calls for an advanced component, you can use the standard OR the advanced. It's the lower end (Mostly) weapons that are set like this (d18, dl44, dh17 etc). Exceptions are the DL44 XL which I think is a mistake in that I think they just copied the DL44 Metal over to it and stuck it in the Master tree because it's a BEAST for damage and not weak at all.
Kraki
Kraki is right about this, the DL44 will be changed to use the advanced components since at the moment it doesn't. As to it being a beast, you can say that again. The DL44 XT looks like it's going to be the pistoleers weapon of choice and well it's just nice since that is Han's weapon of choice. As for the rest of the weapons, Kraki my question is:
Since you are MWS on TC, can you tell us of any new resources you may come across? And if it would be possible if you could give us your opinion as to the best weapons per class(AKA what we will be mass producing). Also Blacksun Razor Knuckler is it looted schematic only still? I have been checking the .tre files but have not come across it yet. ( Do not have much time as of late ).