Weaponsmith Archive

Thread: Compilation of Weaponsmith Issues (11/26/03)

TeucerHades
Wed Dec 10, 2003 9:58 am
#79






Logix wrote:

I excluded Jawa Ion and SG82 because I consider those "situational" guns, but that reminds me to put the SG82 under the "schematics that suck" list. As far as all-purpose goes, they have heat and energy. Pistol has an acid selection, Carbine has an acid selection. Rifle doesn't have the DX-- Rifle equivalent. I'll change it to be more in line with specifics, e.g. Tusken = Kinetic and Spray = Acid.





Pistol does not have an acid selection. The DX2 (i believe it is called that) is a horrible gun that almost no pistoleers use. The FWG5 is far superior and used much more often.


I




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Solo4114
Wed Dec 10, 2003 10:49 am
#80

Spraysticks are stun damage, yes? If that's correct, it makes sense. The spraystick is actually designed to fire an entangling web at a target, thereby "stunning" it. They could just add a new gun for riflemen to do acid damage.


As for pistoleers, the DX2 isn't horrible (at least mine isn't), but it's got high HAM costs and not great range modifiers. Still, it's good to use to smack a bleed or two on a target, especially if it's got resistances to everything else. I'm hoping the combat balances will promote changes in the weapons themselves and we'll start to see more useful versions of every weapon for different damage types. Right now, you've got the skeleton of a decent system, but you need to flesh it out.

Logix
Wed Dec 10, 2003 5:08 pm
#81







TeucerHades wrote:


Pistol does not have an acid selection. The DX2 (i believe it is called that) is a horrible gun that almost no pistoleers use. The FWG5 is far superior and used much more often.




The DX2 has the same DPS as a Republic Blaster.


The FWG5 has been nerfed and hardly reigns supreme.


Hence, you have an acid selection.




Lurax
Thu Dec 11, 2003 8:39 am
#82

going back to the adv barrel topic, they're especially useful whenever a DX2 or republic is krayted, as the speed from the tissue will usually allow the gun to hit the pistoleer speed cap, even with an advanced barrel making it 0.1 speed slower.


Adv rifle barrels though, I have never seen a really good use for (is it the duranium requirement that makes them so much worse than adv pistol barrels?)




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LLJK_Griz
Thu Dec 11, 2003 11:11 am
#83






Solo4114 wrote:

Spraysticks are stun damage, yes? If that's correct, it makes sense. The spraystick is actually designed to fire an entangling web at a target, thereby "stunning" it. They could just add a new gun for riflemen to do acid damage.




They're energy, but it seems like they should be acid because of the green bolts and large number of other energy rifles. Jawa ion rifle is stun.



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Solo4114
Thu Dec 11, 2003 12:39 pm
#84






LLJK_Griz wrote:





Solo4114 wrote:

Spraysticks are stun damage, yes? If that's correct, it makes sense. The spraystick is actually designed to fire an entangling web at a target, thereby "stunning" it. They could just add a new gun for riflemen to do acid damage.





They're energy, but it seems like they should be acid because of the green bolts and large number of other energy rifles. Jawa ion rifle is stun.




Ah, ok. I thought they were stun. I guess, yeah, having them be an acid rifle could work. They **edit** sure shouldn't be energy. But, we may want to wait and see what happens with the big combat patches and how they change weapons. I'm still hoping it will force the devs to seriously address Weaponsmith and REALLY look at issues with the profession, ranging from usefulness of components to basic advancement issues and viabilities of each of the levels of this profession.
Solo4114
Sun Dec 14, 2003 10:21 am
#85

A two state profession like we have now is both boring and pointless. Why? Because EVERYONE will be a master. It's not a particularly difficult profession to get to the top. The only difficulty is what you do once you're there. But it IS boring on the way to the top.


And as long as you make it so that masters can craft EVERYTHING better than novices, then there's never going to be a market for novices and when folks like me make master, we'll just start undercutting the current masters' prices and run you guys out of business. It's going to ruin the profession, mark my words.


Regardless, a lot of this stuff may change when the new combat scheme comes out. From what TH said, it sounds like there will be different levels for all weapons. IE: novice level FWG5s and master level FGW5s. It'd make no sense for novices NOT to be able to make a novice level weapon as well as a master. There's only so much you can do to improve on it, ya know?


I'd also implement some kind of schematic loss at this point because I see no other way to allow novice crafters to enter the economy. And that's just lousy game design.

Etui
Thu Dec 18, 2003 4:03 am
#86

Fix the Station fails please.


I would like to see Slice tags also.


Aweapon can be sliced then sold as a Krayt or other enhanced weapon. This is not right.


Personally I put weapon Damage and Speed stats in the title when I make them to help prevent this.


Now for my off the wall thought. I'd like to see non factory weapons have better stats than factory ones.


I will say nothing more on this but would like some feedback. Please don't kick me too hard.

Wynan
Sat Dec 20, 2003 2:27 am
#87

Actually the problem with adv vibro blade units is simply that Desh copper shouldnt be there in the schematic :


basic vibro blade units take any steel as primary resource, any solid petrofuel as 2nd and any copper as 3rd


now advanced ones take Desh copper as primary, class 3 solid petro as 2nd and Platinite copper as third


On Adv vibro blades units the primary resource should be a specific steel, not Desh copper and then they would work fine as long as it's not a steel with poor UT all the time, though it should be ok with steel I'm sure 1 or 2 of them have crappy average on UT


My suggestion is simply to replace Desh Copper with a specific steel in the schematic, class 3 solid petrofuel and Platinite copper are fine, needing Desh copper when basic units need steel doesnt make sense though

Trystan1969
Sat Dec 20, 2003 3:52 pm
#88

When did the Tusken Rifle get changed to energy? I remember in beta it was kinetic. I think a few months after release it was still kinetic. Unsure though since I don't deal with tusken rifles much. Just saw one not too long ago and noticed it was energy.


That is the reason why their animation is that way, they use to be kinetic, but whether it was changed to energy was on purpose or a bug, I do not know. Someone can bug the devs about that.

Trystan1969
Sat Dec 20, 2003 4:17 pm
#89

I would like to add in my 2 cents. I'm not a weaponsmith, though I have always found the class interesting, but other fields took up my skillpoints. I am a doctor though and can relate to the resource issue.


I think the real answer with resources is to redesign the system. I've talked to a few others and they felt the same. My suggestion would be would be to create a specific number of resources per category. Like Plumbum iron would have 5 types of iron, 1 being fantastic, and the others going downhill from there. This would allow the devs to control the values instead of just setting the cap higher and hoping it'll spawn with higher stats. Also, it would help cut the database usage down since it no longer have to keep track of every single resource type that has spawned since release.


As to making novice weaponsmiths useful, how about giving them something that is sellable yet does not require experimentation. I'm not talking about fully made weapons, but more of a component thing. WUK's, the last I checked, did have a quality stat on them. Unsure whether they actually affected slicing or not, but if the stat is there, it will mean something to someone. Also, selling crates of WUKs might give you money, there's no XP in it, since you have to run it through a factory.


I don't know how some of you would feel about it or even if you would use it, but make a few subcomponents unexperimental and a set modifier. That way, a novice can make them, then sell them to the masters. Though, I would expect that if a master could make it, they would prefer to make it themselves instead of hunting down a novice and buy it. The only incentive to do that would be if the master could buy it cheaper/faster than they could make it. Cheaper being, not having to have that particular resource on hand type cheaper, not by some artificial means.

Logix
Sat Dec 20, 2003 4:29 pm
#90






Trystan1969 wrote:

When did the Tusken Rifle get changed to energy? I remember in beta it was kinetic. I think a few months after release it was still kinetic. Unsure though since I don't deal with tusken rifles much. Just saw one not too long ago and noticed it was energy.



I remembered being Kinetic in beta, too. Dunno what the deal is.
Thoax
Mon Dec 22, 2003 12:32 pm
#91

You know,I was wondering if I was really going crazy. I could have sworn the Tusken started out as kinetic even after beta. Glad I'm not the only one.


Thoax Dromallet

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