Weaponsmith Archive
Thread: Elite Weapons CL54+
Hi. As I see it they've done it so a single master prefession is CL54. Put in weapons for single masters and made the weapons = to the CL you acheive at that. The only way to get above CL54, which I know is easy for anyone not doing a crafting profession as well, is to learn multiple professions.
Are you sugesting having weapons with multiple skill requirements or just higher CL?
Mitch
Message Edited by Keisha_Althradese on 09-27-2005 09:09 AM
I'm thinking of weapons that would havea setCL skill, for instance A Super Rifle lvl 80 or A Super Katarn 80.I'm thinking jumps of 10 oflvl 60, lvl70, and lvl 80 players get the chance to try a weapon for their level, however just one catch they will need 1 master combat skill or even two who knows,i added this because you could then continue to balance proffessions by defining a skill(s) needed to use the weapon, but obviosly it may be possible to leave the master proffession out and make the builds suitable for all CL54+, this would of course mean less weapons and less complication but also make things fully available for use of full templated jedi too.
some Rough Examples
CL60 Weapons CL70 Weapons CL80 Weapons
Master Carbineer+ Weapon
Master Commando+ Weapon
Master Squad Leader+ Weapon
Master Pistoleer+ Weapon
Master BH+ Weapon
Master Smuggler+ Weapon
Master Rifleman+ Weapon
Master Swordsman+ Weapon
Master Fencer+ Weapon
Master TKA Weapon
Master Master Pikeman Weapon
You could be looking at 33 new weapons if you did one for each at each grade and proffession,
you could be looking at 6 new weapons if you based things without master certificates and 3 weapons for meleeand 3 weapons for ranged for each of the 3 addeded CL values.
Perhaps even adding something new for a Ranger, kinda like a crossbow, something that looks a little primitive but made for killing from natural resources like wood, bantha hair etc.
Combat Medics dont currently have a weaponsmith weapon how about some kind of stun emitter
Just ideas again just ask if you're unsure what i mean
Kilomania
I like the idea of getting new weapons to craft, however if they would follow the damage increases that current weapons do, it would become quite unbalancing - read as: Not going to happen.
IMO, Dual combat masteries should not be able to use more damaging weapons than single combat masters, but that's just my opinion.
1 amazing – it could get tag like “perfect” automatically, so you don’t need to type it in;
2 amazing – YAY! “Exceptional”
3 amazing – YEAS! “Legendary”
As you understand since exceptional and legendary weapons doesn’t drop anymore, why we can’t get such a privilege? Yes, I want to see this tags in game again. And such a elite weapons are perfect to have this tags.
There is the PvE element of which i'm more fond of that lacks balance, please hear me out here. For instance our ham size is too small in comparison to npc's and creatures, npc's can shoot much further than what their guns should allow, and the high end lvl npc's actually can kill you quicker than you can kill them if you're not a medic you're a sitting duck.
As for the pvp issue why should a lvl 54 player have the same abilities/power as a lvl 80, to me there's no point anyone ever to go above lvl 54 no proper incentive with the current weaponry.I'm sure the idea was that everyone knows what each other's level was for fairer pvp battles rather than relying on a master brawler tag and in fact that person is much more elite than that in the old pvp.
We were promised more weaponry and changes with ROTW and as you'll know some nice weaponry is dropped that we cant even make. My proposal for some changes i feel is due and i firmly believe would make pvp more lvl orientated than it is now, which is the whole reason CU came in.
Kilomania
What about the Alliance Disrupter? thats MCM.
aha the alliance disruptor thanks for reminding me of that contraption.
I'd say the game is less balanced now in comparison to before, because if you got doc or CM you're always goona beat someone without it, in pve or pvp.
Kilomania
SicariusD wrote:I'd love to see Dual Proffession weapons that can draw from both skill sets, ie For Pistoleer/TKA a Grammaton Pistol, looks like a FWG5 but with a VK blade on top and a pointy end so u could do melee damage with it or Ranged, or a Mustard Gas Thrower for master commado/MCM it poisons its target and draws from both skill sets, or a special riffle for riffleman/ranger that has a kool looking silencer on it, and has a bonus to stealth and or a bonus against kritters, it would be kool as it ads yet another element to the style of play, for instance a commando/ranger has completely different tactics than a commando/MCM so should be able to use different and specific weapons, and draw from both skills, also means that my pistoleer wont be the same as your pistoleerThere are multiple Ideas that could be done for this to diversify proffessions even more, they wont necescarily have to do more damage but they can have different bonuses to take advantage of a double master, so for example a grammaton gun wont do any more damage than a normal pistol or than a VK but it can be used in either ranged or melee, im sure there are even better ideas for combining the two into specific weapons.
Playing SWG not Equilibrium