Weaponsmith Archive
Thread: Questions on EE3 Carbine and LVA Stats
Two questions:
1) The EE3 carbine lists a radius in the damage stats. Does this carbine actuallyhave a blast effect, or is this a bug? I have been unable to confirm, since I can't use one myself
.
2) The LVA's that I make, and I hear this is a global issue, all have -55 mods at all ranges. Is this by design, or a bug? I haven't tried to experiment with range, but it would cost a lot of damage to get an LVA that hits things regularly...
Thanks,
Gaarl - Master Weaponsmith, Valcyn
1.) A long time ago, I remember having this tested and the effect working, but the radius being very, very small. I think it's intentional for the weapon to have AOE, but whether or not it is currently working properly at this time, I'm not completely sure. (I, too, cannot use this weapon to test, heh.)
2.) The Pikeman Correspondent has listed Accuracy in Polearms as their #1 issue, but there is no Developer response [yet].
Gaarl wrote:
Two questions:
1) The EE3 carbine lists a radius in the damage stats. Does this carbine actuallyhave a blast effect, or is this a bug? I have been unable to confirm, since I can't use one myself
.
2) The LVA's that I make, and I hear this is a global issue, all have -55 mods at all ranges. Is this by design, or a bug? I haven't tried to experiment with range, but it would cost a lot of damage to get an LVA that hits things regularly...
1) it's supposed to, but it never worked
2) pikemen have been complaining about that since LVAs started being crafted and since it's still not fixed it's either intended or they're never going to fix it
Impressively snappy and well-informed replies! ![]()
Thanks for the info, and I'll keep my ears open for future info on details about these issues...
Gaarl - Master Weaponsmith, Valcyn
Nerf Herders
I used to use my EE3 to hunt snorbals on Lok because they had heat weakness and I couldn't figure out why they would all charge me at once, I'm sure it was the splash damage because I started using my laser carbine and this no longer happened.
Gaarl wrote:
Two questions:
2) The LVA's that I make, and I hear this is a global issue, all have -55 mods at all ranges. Is this by design, or a bug? I haven't tried to experiment with range, but it would cost a lot of damage to get an LVA that hits things regularly...
Thanks,
Gaarl - Master Weaponsmith, Valcyn
using a standard vibro unit they will start out at -55... with decent resources 330+ UT Desh and 760 UT Platinite the ADV vibro units (with no range experimentation in assembly) will start the LVA out @ -52... yes the ADV vibro is slower (aren't most of the ADV parts this way? projectile stuffs excluded)... but the dmg can be greater and instead of dumping all your points into spd/dmg increase you will have a harder hitting vibro unit with around 4-6 points left over for ham reduction or range improvements (i make several versions for the different weapons as some need the HAM more than Range, VK, Vibroblade, Lance)... 1 point into ham nets 1 point of ham reduction VS 1 point into range will net +3 on the accuracy... myself i've made LVA's with the range attack mods as low as -40 by experimenting the range on the vibro unit at the expense of a little dmg...
the bottom line isdamage isn't everything to every person... i used to be a swordsman and i loved my pure dmg powerhammer for bleeds... but then i made a powerhammer with 6 less dmg on the core but 12 more accuracy... turned into a .1 slower hammer with almost imperceptable damage decrease (457 max vs 463 max)but i hit 25% more often... i've made a reputation for myselfspecializing in melee weapons for both the novice and the master and compensating for inherent drawbacks of weapons such as the LVA, VL, and PH