Weaponsmith Archive
Thread: 12-points not a requirement
MadGrass wrote:
Hey, i'm just here to let new Master Weaponsmith's know something...
You don't need 12 points
A 10 point Weaponsmith is just as good, you don't even have 12 boxes to experiment in for the damage experimentation.
I recently got +25 in skill tapes, and it's not really worth it.
I make weapons with the same stats as before, except maybe with 120 more condition,2 HAM cost less, or2 better range.
12 point smiths just like to have the 12 points to say that they are superior.
When I had 10 points I was making weapons better than 12 pointers. It's all in the resources, resources, RESOURCES!!
When you are a very prominent and filthy rich weaponsmith is when you should worry about your skill tapes.
Don't let anything put you down from being a 10 point smith, it isn't that bad.
If you really feel you need it though, go for 11 points first and try it out.
This is just a thread to inform people that the 12 point pressure isn't really there, it's just an illusion.
/agree.
However, 12 points would be very nice to enhance condition. I feel enhancing condition is important, as it increases the value of your product.The customer is getting more for thier money.
MadGrass wrote:
Hey, i'm just here to let new Master Weaponsmith's know something...
You don't need 12 points
A 10 point Weaponsmith is just as good, you don't even have 12 boxes to experiment in for the damage experimentation.
I recently got +25 in skill tapes, and it's not really worth it.
I make weapons with the same stats as before, except maybe with 120 more condition,2 HAM cost less, or2 better range.
12 point smiths just like to have the 12 points to say that they are superior.
When I had 10 points I was making weapons better than 12 pointers. It's all in the resources, resources, RESOURCES!!
When you are a very prominent and filthy rich weaponsmith is when you should worry about your skill tapes.
Don't let anything put you down from being a 10 point smith, it isn't that bad.
If you really feel you need it though, go for 11 points first and try it out.
This is just a thread to inform people that the 12 point pressure isn't really there, it's just an illusion.
While I agree on some points (as a 10 point smith, my damage and speed matched/surpassed other smiths who had 11 or 12 points), I disagree on others. I DO feel the extra points are worth it, especially when you're doing custom orders with Krayt, Acklay, etc. One mod success with 10 points hurts much, much more than it does if you have extra points to fix it. I've had things like Scythe Blades or Krayt weapons ruined when I got two moderate succeses (using Bespin Port) as a 10 point smith, as I couldn't even max damage and speed, let alone increase condition or anyhting else once all points were placed into damage.
Even with standard, non-enhanced weapons, I'm seeinga big difference in Range, HAM, and/or Condition (damage is the same, of course). Don't you experiment on the subcomponents? After the extra experimentation on stocks, scopes, and then the final combine, you should be seeing a lot more than a 2 point increase in range, for example. Even weapons like Power Hammers, with only one subcomponent, were greatly improved for me (from -27 to -19 range).
Again, I agree that 12 points is not necessary, as money is much better spent on resources when you're a new smith.I wanted 2 extra points to make the best possible weapons I could for my customers, not to say that I was superior in any way.
Brilyn wrote:
Whoop-de-doo.....
As for 90% of regular vendor sale weapons I'd agree that 10 points doesnt add much. I completely agree that +12 is needed for custom weapons. If I was a customer I would never take my parts to 10 point smith if I knew for a little bit more (sometiems it doesnt change price) I could get 100 more condition or whatever.
Ya don't need 10 points, but it's nice.