Weaponsmith Archive

Thread: It's Been About a Month since CU........

stanleycat
Wed May 25, 2005 5:54 am
#1

I said that i would hang in there for a month and see how things panned out. Here's my personal summary of the state of play in my little world.


Staying or Going: I'll be staying


Things that suck for me:

1. All the old weapons that took a lot of effort to get the components for (and made fantastic challenges for crafters) scythes, de10's, berserkers, geo pistols, nsel, dxr6b etc have been nerfed

2. All the APBH with krayt tissues inside converted to junk - i cant believe they did that

3. The new maths for resources is totally confusing - so i ignore it

4. The weapons coming off Kashyyk are great better than we can make in many instances and they have stopped the schematic loots which leads to less interaction with customers

5. I have had to start a brand new toon so i can play combat as it was a waste of time having a combat/crafting toon

6. I am asked for a smaller selection of weapons by customers than i was pre-CU (can i have : T21, Elite carbine, E5 carbine, hP scatter, dl44xt, powerhammer, laser rifle please)

7. Slicing has been nerfed


Things that are good

1. Stackable loot

2. Some new weapons

3. The crafting engine is OK, although its still all speed/damage experimentation. I would have liked to be able to get more of a result when experimenting on SAC (3 points equating to a reduction from 107SAC to 101!). And the cap messages which nearly always relate to wound chance (which is a total waste of time) are really annoying.

4. Slicing has been nerfed


But most of my guild have stuck around, crafting is still enjoyable, albeit with less loot driven variables and I am trying to grind kreetles again with my other toon

My thoughts, preferred it before, if they had fixed the bugs, levelled the damage a bit etc it would have been cool. It's not been gamebreaking however, and we will adapt .


What does everyone else think who contributed to the pre-CU staying/leaving survey?

Message Edited by stanleycat on 05-25-2005 01:56 PM



Jase theAce
ex_SWG
ShugFlurry
Wed May 25, 2005 6:00 am
#2

I put 3 points into SAC and took my featherweight FWG5 from 101 sac to 91.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
stanleycat
Wed May 25, 2005 6:19 am
#3


cool - depends on the weapon i guess...


but whats your view overall



Jase theAce
ex_SWG
ShugFlurry
Wed May 25, 2005 6:29 am
#4

Not bad, slicing is weird, like you dunno if thats a + or a -. I'm pissed at the nerfage of my 0.0 d18 and my 15k max glop tho



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
EdOWar
Wed May 25, 2005 9:21 am
#5






stanleycat wrote:


I said that i would hang in there for a month and see how things panned out. Here's my personal summary of the state of play in my little world.


Staying or Going: I'll be staying


Things that suck for me:

1. All the old weapons that took a lot of effort to get the components for (and made fantastic challenges for crafters) scythes, de10's, berserkers, geo pistols, nsel, dxr6b etc have been nerfed


Agree. Not only did SOE screw over the WS that had spent millions of credits on the schematics and the loot components to make these weapons, by nerfing them all to hell they ruined a good source of income for combat players as well. I'm sure as hell not going to pay a million credits for any of these schematics anymore.

2. All the APBH with krayt tissues inside converted to junk - i cant believe they did that

3. The new maths for resources is totally confusing - so i ignore it


Actually, it's easier now than ever before. If you had server best before the CU, they are even better now that they dropped the bottom out of the resource gates. The intermediate system they used right after the CU was released was a bit confusing, and annoying. But now resources are very forgiving...almost to the point of making it all meaningless.

4. The weapons coming off Kashyyk are great better than we can make in many instances and they have stopped the schematic loots which leads to less interaction with customers

5. I have had to start a brand new toon so i can play combat as it was a waste of time having a combat/crafting toon


Agree with this too. One of the nice things about SWG was that you could be a crafter and still make a contribution in combat. But with the CU adding Combat Levels, it's almost pointless to be a combat player unless you're CL 80 (or working your way up to CL 80). They effectively made it so you have to choose between all non-combat or all-combat. Mastering one combat profession (CL 54) simply isn't good enough to handle most of the content post CU (unless you want to be in groups all the time, which maybe was the point).

6. I am asked for a smaller selection of weapons by customers than i was pre-CU (can i have : T21, Elite carbine, E5 carbine, hP scatter, dl44xt, powerhammer, laser rifle please)


7. Slicing has been nerfed


Things that are good

1. Stackable loot


Yes, very nice. But still buggy. They ought to fix it in a year or two.

2. Some new weapons

3. The crafting engine is OK, although its still all speed/damage experimentation. I would have liked to be able to get more of a result when experimenting on SAC (3 points equating to a reduction from 107SAC to 101!). And the cap messages which nearly always relate to wound chance (which is a total waste of time) are really annoying.


I have to disagree here. My first impression of weapon crafting in the CU was just damage and speed. But there's really a lot more to it. I find it best to max damage, then reduce SAC and maybe put a point or two into speed. A well balanced weapon. Where you see a big difference in SAC is in the components. Put 8 points into efficiency and keep trying until you get an amazing success. That should get you to -8 SAC. Then put the rest into speed (4 points, assuming a 12 point WS). That should get you to about -1.22 or -1.23 speed. You'll find in the final combine though, that the weapon will only be slighlty slower, due to diminishing returns in expeirmenting speed/damage.

4. Slicing has been nerfed


But most of my guild have stuck around, crafting is still enjoyable, albeit with less loot driven variables and I am trying to grind kreetles again with my other toon

My thoughts, preferred it before, if they had fixed the bugs, levelled the damage a bit etc it would have been cool. It's not been gamebreaking however, and we will adapt .


What does everyone else think who contributed to the pre-CU staying/leaving survey?


Message Edited by stanleycat on 05-25-2005 01:56 PM




I'll be staying. Though I thought the old system was okay, just in need of some fine tuning, the new system isn't nearly as bad as I thought it would be. And it has certainly breathed new life into weapon crafting (though armorcrafting kinda got a kick in the groin).


As far as weaponcrafting is concerned, the biggest problem is that now 12 points is almost a requirement. It used to be a luxury, something nice to have after you've been working at it for a while. But now I don't see how a 10 point smith can compete against me (especially with my +20 FS experimentation). That just makes it even harder for a newb to get into weaponsmithing, whichis a bad thingimo.


Slim Vargo, Corbantis


RWC
Wed May 25, 2005 1:55 pm
#6

"crafting is still enjoyable"

I would say that is the most important part. Im having a great time
Willbaby
Wed May 25, 2005 5:54 pm
#7

my two biggest concerns are the nerf on loot schematic weapons , scythe de-10 ect, i used to love playing round with loot component based weapons.
also what happend to the weapon for every occasion , like u say , there's only a handfull of guns worth making, and the master specific ones aint worth using bar the t21 , i dont see the point in 3/4 of the weapon schems we have .




Alita'GSA
12pt Master(Very Bored) Weaponsmith.
[Alita']s Weapons - Imperial Outpost Talus @ Wp[-1960 2170]
maigy
Thu May 26, 2005 6:00 am
#8






EdOWar wrote:





stanleycat wrote:


I said that i would hang in there for a month and see how things panned out. Here's my personal summary of the state of play in my little world.


Staying or Going: I'll be staying


Things that suck for me:

1. All the old weapons that took a lot of effort to get the components for (and made fantastic challenges for crafters) scythes, de10's, berserkers, geo pistols, nsel, dxr6b etc have been nerfed


Agree. Not only did SOE screw over the WS that had spent millions of credits on the schematics and the loot components to make these weapons, by nerfing them all to hell they ruined a good source of income for combat players as well. I'm sure as hell not going to pay a million credits for any of these schematics anymore.

2. All the APBH with krayt tissues inside converted to junk - i cant believe they did that

3. The new maths for resources is totally confusing - so i ignore it


Actually, it's easier now than ever before. If you had server best before the CU, they are even better now that they dropped the bottom out of the resource gates. The intermediate system they used right after the CU was released was a bit confusing, and annoying. But now resources are very forgiving...almost to the point of making it all meaningless.

4. The weapons coming off Kashyyk are great better than we can make in many instances and they have stopped the schematic loots which leads to less interaction with customers

5. I have had to start a brand new toon so i can play combat as it was a waste of time having a combat/crafting toon


Agree with this too. One of the nice things about SWG was that you could be a crafter and still make a contribution in combat. But with the CU adding Combat Levels, it's almost pointless to be a combat player unless you're CL 80 (or working your way up to CL 80). They effectively made it so you have to choose between all non-combat or all-combat. Mastering one combat profession (CL 54) simply isn't good enough to handle most of the content post CU (unless you want to be in groups all the time, which maybe was the point).

6. I am asked for a smaller selection of weapons by customers than i was pre-CU (can i have : T21, Elite carbine, E5 carbine, hP scatter, dl44xt, powerhammer, laser rifle please)


7. Slicing has been nerfed


Things that are good

1. Stackable loot


Yes, very nice. But still buggy. They ought to fix it in a year or two.

2. Some new weapons

3. The crafting engine is OK, although its still all speed/damage experimentation. I would have liked to be able to get more of a result when experimenting on SAC (3 points equating to a reduction from 107SAC to 101!). And the cap messages which nearly always relate to wound chance (which is a total waste of time) are really annoying.


I have to disagree here. My first impression of weapon crafting in the CU was just damage and speed. But there's really a lot more to it. I find it best to max damage, then reduce SAC and maybe put a point or two into speed. A well balanced weapon. Where you see a big difference in SAC is in the components. Put 8 points into efficiency and keep trying until you get an amazing success. That should get you to -8 SAC. Then put the rest into speed (4 points, assuming a 12 point WS). That should get you to about -1.22 or -1.23 speed. You'll find in the final combine though, that the weapon will only be slighlty slower, due to diminishing returns in expeirmenting speed/damage.

4. Slicing has been nerfed


But most of my guild have stuck around, crafting is still enjoyable, albeit with less loot driven variables and I am trying to grind kreetles again with my other toon

My thoughts, preferred it before, if they had fixed the bugs, levelled the damage a bit etc it would have been cool. It's not been gamebreaking however, and we will adapt .


What does everyone else think who contributed to the pre-CU staying/leaving survey?


Message Edited by stanleycat on 05-25-2005 01:56 PM




I'll be staying. Though I thought the old system was okay, just in need of some fine tuning, the new system isn't nearly as bad as I thought it would be. And it has certainly breathed new life into weapon crafting (though armorcrafting kinda got a kick in the groin).


As far as weaponcrafting is concerned, the biggest problem is that now 12 points is almost a requirement. It used to be a luxury, something nice to have after you've been working at it for a while. But now I don't see how a 10 point smith can compete against me (especially with my +20 FS experimentation). That just makes it even harder for a newb to get into weaponsmithing, whichis a bad thingimo.


Slim Vargo, Corbantis






exactly, I was an 11 point smith and doing fine for a long time, then with the CU I was required to go out and get the 12th point in order to compete. I discovered that my weapons were far weaker than the 12 opint smiths on my server and it wasnt because I had bad reasources, I have the best resoruces on the server for almost everything I make.




Offer all auction winnings to one of my vendors at my store.
Maigrey Master Weaponsmith, Master Droid Engineer, Master Merchant

Zayra Master Pistoleer, Master Smuggler, CM 4000

Maigrey's Weapons Coronet(radiant) WP -251, -5676
stanleycat
Thu May 26, 2005 8:38 am
#9

Thanks for the responses so far.


I am glad people agree with a lot of what i said and for the additions.



Please guys let me have your thoughts





Jase theAce
ex_SWG
Rathagor
Thu May 26, 2005 9:28 am
#10

I have to agree with everybody here, I haven't been a WS long (became 1 a week after CU went live) but being a 12pt smith would help me alot. I've made several DE-10s, and madea real nice one for my alt, but just about all the components and schems are donation from my guild, save 2 schems I bought for 100k each (I got lucky).


I made a 3 Scythe blades aswell but I can easily make Powers Hammers that are better. I've made two weapons for the same person that were lower then CL54 just becuase he didn't have the Level to use the higher ones beyond that the lower level weapons are useless.






Tela'thikin Rathagor - Level 90 Elder Jedi
Kentalis Rathagor - Level 82 Elder Bounty Hunter
Bakurin Rathagor - Level 1 Trader (12pt Master Weaponsmith)
If knowledge is power, then to be unknown is to be unconquerable.
Orew
Thu May 26, 2005 12:15 pm
#11

I will stay for now but i am very unhappy.


Main reason? Slicing. Why bother crafting the best possible weapon when it will get a negative slice which will make it equal with a junk weapon with a good slice?


Other issues:


- extremely few useful weapons: dl 44 xt, elite carabine and adv. laser rifle covers 80% of my sales. Add high capacity scatter, dxr6 carabine and e11 mk II carabine and that is pretty much it.

- looted weapons

- did i mention slicing?





Mr. Smedley's immortal words:
There are long threads that I've started myself on our forums, but we have community representatives that are answering questions diligently on our forums already, and I'm very involved in what's being said.

Mr. Smedley's user statistics when the above statement was made:
Date Registered 05-03-2005 02:11 PM
Total Posts 1
Kregi
Thu May 26, 2005 12:29 pm
#12

I must admit that that they basically killed the amount of weapons that were fun to craft. All geo weapons/components with the exception of geo reinforcement cores are basically worthless to make anymore. No point in even making a dxr or geo blaster atm, or for that matter almost 90% of our weapons. The problems stem from the level system now in the game and until they remove it(which they wont) enhancing most weapons will be pointless. Damage caps on low level weapons i think should be removed to some extent or maybe raised so that at least some of them have a use at a master combat level. Might be nice when elemntal damage vulnerabilities are actually added to the game and elemental damage weapons have some use. I do enjoy searching for the bestSAC-Speed-damage combinationon weapons at the moment though. Krayt and gorax loot still has some use although acklay and geo stuff for the moment isnt worth much.



Mapiasal




Accounts Cancelled

Carini - last day Nov. 15th 2005
Mapiasal - last day Dec. 12th 2005 - last day cut short: SWG uninstalled Nov. 27 2005

The life has been sucked out of this game.......thanks SOE.

The CU was halfass. The NGE doesnt even have an ass.
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