Weaponsmith Archive
Thread: Veteran player- now Weaponsmith
Now then, the game seems to have changed from craft based being best to loot being best - W-T-F! happened there then, huh ?
Also following the great nerf (CU) which combat wise I would say sucks but does work better than the old system (re-read it if you missed that) it would seem that there are now only two damage types, range mods are gone and life is a lot easier for the poor combatant (or dumber, you decide). With just Energy and Kinetic damage types (elemental I will ignore for now but it does seem worthy of more than a interesting side note later) the only weapons that will sell are the ones with highest damage output, this makes for very poor variety of crafting (craft 5 or 6 weapons and you're covered) and kinda means everyone running about with the same stuff
Now I know that weapons are certed on CL and/or Skill, but I dont think that creates much in the way of variety either, and some of the skill based certs are really badly considered, I guess SOE really wanted people to be Sqaud Leaders huh
As I can use the ALR (CL54) on my pistoleer to shoot stopping shot at 65m there is obviously little reason why I should not be able to shoot pretty much any 'type' weapon, where type is rifle or pistol say, I think its good that I cant shoot a flamer (tho I really would prefer it if I could pick it up, try to shoot it and because I lack the skills do no damage or even hurt myself, kinda like the pre-cu system
I guess it just seems to me that it would now make sense to allow for a split between crafting the mechanincs and electronics of a weapon and the cover or skin. So there would be a few basic weapons types (pistol, rifle, heavy, sword, etc) - the stats would be linked to CL, which the WS would decide (so a CL 10 would dmg cap at say 200 but the same type makde to CL54 would cap at 950, for example) and then you would make the cover or skin and fit it to the body, thus I could make an aliance disrupter that would do 950 dmg etc etc. Bringing visible variety to weapons again
I would like to see the introduction of user attachable scopes, stocks and silencers - crafted by WS, stat enhancing (add dmg, reduce range or acc - etc) but with additional mods, so a scope for a sniper would add to cover mod for example, a stock on a pistol would add to its firearm strike maybe.
Weapons need to have these caps sorted out too, Ive no problem with a cap, that makes sense and maintain balance BUT the system now is pathetic. WS should be able to make better than loot (other than extremely rare loot), loot should be good (and not the general crap it used to be) but WS should make better. There need to be thought on the cap system, maybe WS crafts to cap1 (best res, 12 points exp, amazing etc, loot enahanced), smugler can slice beyond this cap to cap2, pup will take it to cap3 - cap2 and cap3 will mean compound additional accelerated decay (hmmm someone prolly needs to dump those ADK things too, but that another story)
So I think there is a lot of scope with WS but devs, come on, where is the love, this game is NOT just Jedi and BH !!!
Hairycarpet wrote:
So I think there is a lot of scope with WS but devs, come on, where is the love, this game is NOT just Jedi and BH !!!
There are many ways to change things but you know the facts, ALR is the only crafted rifle that will sell as its dmg is high and anyone can use it, there are options with Accuracy but in a dumbed down galaxy I think dmg wil always be the king
There is another way some variety could be created though, if weapons made use of mods granted by foods, say, or something, so my crappy dmg, but high accuracy rifle would have its dmg improved with a certain food (or entertainer inspiration, chefs are doing ok I think), that way maybe there would be some tactical play required in PvE. Take a 2 hit range enhance inspiration, get a stopping shot off from 80m, then take an accuracy while moving food (10 hits) and work your way into close range, switch to a pistol/melee and take a dmg drug to get the job done.
yes, lots of scope, seem to recall a lot of 'scope' being discussed pre-cu as well, but they ignored it
I do feel like the weapons are just skins really. I would like to see that changed. I was dissappointed to see weapons like the ee3 become energy with elemental damage...there should be some damage type weapons that remain. I would also like to revert back to us being able to decide what scope and stock to place on a weapon for looks. Whether or not it is placed it still shows...that sucks.
I would also like to see HUGE increases to the elemental damage...not some crappy plus +110 bonus. Make all hte weapons viable...and they havent...
who wants tobe just like eveyone else?
Starphire wrote:
but isn't DPS incorrect anyways?
yes
but go look at the pistols
lost of them there at level54 or level 54 master cert
they all are about the same damage for me. Just those with general resources are better because those spawn more often and in general smiths across galaxy's have better general resources then named ones.
Message Edited by Maceey on 07-11-2005 08:03 PM