Weaponsmith Archive

Thread: Veteran player- now Weaponsmith

Hairycarpet
Fri Jul 08, 2005 6:51 am
#1


Well Ive been running around the Farstar Galaxy since it went live (with the odd break here and there) and just recently Mastered Weaponsmith. It seems to me that WS needs a lot of love from the devs right now. I'm lucky in so much as I could afford to add 2 exp points to my skills and obtain a reasonable set of resources, but still life must be nigh on impossible for a new player.

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 OR do we all want every pistol to be an FWG5 and every rifle to be an ALR ?

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 !!!


PS: I HATE THESE FORUMS - someone fix the SUBMIT POST not working in Firefox


NateStarflier
Fri Jul 08, 2005 7:44 am
#2


\0/ *CHEERS*

||

/\









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 !!!







make there wepons

gets the proton carb/ALR/T21/or the HC-Scatter Pistol.


Thats.....about it *jumps back in the water and swims away*




A day in rustuss


Talon'Star
I was going to put somthing catchy in my sig, but I decided that you would probbly just end up not getting it and stop reading, unlike what your doing now because yourreading this.


Summerflame
Fri Jul 08, 2005 9:00 am
#3


Personally I dont want weapons to just be skins IMO that would take even more out of the variety of the game. I want every weapon to be viable in a way. With the removal of damage types this does however seem hard to do, but I think that every weapon should have some kind of bonus and some kind of drawback.

Like the DXR6 carbine which is only level 40, but has a range of 65.

Elemental dam could be a way to do this. Make monster vulnerable or resistant against different kinds of elemental damage, then make the elemental damage more visible on the weapons that has em. let 200-300 of the damage be elemental.

This would make it so youd have to pick weapons depending on the creatures you was after and would again add the need for more than one weapon.




----------[N*W]Weaponry (+2 and FS)----------
@Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
{{{Summerflame k Nalai{{{
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Starphire
Fri Jul 08, 2005 1:59 pm
#4

as a weaponsmith and a figher, i love the new CL ratings, the variety in guns, and how i can use a lance if i want. I may not do much damage, but i like that they have CL's and not proffesion ratings, and I love the master proffesion guns. I actually like the new system..


maybe cause that one day.. when they broke the game and anyone could use anyweapon, i got to barrow a friends big BH gun that shot big BOOM BOOM and it was so fun heeh.



Starphire Elation Tesra Elation - Master of All Proffessions

Cancel your ALTs in protest of to many bugs!! TO MANY BUGS!!!
I cancled mine until the big bugs are fixed!
Hairycarpet
Sat Jul 09, 2005 9:51 am
#5

the trouble with expecting something like a mob/armor vulnerability to elemental damage is thats the old system that they binned, like it or not we live ina hugely dumbed down (or less complex) galaxy now, they wont be going back (well not until they start to lose accounts like they were pre-cu), the EQ2 system we have no though probably will not support the way things were, and the economies of a close/common code base between games is huge (and ultimately to our benefit).

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 - I really liked the old system, having to have a selection of weapons with me (no matter what prof, tho a little more variety was probably needed) checking out what the mob was high resist or vuln too, choosing carefully, then sitting back hitting F1 and letting a macro kill the whole lair of 50 molbs while I drank a beer knowing I was a god - rofl , seriously the complexity was good (and it wasnt complex at all) but devs chose to change it all, rather than balance it.

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
dsurfman
Sat Jul 09, 2005 10:56 am
#6

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...





Celehorn
Imperium Securis
Willbaby
Sun Jul 10, 2005 11:04 pm
#7

they killed weapons by making them all 300dps ish and a diff skin on them , i done a full restock on everything post CU , infact i made so many 300dps(or there abouts) weapons that it made me never wanna make another weapon again , hence the reason for me not crafting no more .

who wants tobe just like eveyone else?




Alita'GSA
12pt Master(Very Bored) Weaponsmith.
[Alita']s Weapons - Imperial Outpost Talus @ Wp[-1960 2170]
Starphire
Mon Jul 11, 2005 7:19 am
#8

but isn't DPS incorrect anyways?



Starphire Elation Tesra Elation - Master of All Proffessions

Cancel your ALTs in protest of to many bugs!! TO MANY BUGS!!!
I cancled mine until the big bugs are fixed!
Maceey
Mon Jul 11, 2005 11:01 am
#9






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.


typo edit

Message Edited by Maceey on 07-11-2005 08:03 PM




Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
CotC Mall [ 6350 4420 ]
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