Weaponsmith Archive
Thread: Weaponsmith Bug and Repair Discussion: Schematics
I agree. When a Heavy Particle Beam Cannon (CL30) takes 5 Advanced Blaster Handeler barrels, and our master heavy weapon (not even talking about some rifles, which take less too) the Plasma Flamethrower takes 4...
Or just the Rocket Launcher, a C22 weapon and its double or triple the resource requirements (and time) compared to other high end weaponry.
Something needs to be done so weapon schematics are reflective of their respective power capabilities of said weapon.
StarNick wrote:
"The only problem I have is that some of the lower CL weapons have more demanding resource requirements than some advanced weapons."
I agree. When a Heavy Particle Beam Cannon (CL30) takes 5 Advanced Blaster Handeler barrels, and our master heavy weapon (not even talking about some rifles, which take less too) the Plasma Flamethrower takes 4...
Or just the Rocket Launcher, a C22 weapon and its double or triple the resource requirements (and time) compared to other high end weaponry.
Something needs to be done so weapon schematics are reflective of their respective power capabilities of said weapon.
commando weapons are different. aside from them having higher splash damage than other elemental weapons (when it's working, anyway), they also have some effects, such as the KD from a rocket launcher. things like this keep some of the weapons useful even after you pass their combat level.
I agree that the lower CL weapons should use less resources. Anything else is silly.
Possibly also make the Lower CL weapons use generic resources as someone else suggested in this post.
I also strongly agree that master certified weapons needs some kind of benefit above others. How About adding some sort of profession specific mod to them? Having the T21 stay as it is statswise would be okay as long as it had a mod of +15 Rifle speed or Rifle accuracy or Rifle defese or something along those lines?
This I believe could make master certified weapons viable.
As far as loot schematics go make them all CL 54, make them weak in some aspects and stronger in others. How about a scythe with Max dam cap 600, but Elemental dam 300`+?
Make the game more diverse bymakingcreaturesvulnerable todifferent kinds ofelemental damage, that would also give people a reason to carry multiple types ofweapons
Mor-Dan wrote:
StarNick wrote:
"The only problem I have is that some of the lower CL weapons have more demanding resource requirements than some advanced weapons."
I agree. When a Heavy Particle Beam Cannon (CL30) takes 5 Advanced Blaster Handeler barrels, and our master heavy weapon (not even talking about some rifles, which take less too) the Plasma Flamethrower takes 4...
Or just the Rocket Launcher, a C22 weapon and its double or triple the resource requirements (and time) compared to other high end weaponry.
Something needs to be done so weapon schematics are reflective of their respective power capabilities of said weapon.
commando weapons are different. aside from them having higher splash damage than other elemental weapons (when it's working, anyway), they also have some effects, such as the KD from a rocket launcher. things like this keep some of the weapons useful even after you pass their combat level.
You got that right... But do you sell any Rocket Launchers? Would you use your high end resources to make a relatively inferior weapon from a business standpoint?
Sorry Mor-Dan, thats a good concept on paper but its horrible in practicality.
Take a look at our weapons:
For grenades -
C12/C22 Frag - No state effect, just the ability to "produce more damage"
Glop - Blindness (weaker than eyeshot, barely lasts through halfway through the timers)
Cyroban - Snare (lasts 1-2 seconds)
Thermal/Proton Detonator - Fire DoTs
For weapons -
Launcher Pistol - None
Rocket Launcher - Weak KD, usually KDs on the first hit...then stops
Heavy Acid Rifle/Acid Stream Launcher - Blind (better than the glop)
Heavy Particle Beam Cannon - Big beam that suppousedly can "fire" through a slew of enemies up to 64 m (if lined up)
Flamethrower/Plasma Flamethrower - Fire DoT
Lightning beam Cannon - Fire DoT
All our CL54 and Cl50 weapons all have the same "state": Fire DoT. This isn't much compared to a root, or a KD, or a blind, or a snare, etc
Also keep in mind we're a profession ment to do *damage*. With our master weapon, alone, we can hit for around 1200 damage (with elemental) using our best marksman special...an elite carbine can hit for 1600 or so with improved legshot. In terms of damages, around the upper max ranges of unenhanced weapons for each (950's for the PFT, 880's for the carbine). Thats including elemental...with our fire DoT, tack on just an extra (approximate) 1200 damage total.
AoE? Right now non-existant (elemental + 1 for damage), even if it was it seemed it was 40-50% on most weapons save the Lighting Beam Cannon.
Elemental? You're looking at for master level weapons an extra 90 damage, only a few weapons actually have 140-180 elemental damage...and they're primarily the CL 22 and CL 30 weapons.
States? Pathetically weak...
Ok now look at this:
You're a commando...you're doing good damage against a CL 80 mob, you wan't to KD it. You switch to your Rocket Launcher, take a drastic plunge in damage...it'll take a few shots to really KD it (generally), by the time you switch back to do damage...it's already up. Its a fact FEW commandos even use weapons beyond CL40 because of damage (a rocket launcher is around 350 max dmg and like 180 elemental right? thats 600-900 damage with a special just abouts). Its totally inefficient and impractical to use lower level based weapons...
Now, AoE - when and if it ever gets fixed - may give just one small chance at justification...one small chance. But also get this:
Our weapons are special? Is it special if a FWG5 *Pistol* can outdamage a Rocket Launcher, just because that Rocket Launcher does an innate (but weak) KD, but the FWG5 costs much less to produce that Pistol? You may be right...thats the Dev's concept of Special alright
The schematics should reflect the power output of said weapons...regardless of profession, because if you think our weapons are powerful because of their "uniqueness" you're dead wrong...they're no different from other weapons. Rather, our professions state attacks are built into them, NOT the professions damage. Thats why we need specials to get our job done, as our weapons aren't doing em...
Now...it would be a whole lot better if the schematic costs were kept *IF* we saw Advanced Versions of the Rocket Launcher or other low CL Heavy Weapons that are pretty dang powerful for their schematic resource/component requirements. But the low CL stuff has to reflect on the actual output that the weapon can generate...
Message Edited by StarNick on 08-02-2005 07:07 PM