Weaponsmith Archive
Thread: How do you craft these?
More specifically, how the hell do you get +123 ideal range mod on a laser rifle? I talked to the weaponsmith that made it, and they said it's a normal scope, not looted, and that they can make more if they wanted, but they're backed up on other orders or something...
Anyways, I sliced this weapon for damage and it's a pretty nice weapon now... and I was wondering how you made these so I could get more?
from looking at the numbers on the gun it looks like the weapon was made with what seems an advanced stock and a range experimented scope... regular ham on an advanced stock(pure damage experimentation) equipedlaser is around 89 mind... the increase to 100 some is consistant with this (non-adv scopes can and usually are experimented +10 ideal and +2% wound with 0 listed HAM costs)
I need to revise my assessment of that gun...
using0 HAM +10 Idealscope, adv Barrel +17 ideal, adv Stock +10 ideal i was able to get 6.0spd +55 ideal (normal stocked laser from me)
if i were to have used an advanced scope, stock and barrel (all range experimented) i would have gotten around +123-125 ideal also (depending on resources used of course)
That is a nice gun for those servers that don't have t-21's HOWEVER i'm not sure most riflemen would see much in the massive speed increase your laser has over the base lasers... even at the expense of that nice accuracy... will make for a heck of a good PvP rifle though with the high defenses of the current *dodge everything thrown at me* combat templates... hmmm may need to make one of those for MY rifleman... hopefully Krayt ![]()
I followed what you guys were thinking and experimented all the advanced components for range, then damage. Finally came out with this baby:
Laser Rifle 58-419 spd 6.5 64/73/110 hams (ugh) but the ideal to hit of 112 at 60m.
Took my alt master rifleman out, and dueled a Master Rifleman / Pikeman combo. 6 shots with my normal laser - 1 hit. 6 shots with this puppy, 6 hits. BooYah.
Normal Laser 39-392 spd 5.7 pre-slice
Can anyone else test this out ? I'd really like to try it with the Carbines as well. If this isn't just a fluke - those uber templates are in for a real hard time
Gortais, Master Weaponsmith
Aegis City, Corellia. Sunrunner Galaxy
Echinaa wrote:
Well i gotta say that whoever came up with that rifle was thinking WAY outside the box.
I followed what you guys were thinking and experimented all the advanced components for range, then damage. Finally came out with this baby:
Laser Rifle 58-419 spd 6.5 64/73/110 hams (ugh) but the ideal to hit of 112 at 60m.
Took my alt master rifleman out, and dueled a Master Rifleman / Pikeman combo. 6 shots with my normal laser - 1 hit. 6 shots with this puppy, 6 hits. BooYah.
Normal Laser 39-392 spd 5.7 pre-slice
Can anyone else test this out ? I'd really like to try it with the Carbines as well. If this isn't just a fluke - those uber templates are in for a real hard time
Gortais, Master Weaponsmith
Aegis City, Corellia. Sunrunner Galaxy
Its possible... even the ham costs can be dealt with via buffs/food/spice/stat migration...
every carbine can take advantage of this, almost every rifle (t-21, jawa, sg-82 excepted), and almost every pistol can take at least the scope... most people over look the range modifications over speed and damage... in fact i'd be careful who you give these too... don't want no stinkin terrorists (or imperials depending on your bent) to get their hands on these puppies...
even melee weapons can be treated like this (at least a little bit)... you can work on the range on the core/units to supliment a basic weapon flaw... In fact i stock 2 different sets of cores/units for these... Long Vibro Axe, Vibro Lance and Powerhammer are the most noteworthy of the weapons to receive this treatment... i've made AdvancedLVA's -43 (-52 normal), VL's -21 (-32 normal), and PH's -20 (-31 normal)... it MAY not sound like much but its enough to get yourself into trouble with others
I used to be a swordsman (before i quit combat entirely) and managed to get a bounty placed on my head (for a screenshot of my corpse) due to my deadliness and determination (or dirty tactics...
) with those weapons in PvP... 2 BH's + 1 commando + Pistoleer + Doc took 2 hours to get that screenshot (after they fixed the weapons but before buffs were prevalent)
That said ADV Scopes should be range then HAM experimented... same with the stocks (they are SO bugged)... 10 points spent on damage on a stock will (if done right) result in a max of 40min/max with 0.399 spd... say you experiment a stock to the max range possible (spd/dmg will be .855 1/1 baseline) you will prolly have 2-4 points left over... putting those points into damage will only increase it to a VERY wasteful 2-3 min/max with 0.800 or so spd... IMO its better to put the rest of the points into HAM reduction (got my 29 HAM stock down to 21/22/22 doing thiswith 3 points)
I can max the Advanced Scopes - so 10 points into the range, but i just got a couple where i max'd with 8 points - i dropped the rest into damage to see what the end results come out like.
As for the final weapons, i'm sort of settling into the Elite Carbine (126-199 range, 4.x speed +70 to +90 to hit), and the E11 Rifle (similar sort of stats). These are great in PvP for the Ranged Mitigation folks.
I've already contacted my cell of dissidents, um gallant freedom fighters, and will start passing out the test batches to a few so see how they do.
Now if only they'd fix the Advanced Rifle Barrel - i cannot get it past 11-11/0.33 no matter what i use. At least the current bug lets me drop the points into damage, and still leaves plenty left over for range.
Gortais, Master Weaponsmith
Aegis City, Corellia, Sunrunner Galaxy
WannaHackaLugie wrote:
Now if only they'd fix the Advanced Rifle Barrel - i cannot get it past 11-11/0.33 no matter what i use. At least the current bug lets me drop the points into damage, and still leaves plenty left over for range.
Gortais, Master Weaponsmith
Aegis City, Corellia, Sunrunner Galaxy
there is a big reason for this and has nothing to do with whether or not the schematic is broken (It does seem so when compared to the ADV pistol barrels but that is due to the higher % of unrestricted metal - i use 1000 CD 787 SR copper for great effect) what this (and the blaster pistol barrel) have problems with is the inherantly low SR of the Ryll and CD/SR of the rhodium and duranium steels (pistol gets to drop the duranium for better metal)... the ~80 CD, ~550 SR of the Rhodium, the ~330 CD, ~800 SR of the Duranium and the ~550 SR of the Ryll gem (~600 CD ~975 SR Duralloy is quite acceptable) DOES severly limit this schematic (and others like the ADV vibro units) BUT its probably there for a GOOD design reason (knowing SoE's tendancies it's probablyso these VERY marginal metals they drew up would have some usage)
You would see a heck of a lot more usage of ADV barrels if the schematic was changed to 66/33 CD/OQ (a la ABPH) and since people already hit (or near)the cap on regular barrels for stats the only thing this would effect really is the ADV barrels... but even with these marginal metals and given time (and effort) my ADV rifle barrels are 12/12 with speed within .06 of my regular ones... i do believe if just the duranium steel requirement was lifted there would be results on these similar to the Pistol barrels