Weaponsmith Archive

Thread: Question for Weaponsmiths about CA's

DarthBod
Mon Sep 27, 2004 10:26 am
#1


Hi I have a CA with two stats, first is +7 counter attack and the other is +6 weapon experimentation. I always heard that the higher Stat takes over.


Someone also told me that there is away around it to make the +6Wep exp work.


Iwould be greatful for your help thanks.


Sorry for miss title

Message Edited by DarthBod on 09-27-2004 01:39 PM

Mogro
Mon Sep 27, 2004 10:33 am
#2






DarthBod wrote:

Hi I have a CA with two stats, first is +7 counter attack and the other is +6 weapon experimentation. I always heard that the higher Stat takes over.


Someone also told me that there is away around it to make the +6Wep exp work.


Iwould be greatful for your help thanks.






Dunno what Armorsmith has to do with the equation, or why you would put that on a weaponsmith board, but the trick is to but the CA in an item that already has a counter attack mod in it.


Example (if it IS a CA/Clothing Attachment)-

Say a shirt has +1 Counter attack already, drop your CA into it and because the shirt already has a counter attack mod, the +7 will be swept away into oblivion causing the +6 Wep exp to be the effective stat.



Colonel Mogro Pudeo <NEON>
Master Rifleman | Master Weaponsmith 12pts
Ace Alliance Pilot

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BlasTech_Ahazi
Mon Sep 27, 2004 1:43 pm
#3






Mogro wrote:





DarthBod wrote:

Hi I have a CA with two stats, first is +7 counter attack and the other is +6 weapon experimentation. I always heard that the higher Stat takes over.


Someone also told me that there is away around it to make the +6Wep exp work.


Iwould be greatful for your help thanks.






Dunno what Armorsmith has to do with the equation, or why you would put that on a weaponsmith board, but the trick is to but the CA in an item that already has a counter attack mod in it.


Example (if it IS a CA/Clothing Attachment)-

Say a shirt has +1 Counter attack already, drop your CA into it and because the shirt already has a counter attack mod, the +7 will be swept away into oblivion causing the +6 Wep exp to be the effective stat.






No. Not true. You need either a +7 or greater Counter Attack CA.
Mogro
Mon Sep 27, 2004 2:09 pm
#4

Sorry, I am ashamed



Colonel Mogro Pudeo <NEON>
Master Rifleman | Master Weaponsmith 12pts
Ace Alliance Pilot

Powered by

Voodoo Gear

NVoodoo Loot-Made Weaponry: North Mining Outpost MallN
NVoodoo Loot-Made Weapons: South Coronet MallN

dsurfman
Mon Sep 27, 2004 4:11 pm
#5

Yeah I learned this the hard way with a +6 Pistol Accuracy Standing, and a +5 Weapons Expermentation...



Celehorn
Imperium Securis
WaiterFurall
Tue Sep 28, 2004 12:53 am
#6






Mogro wrote:





DarthBod wrote:

Hi I have a CA with two stats, first is +7 counter attack and the other is +6 weapon experimentation. I always heard that the higher Stat takes over.


Someone also told me that there is away around it to make the +6Wep exp work.


Iwould be greatful for your help thanks.






Dunno what Armorsmith has to do with the equation, or why you would put that on a weaponsmith board, but the trick is to but the CA in an item that already has a counter attack mod in it.


Example (if it IS a CA/Clothing Attachment)-

Say a shirt has +1 Counter attack already, drop your CA into it and because the shirt already has a counter attack mod, the +7 will be swept away into oblivion causing the +6 Wep exp to be the effective stat.






From what I have done and heard that is not true. He would need a Counterattack +8 to make the weapon experimentation stick.



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