Weaponsmith Archive
Thread: Logix updates/corrections for your issues thread
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Deregen
Mon Mar 29, 2004 7:53 pm
#1
Good job on it by the way. I have not been watching the forums in a while. Posting this as it's own thread rather than on page 7 of yours....
Facts
The Republic Blaster cert appears to have been fixed. It's at Novice Pistoleer now. That said, older (pre-patch) blasters still seem to work for anyone.
Rantok Sword schematic still doesn't exist as far as I can tell.
The Imperial Detonator speed issue has been fixed.
Opinions (Add them if you like)
Factory-produced weapons do not show components like scopes and stocks, even to the wielder. Maybe not possible to fix, but annoying to many customers. This should be changed if possible.
Melee weapon choices are very thin in all professions. There need to be 2-3 new weapons in each category, in addition to your balancing suggestions.
Thermal Detonators are higher up the skill tree for commando than Imperial Detonators, but are inferior grenades (post-fix). Suggestion: Swap the certs.
Geonosian Sword Cores and Reinforcement Cores have lootable schematics, however Geonosian Power Cubes do not. This makes it virtually impossible to factory-produce even small quantities of cores or dxr-6b rifles. However, one -can- factory-produce large runs of other looted schematic weapons because they do not require looted components. This is inconsistent and should be addressed. Suggestion: Add looted schematics for one or two "basic" power cube types, leave the other (better) ones as looted enhancements only.
Geonosian Reinforcement Cores don't have much use. Suggestion: Add another looted 2h weapon schematic to utilize these.
Add a looted/questedslugthrower carbine schematic, please. Carbineers need a kinetic damage source that they can get without having to do a series of missions.
There are heat damage carbines and pistols, but no rifle. Likewise there is a cold damage rifle, but no pistol or carbine. This is inconsistent - if technology exists to allow for heat damage it stands to reason someone would make a rifle that uses it. The same could be said for the cold damage.
Heavy weapons need a balance pass. Most commandos only use particle beam cannons or rocket launchers, and never use the lightning cannons or acid stream launchers. Likewise the heavy acid rifle needs a small boost, most commandos never use it, preferring flamethrowers instead.
The beam rifle seems to be an aborted heavy weapons schematic, judging from the resource requirements. It is nearly identical to the heavy acid rifle. Suggestion: Remove this, or turn it into something useful.
Keep up the good work.
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