Weaponsmith Archive
Thread: Whats wrong with weapons-The weaponsmith's view...
Posted this in the SWG Discussion forum, thought i'd post for you all as well...
Posting on this forum for hopes the devs or someone at sony will respond, our correspondent tries but seems ignored...
Purpose of this post is simple, to get Weapons FIXED for everyone of every class. There's some serious problems that need addressing. Starting with pistoleer since I am a master in the class.
Pistoleer: I see no problem with scout blaster and below... its at Pistols 3 in marksman i see the trouble starting...
Power 5 Pistol: Simple issue with this pistol is that it requires Plumbum Iron. And conductivity and Overall quality are 50% and 50% respectively... It seems as of late, the Quality of the iron has improved... But the problem of conductivity is a major factor. The highest rating of plumbum across all servers i can find recorded is a 80 out of a possible 1000. This effects both the speed and damage of what might be an excellent pistol.
Striker: not a bad weapon overall, but it's lacking a bit in the damage department probally due to the lack that it doesnt have a power handler. I'm not saying add a power handler to the weapon, just increase the base damage of the weapon equivalent to a decent power handler to make it an alternative weapon.
SR Combat Pistol: Another great weapon ruined due to the required metals being of poor quality. Neutronium Steel in this instance. While we've had some great Overall quality in the 900's, the Conductivity again is lacking on this metal. Best reported conductivity is 399 across all servers. Great energy weapon with Armor peircing light, but slower and the damage is lacking a good deal.
Tangle Pistol: The only pistol with stun damage. Codoan copper seems to be fine on most servers making it not a resource issue for once... Simple problem is it's a projectile weapon, no blaster power handlers... The base damage of the weapon needs increased substantially, as well as the quality of the control units put into the weapon needs to be figured in with the overall weapon. This is the 2nd worst damage pistol in game, only the CDEF is worse, yet it is a LEVEL 4 certification on the marksman pistol tree...
DX2: The only pistol with acid damage... Resource issue yet again... Titanium aluminum... Best conductivity reported to date, 407. Again, another resource issue. Overall quality has been fine, the simple problem is the conductivity is used 50% as well as overall quality... Thus making it slower and less damage for what should be the ELITE pistoleer's standard sidearm. More people use FWG5's than dx2's due to the speed being on the average of +.7, and the max damage being lower...
Republic Blaster: Cert broken, when equipping says you dont have the cert.
Carbines: Starting with level 4 in carbine as where level 3 is the laser and perty much the standard carbineer weapon these days due to resources.
DXR6: same as the dx2 Pistol, Titanium aluminum Conductivity issue.
Elite Carbine: Polonium iron issue... While i see a SINGLE polonium iron at 706 conduct ( i want to say misreport) The highest 2nd one to that on conductivity is 143... again a weapon that uses conductivity 50%, yet cant get a decent resource to use! So much for the Elite carbineer carbine when a level 3 in marksman carbine is better...
Rifles: Not a rifleman either but i hear them complain on a daily basis... Laser rifle seems to be the norm these days and is only a level 2 on the marksman tree...
DLT20/DLT20a: Simple fact, 2 different certifications... Only have a schematic for the DLT20a rifle...
SG82: Only cold damage weapon to my knowledge... same as the tangle pistol here. Control unit quality needs figured in, as well as the base damage being upped due to the fact of no power handlers or feed mechanisms.
Spraystick: Control units again... As well as the fact that the Experimentation on the Chemical-dispersion Mechansim's is bugged. Can not experiment with them at all.
Jawa Ion Rifle: For a level 4 on the marksman tree, not a great weapon. Base damage could used up a bit considering a laser rifle has almost twice the max damage...
E11 Rifle: Plumbum conductivity issue SEVERELY hurts this rifle.
T-21: I still get higher damage on a laser rifle... Polonium iron impacts this weapon a bit with the lack of conductivity, The HAM costs are out of this world and need reduced A TON, poor Rifleman have to use spice to be able to use these half the time... And the fact that no scopes can go on the t-21 i find very odd for a rifle.
Beam Rifle: No Cert exists for this weapon, Dunno who even gets to use it. I would assume rifleman since the weapon isnt under special heavy weapons like the acid rifle...
Melee Weapons: I use and sell quite a few of these, here's the complaints here...
Advanced Vibro Units: (Effects ALL Vibro weapons) Desh Copper unit Toughness is horrible... 376 is the hight reported unit toughness for desh across ALL servers... This effects ALL vibro weapons damage and speed.
Gaderiffi Baton: ideal Range is always in the negative.... Ham costs too high...
Vibro Lance: Ideal range is always in the negative... Ham costs too high
Long Vibro Axe: Ideal range always in the negative. Ham costs too high.
2 handed curved sword: Ham costs...
2 handed cleaver: Ideal range always in the negative, Ham costs too high, Damage too low for a 4th slot in brawler...2 handed curved has better speed and max damage...
Power hammer: Ideal range always in the negative, Ham costs too high...
Rykk Blade: Ideal range always in the negative, Ham costs too high.
Lance: Figure control unit quality into weapon.
Stun Baton:For a Elite classweapon, poor fencers, HORRIBLE damage. Power conditioner quality needs figured in.
Rantok Sword/Scythe: No schematics for either weapon available. Get asked a few times a day for these, and i cant make them...
Components: some experimental issues exist still with a few components that effect weapons...
Advanced Projectile Feed Mechs: Experimentationbugged
Chemical-dispersion mechs: Experimentation bugged
Advanced Rifle Stocks: Experimentation failures constantly on damage, and ham costs WAY too high to be worth using.
Advanced Blaster Barrels: not much better damage, speed slower not worth it in most cases...
Myrrax Hellfyre
-CSA- Master Weaponsmith
Starsider
/agreed
Please please please devs fix the weapons, is that so much to ask? And it would be a very effective use of time since fixing them would benefit virtually everyone in the game.
Stun Baton - Same as above. Actually, the SB is a great weapon...Fencers go up and down swearing on the awesomeness of the SB in battle.
Jawa Ion Rifle - Same as above.
All of the Melee weapons suffer the same issue of extremely low accuracy. That should definitely be addressed. They also have incredibly high HAM costs. I'm not sure what exactly the advantage of Melee is supposed to be. Guns have higher damage, speed, attack bonuses, range, and less HAM than Melee...there should be SOME reason to use a Melee weapon, no?
Lastly, while I've never been a fan of complainning about the resource quality, I do think that new schematics should/will be introduced with more streamlined experimentation stats.
I have to agree that most weapons are situational. Im a pistoleer/weaponsmith. The Dx2 is still better than the FWG5 for things with heat resists, or AR enemies. The tangle is pretty awefull. I think it could use a little boost. But that wont ever happen. Anyway, cant expect the SG82 to be as powerfull as a laser rifle, its cold damage. As far as I know, only the SG82, the Cyroban grenade....Thats all I can think of right now with cold damage.
And as for resource gates, the DX2 is nowhere near as gated as some things. And the answer for that is to have the devs adjust the stats of the weapon, not have to go in and adjust all the resources, who knows what will happen if they get in there and start changing that stuff.
They have Adjusted the stats on the T21. They can do it to the Dx2 as well.
DX2's biggest problem isnt its damage as much as it is the speed and its HORRIBLE accuracy. And someone mind telling me why its using a BLASTER pistol barrel? Its essentially the same weapon as a scatter (AP1 acid damage) with similar damage ranges (admittedly scatter is higher in damage) and yet the scatter uses ONE power handler and the DX2 uses FOUR??? Scatters are also .6 faster minimum, they use the much better projectile barrel for mods AND they get a feeder. Essentially with 1 krayt and 1 feeder you have a heck of a gun whereas the DX2's gonna cost you 500k or more intissuesjust to add 50pts to it.
DX2 should be called a melee pistol not a ranged weapon, you have to wear armor and be within 8m to use it w/o fighting a -90 range modifier. Even scoped at 7m the range modifier is -7. Sometimes I think it does better as a club (pistolmeleedefence2 aka pistolwhip 2).
DTox i have to dissagree with you on the tangler, Either youve never used it or your assuming it works like the stun batan. Yes there are no special resists but 25% going against AP1 is knocking it down to 50-75pts per attack and its not the fastest gun in the west either, 3.6 speed? Fencers attack a LOT faster than 3.6 and with their specials they are doing 900pt attacks. You will never ever ever get a 900 pt attack even with last ditch with this gun. Im nearly master pistoleer and I cant even kill a crazed durni with this dmn thing without losing half my health.
I agree with the above poster. the stun based weapons are fine as they are, as well as the SG82 rifle (cold). These weapons very rarely are fired upon stuff that has resistance to stun and cold, making them, in most cases, more effective than a high damage weapon of other damage type.
Beam Rifle is a rifle weapon..kill a lev1 creature with it and it gives you rifle xp. should be a commando weapon imo, but yeah, cert is broken.
another issue is the disposable weapons. Grenades and heavy cannons and rocket launchers all require, in most of these weaspons, specific resources. The result? For weapons that dont do as much damage as a flamethrower and who'se accuracy ratings are real bad (no accuracy while moving mods and cannons/RL have *specific* ranges to be fired from), they are extremely complex to make and take too long to make.
Try becoming a provider of grenades and heavy cannons for just *one* master commando. You wont be able to produce grenades fast enough because the resources are just not there or are so crappy that you'd be ashamed to make such junk weapons. And yawsh help you if you try to open a shop to sell only rocket launchers! It takes so many factory runs, not to mention hunting for those specific metals, that it makes them one item that is quite undesirable to make... you could make a ton of non-expendable weapons and sell them making more profit than if you were to sell rocket launchers.
Factory run times must be reduced by half.