Weaponsmith Archive
Thread: Patch change: DX2, polearm accuracy fixed
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LLJK_Griz
Wed Feb 11, 2004 5:57 pm
#1
Old DX2 accuracy (normal barrel, normal scope): -11@8m
New accuracy (adv barrel, adv scope): +52@16m
With normal barrel and normal scope, a new DX2 would be around +30 ideal range, which is still much improved over the old version.
LVA and vibro lance were also fixed but I don't make melee so I don't know the extent of those changes.
Changes are not retroactive, time to remake your DX2 and polearm schematics.
LemyDaBigHairyWookie
Wed Feb 11, 2004 7:55 pm
#2
Yes... it would have been nice if there was some warning about the dx2 changes... i would have loved to have waited a day to make these Krayt dx-2's that i made last night...
WerrtZer
Wed Feb 11, 2004 10:14 pm
#3
LemyDaBigHairyWookie wrote:
Yes... it would have been nice if there was some warning about the dx2 changes... i would have loved to have waited a day to make these Krayt dx-2's that i made last night...
Ouch man...Feel for ya.
I'm lumbered with aboutforty103-161 2.5 DX2s on my vendor with the old rng mods. Forewarning could have saved so muchof my precious 5 month old Titanium Alumin.
But on the bright side I was all out of polearm stuff... ![]()
LLJK_Griz
Wed Feb 11, 2004 10:52 pm
#4
Control units now have a visible quality rating (starts at -2, goes to 4 at 98% experimented), have not tested to see if this actually affects anything but I bet it doesn't.
RyeunDharow
Thu Feb 12, 2004 12:50 am
#5
Anyone test the control unit thing yet? I' ll hopefully get a chance some time tomorrow.
Ryeun
Wynan
Thu Feb 12, 2004 5:28 am
#6
range on my LVA's went from around -45 to -22, and on vibro lances it's now -6, not sure how much it was pre patch but think it's around 20 better too
BTW I also noticed HAM cost on LVA's and vibro lances decreased a bit, not by much really but 4-5 points less are still welcome ![]()
Message Edited by Wynan on 02-12-2004 04:29 AM
Vaelorn
Thu Feb 12, 2004 5:36 am
#7
Before the patch, I made a small handful of Vibro Lances and Long Vibro Axes. Before experimentation,the lances had -30 for range modifiers, and the axes had -55 for range modifiers. After the patch, when I realized that some things had changed, I made them again using the exact same resources and components from my factory. Now, before experimentation the lances have -15 for range modifiers, and the axes have -30 for range modifiers. They basically have 50% less penalty to accuracy now. Naturally, I made a few new schematics. 
Higher level Pikemen with the cash to spend would probably pay a King's ransom for Vibro Lances and Long Vibro Axes that actually have positive range modifiers, so all of you smiths out there with the extra experimentation points and the stockpiled resources have a great opportunity to take advantage of this. 
Newgurus
Fri Feb 13, 2004 1:03 am
#8
OK, here are the preliminary numbers on the new and improved Pikeman weapons:
Long Vibro Axe - 110-378 4.4 Spd -19 Ideal Range 77/65/33 20K
Vibrolance - 97-303 3.9 Spd+1 Ideal Range 60/77/33 13K
As you can tell from the old ones there is a sizeable decrease in the HAM costs as well as a large increase inIDEAL RANGEand these are my HIGH RANGE versions of the weapons. I haven't made my low HAM versions with the improvements yet but those will get a lot better as well I think. Now I have only made the schematics at lunch today so they will NOT BE IN STOCKuntiltonight. I still need to make new versions of the lances as well. I'm hoping they didntmake any changes on the vibro blade units used in these as Ijust used my old ones to make these. I will toy with it tonight though and see if I can squeeze anymore out of the vibro units though as well.
I'm sure the pikeman will be completely stoked though to notice a positive range mod on their weapons on the vibrolances though. Thats a big improvement.
Expect the new regular lancestonight as well!
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