Weaponsmith Archive

Thread: Dropped melee weapon components in the CU.. inadequate?

Halae
Fri Aug 05, 2005 10:07 am
#1

I will get straight to the point, does sony even think two seconds before implementing all this stuff?

As everyone of you who has attempted crafting a Powerhammer post-CU, the max damage cap is all but impossible to attain. It can be done, but at what cost? A SAC so high it turns the weapon into no more than a glorified paperweight.

Acklay bones cannot be experimented on for speed or SAC, their damage is much lower than on krayt tissues, gorax bones and the new BH mark drops. And to add insult to injury, the acklay only spawns once every 2hours, without a guaranteed drop.

Yellow and red power cubes are about the only current alternative to acklay bones, often resulting in lower SAC but the compromise is a much lower max damage, which rivals with pistols and carbines.

So anyways, am I the only one who thinks something needs to be done about this situation? Melee players having to aquire super rare components and having to make great compromises to get either low Sac or high max damage, all the while ranged players have been capping max damage, low SAC and slicing their guns for max speed? Oh and now they get drops with +60 accuracy, and power handlers with high damage, speed reductions and SAC reduction all in one. Wheres the compromise? they dont have to make any.

They seem to forget melee DO play this game, still.

Flame on, or post constructive comments.

Message Edited by Halae on 08-05-2005 10:10 AM



HALAE

*edited by admin after cease and desist from the Retard's association of america on the grounds that portraying a mentally challenged person as a jedi was an attack on their intelligence *
ShugFlurry
Fri Aug 05, 2005 10:09 am
#2

to your first question no.

/agree with you.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Halae
Fri Aug 05, 2005 1:29 pm
#3

No one else has any comments/suggestions? This is a valid issue, when ranged attackers have access to better weapons than their melee counterparts, it negates almost any advantages we get in melee range.



HALAE

*edited by admin after cease and desist from the Retard's association of america on the grounds that portraying a mentally challenged person as a jedi was an attack on their intelligence *
ShugFlurry
Fri Aug 05, 2005 1:39 pm
#4

Theres a load screen which says ranged do more damage than melee, but melee have more damage mitigation.. might be the reason btw.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Muzz
Tue Aug 09, 2005 1:19 pm
#5






Mogro wrote:

yall crack me up. In one post everyone is going nuts about how weapons are too powerfull and you shouldn't be able to hit cap so easily, and you shouldn't be able to cap more than one stat...

Then another post rants about how x weapon isn't powerfull enough, that we should have uber components for it too and be able to get good SAC as well as damage...






Agreed. New loots to make weaponsbetter shouldn't be allowed, it ruins everything that's already in the game.





Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Halae
Tue Aug 09, 2005 1:43 pm
#6


Mogro wrote:
yall crack me up. In one post everyone is going nuts about how weapons are too powerfull and you shouldn't be able to hit cap so easily, and you shouldn't be able to cap more than one stat...
Then another post rants about how x weapon isn't powerfull enough, that we should have uber components for it too and be able to get good SAC as well as damage...





They either boost up melee weapons or nerf ranged. I chose to try and get melee weapons brought up to par, because asking for a nerf on rangeds SURE as hell would get a lot of support from all the retards rifleman running around with max damage/sac/speed capped rifles, which just so you know makes up about 85% of the non-jedi population.


Muzz wrote:
Agreed. New loots to make weapons better shouldn't be allowed, it ruins everything that's already in the game.




And I agree with you, BH power cells are a joke with their current stats and drop rate. Devs should just cut the middle man and give every novice rifleman their uber ALR when they train their first box.

Message Edited by Halae on 08-09-2005 04:45 PM



HALAE

*edited by admin after cease and desist from the Retard's association of america on the grounds that portraying a mentally challenged person as a jedi was an attack on their intelligence *
Muzz
Tue Aug 09, 2005 1:53 pm
#7






Halae wrote:






Muzz wrote:

Agreed. New loots to make weapons better shouldn't be allowed, it ruins everything that's already in the game.






And I agree with you, BH power cells are a joke with their current stats and drop rate. Devs should just cut the middle man and give every novice rifleman their uber ALR when they train their first box.

Message Edited by Halae on 08-09-2005 04:45 PM




My point exactly. If they are going to nerf enhancement drops they might as well remove enhancements completely so everyone has exactly the same weapon.


The complaining about these EPC drops (which are very rare drops compared to krayt tissues) is being done mainly, as I see it, by people worrying that their stocks of krayt tissues will be devalued. They won't be worthless, they just won't be the best anymore.


There is no logic in the argument to remove them. If they are removed, then krayt tissues remain as a totally unbalancing enhancement compared to everything else. Will the same people be calling for them to be removed? Hell no. Our correspondent talks about short-sightedness. The attitude to remove the EPCs and keep krayt tissues is far more short-sighted.


I do agree that melee enhancements need adjusting, maybe the addition of a SAC reduction on acklay bones etc. Ooooh but you can't do that, wait for the outcry that willcome, as it renders everything crafted with previous loots not quite so desireable.


Message Edited by Muzz on 08-09-2005 09:56 PM



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Issik
Tue Aug 09, 2005 3:51 pm
#8

Adding SAC to Bones still isn't close to enough.
only 12 Acklays spawn PER DAY. I've killed 12 krayts in an hour, EASY.


See the Gap there?? Melee needs something they can hunt 24/7 that has a chance to drop enhancers. Make it Krayt Bones or Kimo Bones or something!



Khyras
CANCELLED. Last day Dec 5th.
Retired Bounty Hunting Hawtness

"Don't think, just shut-up and listen" -Wookash

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FortunoFiasco
Tue Aug 09, 2005 6:14 pm
#9



Issik wrote:
I've killed 12 krayts in an hour, EASY.





QFE he he he he !!!

Now tell us what those drop and how would this relate to the 3 or 4 marks per hour we get as BHs... This is something easily forgotten EVERYWHERE...

The fact that BHs have to : go to terminal/get bio-sig/wait for probot to land/wait (again) for probot to tell planet/travel/launch seeker/travel/wait for seeker update/etc... etc...

We can't chain kill like you do, and the drop rates on those power cells : maybe one in a couple of days if you do that all day long and are lucky... I'll give you my SAC reduction when you give me damage mitigation.

Ranged are dmg dealers / melee are tanks ok ?

You know the funny thing now ? My main char is TKM/MFencer...



NN

" O O O o o T i i i n i i i i i i . . . "
Halae
Tue Aug 09, 2005 8:58 pm
#10


FortunoFiasco wrote:


Issik wrote:
I've killed 12 krayts in an hour, EASY.





QFE he he he he !!!

Now tell us what those drop and how would this relate to the 3 or 4 marks per hour we get as BHs... This is something easily forgotten EVERYWHERE...

The fact that BHs have to : go to terminal/get bio-sig/wait for probot to land/wait (again) for probot to tell planet/travel/launch seeker/travel/wait for seeker update/etc... etc...

We can't chain kill like you do, and the drop rates on those power cells : maybe one in a couple of days if you do that all day long and are lucky... I'll give you my SAC reduction when you give me damage mitigation.

Ranged are dmg dealers / melee are tanks ok ?

You know the funny thing now ? My main char is TKM/MFencer...




Stick this in your pipe and smoke it



HALAE

*edited by admin after cease and desist from the Retard's association of america on the grounds that portraying a mentally challenged person as a jedi was an attack on their intelligence *
Anistasio
Tue Aug 09, 2005 10:29 pm
#11

melee temps use weapons from quests on kas like 1040 damage 1-hand weapon..try making one of those ever lol






-Your greed will destroy you-
- 4/29/04-
FortunoFiasco
Tue Aug 09, 2005 11:22 pm
#12



Halae wrote:


Stick this in your pipe and smoke it




As if it was accurate and reflected what we actually are ! Did it occur to you this doesn't mean anything because we have a second profession to lvl80, and that the only reality about this is : damage-dealers/tanks with 90% of the fighters out there either full ranged or full melee ?

Nice try...



NN

" O O O o o T i i i n i i i i i i . . . "
Issik
Wed Aug 10, 2005 12:21 am
#13



Halae wrote:
No one else has any comments/suggestions? This is a valid issue, when ranged attackers have access to better weapons than their melee counterparts, it negates almost any advantages we get in melee range.



I've seen a CM/Rifleman/4000 BH stand toe-to-toe with a MSwords/doc/pikeman, both had great gear, and the CM won.
He didn't even move, just stood there attacking and he won. The Swordsman has been a melee guy for over a year, he knows how to fight. In my mind, that's in-excusable.



Khyras
CANCELLED. Last day Dec 5th.
Retired Bounty Hunting Hawtness

"Don't think, just shut-up and listen" -Wookash

Contact info
Myspace
MSN: [email protected] (send me a MSG and tell me who you are or I won't add you.)
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