Weaponsmith Archive

Thread: Im Afraid Weapon Caps HAVE to go

Rico4
Tue Jul 05, 2005 6:18 am
#1

Hello fellow WS and anyone else peeking about in here.


Ok now i know this has been discussed before but its really getting to me now.

Now at first i thought weapon caps were a good idea and it still is on <CL54 weapons but there should be no limits on CL54 weapons! Why? ill tell you why i think.


We are playing SWG which is a MMORPG (think thats right) this means its always expanding and updating whether we like it or not. Take the CU for instance. Most people werent too pleased when news of what the CU would be like emerged (Me included-but im used to it now and i like it just as much as the old system-apart from THIS). Now we dont have a choice in this as its states that online gameplay may change etc etc and that we may even have to upgrade our PC. Again this is fine by me as its an online game and if it stayed the same it would just get too boring. But now with weapon Caps they are stopping US- the gamer from expanding, they have stuck a limit on us, meaning we cant keep achieving better accomplishments- no new goals to aim for! this doesnt just effect WS, it means that we the WS cant make better and better weapons but it also means that the people using them cant get hold of better and better weapons.


Only the other day a guy was wanting to buy an uber t21, he was told the best he could get was 82 sac 1184 damage-But he wanted better! and why shouldnt he. And now with slicing how it is its even more of a problem- you cant even slice past the cap, i couldnt even slice upto it because my damage was too high (but not capped). All im saying is that soon everyone will have the weapon which is as good as it can get- they will ADK meaning they wont need to replace it, when this happens everyones weapons, each pistol, rifle, carbine etc will be almost identical....NO! Im sorry but no two things or people on SWG should be forced to be identical, its all about been unique-an individual.


It may take a while for this to happen but it will eventually bring alot of aspects of SWG to a standstill.


Now im not a wanting to be a moaning muppet- im not gonna quit swg because of this, but i think some changes need to be made.



Topper' Harley
üEurope Farstar : @Retired Weaponsmith
Offer Auction Winnings to Bazaar Style Vendor @ 345 -5743 Naboo, 1k From Elwan Shuttle Port
ShugFlurry
Tue Jul 05, 2005 6:41 am
#2

I spose you would prefer the pre-cu 4000 max T21s? Is that what it should be changed back to? I see your point just that without caps it makes it alot harder to limit the power....... and we know how game breaking 1000 hammers pre-cu were BH/Swords outside Imp cantina with DJKs mission... nope not coming out. Ok he was uber before the Hammer but the hammer just made him even uberer.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Starphire
Tue Jul 05, 2005 6:42 am
#3

/agree

cause it means smugglers are nearly useless when you have good weaponsmiths

Message Edited by Starphire on 07-05-2005 06:43 AM



Starphire Elation Tesra Elation - Master of All Proffessions

Cancel your ALTs in protest of to many bugs!! TO MANY BUGS!!!
I cancled mine until the big bugs are fixed!
Summerflame
Tue Jul 05, 2005 6:43 am
#4

Well Ive been against the Caps from the start and with the smuggler changes Im even more so.


/agree Rico





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Rancor418
Tue Jul 05, 2005 7:06 am
#5


If we remove caps someone may have a weapon more powerfull than the rest of us. Then he may kill us faster. That means someone will die. Heaven forbid someone be just a little bit better than the rest. It would be game breaking.


I agree caps are dumb.




Pave Darkwalker
.......:::: Proud Leader of Oasis ::::.......
| Master Munitions 12 Point Armor & Weapons|
| For Armor-Loot-Weapons Dantooine -4336 7160 |

Rico4
Tue Jul 05, 2005 7:11 am
#6






ShugFlurry wrote:
I spose you would prefer the pre-cu 4000 max T21s? Is that what it should be changed back to? I see your point just that without caps it makes it alot harder to limit the power....... and we know how game breaking 1000 hammers pre-cu were BH/Swords outside Imp cantina with DJKs mission... nope not coming out. Ok he was uber before the Hammer but the hammer just made him even uberer.




I see your point too but im not asking for that. im simply saying that to max a scatter pistol at 948 max you need about 140 damage tissues or so. ok so with better tissues i can get sac down too and maybe some speed. however as ive said before Tissues only affect max damage so with 200 damage tissues i can reach 948 with less points, with moreto spend on sac but then a sac Pup wouldnt be needed so much and a damage pup would be crap- because of the low min damage. to get the min damage to highest you need to experiment just as many points as you would a normal scatter- this kinda makes big tissues have less potential than they should. And ive also said it would be better for tissues to have min and max damage stats to counter this problem and then the damage cap could be avoided slightly as if you could improve min damage you can get more out of a pup- sac stats on tissues would be great too-the more stats that are affected the more diverse weapons will be.



Topper' Harley
üEurope Farstar : @Retired Weaponsmith
Offer Auction Winnings to Bazaar Style Vendor @ 345 -5743 Naboo, 1k From Elwan Shuttle Port
Summerflame
Tue Jul 05, 2005 7:17 am
#7






ShugFlurry wrote:
I spose you would prefer the pre-cu 4000 max T21s? Is that what it should be changed back to? I see your point just that without caps it makes it alot harder to limit the power....... and we know how game breaking 1000 hammers pre-cu were BH/Swords outside Imp cantina with DJKs mission... nope not coming out. Ok he was uber before the Hammer but the hammer just made him even uberer.





Caps on looted weapons should be in place still. Looted exceptional weapons was what imbalances before the CU not craftable weapons.




----------[N*W]Weaponry (+2 and FS)----------
@Danevang City Corellia 3434 -5534 and Danevang Mall 3325 -5633@
{{{Summerflame k Nalai{{{
{{{Angelic deliverer of Pboys pimp weapons{{{



Rancor418
Tue Jul 05, 2005 7:22 am
#8



Summerflame wrote:


ShugFlurry wrote:
I spose you would prefer the pre-cu 4000 max T21s? Is that what it should be changed back to? I see your point just that without caps it makes it alot harder to limit the power....... and we know how game breaking 1000 hammers pre-cu were BH/Swords outside Imp cantina with DJKs mission... nope not coming out. Ok he was uber before the Hammer but the hammer just made him even uberer.


Caps on looted weapons should be in place still. Looted exceptional weapons was what imbalances before the CU not craftable weapons.




/agree

No WS ever made a 4k max damage T21. Some goofball at SOE did.



Pave Darkwalker
.......:::: Proud Leader of Oasis ::::.......
| Master Munitions 12 Point Armor & Weapons|
| For Armor-Loot-Weapons Dantooine -4336 7160 |

ShugFlurry
Tue Jul 05, 2005 7:40 am
#9

I was more afraid of the 1100 hammer crafted from legendary bones

I agree partially don't remove it but make it harder to hit.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Rico4
Tue Jul 05, 2005 8:06 am
#10






ShugFlurry wrote:
I was more afraid of the 1100 hammer crafted from legendary bones

I agree partially don't remove it but make it harder to hit.





Ok i kind of agree here. But what you have to remember is the above Hammer you talk of has been 'Crafted' this isnt some Outrageous looted weapon (like the 5k Legendary PH) but someones pride and joy. The person who owned it would have loved it, it would have been the ultimate prize for the WS who got to craft it, and would have been a 'buzz' for the smuggler who (i hope) damage sliced it.


Thing is, this PH has had more than one slice of luck and is the work of at least 3 players so i think it would have deserved its place in SWG. Pvp it would have been deadly but for afk camping- not so, i imagine that 2-3 people could have outdamaged this, as its crafted the speed would still have been with in reason. This is not a weapon that i would class as a game spoiler, but something that should have been respected for what it is/was.





Topper' Harley
üEurope Farstar : @Retired Weaponsmith
Offer Auction Winnings to Bazaar Style Vendor @ 345 -5743 Naboo, 1k From Elwan Shuttle Port
ShugFlurry
Tue Jul 05, 2005 8:17 am
#11

It was crafted by a acklay campers alt, looted bones from the acklay as a camper. Sliced by his alt. Also speed capped so speed didnt matter worth jack, and the way loot worked he outdamaged jedi with perfect sabers



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
EdOWar
Tue Jul 05, 2005 8:55 am
#12

I don't know if caps need to be removed, but I don't think it would hurt for them to be raised some. As it is, it seems too easy to cap both damage and SAC on ranged weapons. This makes it essentially a perfect weapon. Just slap an ADK on that baby'cause you'll never need another weapon again (unless you change your template).


Slim Vargo, Corbantis


Mor-Dan
Tue Jul 05, 2005 8:57 am
#13

i have posted about caps needing to go already in the coor forums. i even labeled it as game breaking. so many 'smiths have quit because of it, and so many have just gotten bored playing with it (myself included). when you create 11 weapons that cap on damage and SAC, everything else becomes trivial because you know you have reached the top and can never exceed it. that is VERY bad game mechanics. instead, they need to log the hours of maintaining loot values to keep stats under a certain number instead of capping crafted numbers.



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