Weaponsmith Archive

Thread: Compilation of Weaponsmith Issues (11/26/03)

Logix
Wed Nov 26, 2003 10:30 pm
#1





This is the compilation of any and all issues and bugs plaguing our profession. Please post your contributions and I will edit them in!


Exploits



  • There are two verified Weaponsmith exploits that have been repeatedly sent in to Taurin, but still remain in-game. One of which allows you to craft an item without any subcomponents, while still retaining the bonus of such subcomponents. The other allows you to create a Krayt schematic without the schematic itself requiring the Krayt Tissue as an ingredient. These exploits have all been fixed!

General Crafting-related Bugs



  • Using Practice Mode and multiple Crafting tools may result in a loss of resources/components. If you are using Practice Mode, your crafting session will automatically close if another crafting tool in your inventory spits out a prototype. When it closes, you lose all resources that were in the tool.

  • Mislabeled Object Creators. If your factory ison someone else's lots, that person will be labeled Object Creator for the items you produce within the factory, even if you created the schematic yourself.

  • Artisan Components grant no bonuses. The Control Unit, required to craft Spraysticks, SG82 Rifles and Tangle Pistols,adds no additional modifiers to the weapon.

  • Crafting Interface and the Enter key do not mesh well. If you hit enter at the wrong stage in crafting (like the dialog box that comes up when you go to the next crafting stage) or double-tap the key, the crafting session pukes all over itself.

  • Gorax (supposed carrier of new weapon enhancing phat lewtz) not spawning. Fixed with Publish 6.

Weaponsmith Bugs



  • Chemical and Heavy Warhead schematics are not used in any item.

  • Beam Rifle cert still non-existent.

  • Republic Blaster can be usable by anyone, even without any Marksman skill. Fixed!

  • Scythe and Rantok Sword schematics don't exist. Scythe schematic introduced in Publish 6.

  • Experimentation on the [Advanced] Rifle Stock is hosed. This component suffers similar symptoms of the Projectile Feed Mechanism (pre-fix):Experimentation results are completely random, damage always starts at 8% regardless of quality and the stats achieved through experimentation can be much higher than what they should be.

General Weaponsmith Balance Issues



  • The Armor Piercing System needs a second glance. Vulnerableopponentsgrant no damage bonus from AP, however, non-vulnerable opponents do. In short,it is possible todo more damage to an opponent that is 30% resistant to your weapon than a vulnerable opponent.

  • Looted components and enhancements need a balance pass. Kliknik Glands are not even worth the bother, seeing that they enhance weapons that have 5 uses. Rancor Teeth are very, very rarely worth using; more often than not, they just make the weapon worse. High Powered Energy Capacitors are shadowed by their Krayt enhancements. Krayt tissues are easier to come across and have significantly more impressive base stats, thus rendering the Energy Capacitors obsolete. Melee weapons need more enhancements on par with Krayt Tissue available.

  • Plumbum Iron and Rhodium Steel need a balance pass. The extremely low conductivity stat on these two metals has resulted in sub-par components and weaponry that go unused as a result of these restrictive metals.

  • Rifle Stocks, Advanced Rifle Stocks and Advanced Weapon Scopes are underutilized as a result of penalizing stats. These optional components bring a significant amount of HAM that cannot be experimented down to a reasonable amount, outweighing any bonuses they may bring. Regular Weapon Scopes, however, are balanced properly.

  • The Elite Carbine, EE3 Carbine, Striker Pistoland Tusken Rifle require a balance pass. For reasons we cannot attribute to simple flaws such as resources or experimentation bugs, these weapons just suck. There is nothing wrong with their schematics or the ingredients they use, they just naturally have poor stats (compared to the other weapons in their respective trees) and thus, go underutilized.

  • Moderate successes too abundant. These are a plague upon our community. They cause us all a great deal of grief and anger, and much of the community feels, as Master Weaponsmiths, they deserve their work to be called more than "moderate". A reduction of the moderate success rate is requested.

  • Several schematics have illogical components. The Scatter pistol, in its description, says it fires blaster bolts. However, the Scatter pistol uses a mix of both Blaster and Projectile parts. Tangle Pistol has a Projectile Feed Mechanism, but no pistol barrel. Similarly, the SG82 also has no Rifle barrel component. Flamethrowers and other weapons that are supposed to shoot dangerous chemicals would probably make more sense using Chemical Dispersion Mechanisms. The Lance is not a Vibro weapon, however, its schematic still calls for Vibro components.

  • Range oversights in a few weapons. Fixed in Publish 6.

  • Weaponsmith Toolkit not wearable with backpack. An otherwise highly-prized enhancement goes unused by the vast majority of Weaponsmiths, considering the great sacrifice that comes with equipping it.

  • Weapon Repair needs to be rebalanced. Since Publish 7, repair rates have been reported as horrendous; success rates being less than half what they used to be. Moreover, there seems to be no solid data demonstrating Master Weaponsmiths repairing better than anyone else. Lastly, the Weapon Repair skill needs to be properly implemented, so we have something to do with all the SEAs we're carrying around.

Munitions Tree Balance Issues



  • Illogical placement of certain Mine schematics of the Munitions tree. The DRX Mine (Munitions I) requires a subcomponent (Warhead Stabilizing Mechanism) from MunitionsII and two named resources. The XG Mine (Munitions III) uses fewer resources than the DRX, only requires generic metals andsubcomponents craftable at Novice Weaponsmith. These two schematics should be swapped.

  • Mines require a balance pass. XG mine isAR1,Blast, with high damage. DRX mine is AR3, Blast, with rather low damage (I think damage output slightly worse than the XG after factoring in the AR bonuses). Anti-vehicular mine is AR1, Heat, with low damage. In other words, the easiest mine to make [XG Mine] is the best, and the hardest mine to make is the worst.

  • Grenades require a balance pass. In several cases, the HAM costs of the Proton Grenade (and generally, most other non-C12/C22 grenades) are so high, you end up doing more damage to yourself than you did to your target. Additionally, the Imperial Detonator has a significantly high speed (10-20 after full experimentation), with no better damage than any of the other grenades with 3-6 attack speeds. Fixed! Thermal Detonators are higher in the tree, but inferior to Imperial Detonators post-fix.

  • Rifle Tree Balance Issues




    • DLT20 and DLT20a Rifle are identical. One requires a lower cert and is in a lower schematic, but still equivalent to its brethren higher in the tree.


    • The Bowcaster needs a balance pass. This weapon should have an extra boost, such as AP2, being that it is such a unique weapon.


    • T21 Rifle cannot be scoped. There isn't really any apparent reason for why this is, either, when the rest of the rifles can be scoped.


    • Riflemen need a wider variety of damage-types. The Tusken Rifle should be kinetic, the Spraystick should be acid-based.

    Melee Tree Balance Issues



    • Ryyk Sword needs a balance pass. Marked by its poor DPS and skyrocketing HAM costs, it is severely outperformed by its predecessor, the (1H) Curved Sword.

    • The 2H weapons line needs a balance pass. The Two-Handed Curved Sword greatly outperforms every other weapon in the line, even though its cert comes much earlier. The Vibro Axe and the Two Handed Cleaver both come after theTwo-handed Curved Sword, however, they both have a lower DPS and a lower AP. The only comparable weapon that remains is the Power Hammer. Even with top-end components, the Power Hammer is entirely too slow of a weapon, leaving it mostly a "Master" weapon. This leaves the Swordsman profession with very few weapons worth using.

    • The Polearms line needs a balance pass. This profession is granted only three weapons to choose from, the Lance, the Long Vibro Axe and the Vibro Lance. The Lance is quickly eclipsed by the LVA in one skillbox, granting this weapon very little use. The LVA becomes the king of the Polearm profession, even outperforming the all-too-situational Vibro Lance. The Vibro Lance has an elite cert and should definitely not be outperformed so easily. All of which have terrible range values.

    • Desh Copper needs a balance pass. Similar to the woes of the Advanced Blaster Barrel components, the Advanced Blade Vibro Unit suffers a similar fate. This advanced component is not greatly superior to its predecessor, the blame lying inthe Desh Copper ingredient requirement. Desh Copper has not been reported to reach over ~300 UT, even though the ABVU schematic is based from 100% UT.

    Novice Weaponsmith Balance Issues



    • Gap between Novice and Master far too wide, leaving most Novices and their items very underutilized. It's common knowledge: Novice weapons are crap, everybody wants a Master Weaponsmith. At Novice, even their very first pistol, the D18 Pistol, is worse than a CDEF. Combined with the heavy grind they face ahead of them, it becomes increasingly difficult for pre-Master smiths to make a dime in an economy flooded with Masters.

    • DLT20 Rifle not craftable at Novice Weaponsmith. The schematic for the DLT20 Rifle is present in the Novice Weaponsmith skillbox. The required subcomponent, a Blaster Rifle Barrel, is not.

    Wishlist



    • More weapon customization options, more improvement on options that exist. A few ideas kicked around were colored weapons, alternative components that provide the same bonuses but different looks. Additionally, fix the graphical glitch bugs associated with weapon scopes, stocks and barrelsand add new gun models to avoid using duplicate models (e.g. CDEF Rifle and DLT20 Rifle).

    • Bring back hex colors. The community has spoken and they absolutely cannot live without their colored text. Please bring us an interface for coloring item text before they take over city hall.

    Message Edited by Logix on 06-05-2004 02:16 AM

    GameBOFH
    Wed Nov 26, 2003 11:07 pm
    #2

    Chemical dispersion mechanisms still broken....although, from the patch notes on TC:

    Changed the chemical dispersion mechanisms (both normal and advanced) 
    so that their damages may be modified.


    If we have someone on TC, that would be nice to verify.

    Wishlist items:

    • Allow all rifles (ie T21) to have scopes
    • Create a visible 'sliced' tag so that customers can tell



    -Ysal
    Master Weaponsmith (Ranged, Melee, Commando, Custom)
    (Sunrunner,Talus)

    Azak City - Talus (/waypoint 4516 -4835)
    Marketplace @ Azak City (/waypoint 4499 -4915) - Talus, Azak City
    scruftydog
    Thu Nov 27, 2003 2:34 am
    #3






    Logix wrote:

    Moderate successes too abundant. These are a plague upon our community. They cause us all a great deal of grief and anger, and much of the community feels, as Master Weaponsmiths, they deserve their work to be called more than "moderate".





    Agree with everything except this one. Always having great success would be bad.


    Also, there is a 50 schematic limit when using factories. Factories only show the first 50 schemtics in your datapad.





    ________________________________________________________
    Ana Lightingfly has left the building

    Xipe
    Thu Nov 27, 2003 2:58 am
    #4

    Is there a consensus that the Spraystick ranges are wrong?

    I think it's fine, just look at it - it's supposed to have pistol-like ranges. It's a good backup weapon and we should be glad we have something pistol-like in the marksman-tree.

    All IMO.



    --
    On a long enough timeline, the survival rate for everyone drops to zero.

    1) Master Weaponsmith, Master Artisan, Master Merchant
    2) Master Teräs Käsi, Master Swordsman
    Xipe
    Thu Nov 27, 2003 3:00 am
    #5

    Besides, isn't the Spraystick a Rifleman/Marksman issue?



    --
    On a long enough timeline, the survival rate for everyone drops to zero.

    1) Master Weaponsmith, Master Artisan, Master Merchant
    2) Master Teräs Käsi, Master Swordsman
    BrokenDrum
    Thu Nov 27, 2003 6:19 am
    #6

    Howdy;


    Regarding:


  • Mislabeled Object Creators. If your factory ison someone else's lots, that person will be labeled Object Creator for the items you produce within the factory, even if you created the schematic yourself. Additionally, when your weapons are sliced, the Object Creator is labeled again as the slicer.

  • MY FEEL is that the Schematic owner name should apply to Factory Items -BUT- why Not let the Slicers take credit for sliced weapons ??


    I name my Weapons on creation - so the all have BD's Something on them. If someone looked at one of my weapons they would know I was the origin of it, however, showing me a weapon that has been sliced Should show the slicers name - especially so since I personally could Not Have Crafted it as hot as it prolly would show. Just my feel - your milage may vary..


    Bye For Now, Drum


    Visit Jabba's Quest Souvenir Shoppe (-5357, -6006) on Tatooine-Wanderhome for your Low Cost Weapon Needs.




    For your Low Cost Weapon Needs Visit Jabbas Quest Souvenir Shoppe (-5357, -6006 500m NNW Wayfar) -OR- LayLa's Tent (-963 -4348 Only 800m South of Bestine) BrokenDrum Master WS - Tatooine Wanderhome
    Jandreww
    Thu Nov 27, 2003 6:29 am
    #7


    • Spraystick should do Acid damage.



    • Tusken Rifle should do Kinetic damage and have it's animation fixed to a non-laser bolt.



    • Bowcasters need AR2 to bring them in-line with the special weapon they are meant to be. Also they fire red laser bolts in ROTJ, not green.



    • Vibro Lance & Long Vibro Axe have dreadful to-hit modifiers regardless of how well made they are made, around -57 at all ranges.



    • Advanced Vibro Blade Units are not any better than the regular kind, they offer a damage increase of around 10 points but are significantly slower.



    • Rancor Teeth are worse than Advanced Sword Cores.



    • Many weapons have incorrect range modifiers, Flamerthrowers and Republic Blasters for instance get +0 at 64m, DX2 pistols get -27 at 8m, Laser Carbines get +31 at 50m.



    • Flamers and Acid weapons should use Chemical Dispersion and Projectile Rifle Barrels - Blaster components are illogical.



    • Scythe Schematicsneed to be added.



    • DLT20 rifles are no different to DLT20a rifles yet are supposed to be inferior.



    • Too many guns look the same - DLT20a/CDEF - DH17 Carbine/Pistol - Beam Rifle/Heavy Acid Rifle - Most Commando Weapons.



    • More higher level melee weapons needed in general.



    • Beam Rifle still has no certification.



    • Give Master Weaponsmith (and indeed all Master Crafters) the ability to colourise weapon names - disable these colours on Bazaar unless you have the necessary Merchant skills.




    Warracca- Eclipse



    Raiyne
    Thu Nov 27, 2003 8:24 am
    #8

    Not sure if they did yet, if not...


    - Add a tag of some sort to show a weapon has been sliced




    Raiyne
    SqueegyKing
    Thu Nov 27, 2003 11:49 am
    #9

    i dont really agree with the range issue on the spraystick. i think they should fix the spraystick's component usage. but i like have one rifle that is short range.. cause i only have rifleman and if every gun is long range then we are at a loss when things warp at you
    Logix
    Thu Nov 27, 2003 1:14 pm
    #10






    GameBOFH wrote:
    Chemical dispersion mechanisms still broken....although, from the patch notes on TC:



    As soon as I hear word from Vass about the Correspondent terms on TC, I'll be able to verify it. I purposely left out the CDM thing because I wanted to see if it was genuinely fixed on Test first. Same with Sliced tag, check my other stickied thread.
    Logix
    Thu Nov 27, 2003 2:12 pm
    #11

    Addressing some points:


    I excluded Jawa Ion and SG82 because I consider those "situational" guns, but that reminds me to put the SG82 under the "schematics that suck" list. As far as all-purpose goes, they have heat and energy. Pistol has an acid selection, Carbine has an acid selection. Rifle doesn't have the DX-- Rifle equivalent. I'll change it to be more in line with specifics, e.g. Tusken = Kinetic and Spray = Acid.


    "Moderate successes too abundant" doesn't read as "Moderate successes should not exist". Obviously, removing moderate successes altogether is not going to happen. I personally think moderate successes, in their current state, are essential for proper balance. However, the majority of the community disagrees, so it's definitely an issue.


    The slicing tag issue has been addressed, I am not adding it to this list.


    Spraysticks: There is a concensuswith most educated Rifleman;they agree that using a Spraystick is completely stupid as a result of its range mods. The penalties are bad enough for me to think that it's possibly closer to a bug/oversight. Rifleman are punished for using close-range weapons, designing a weapon that forces them to use it close-range is illogical.


    RB's range is also hosed, adding that.


    Polearms having bad range: I think that's intended, SOE has designed the Pikeman profession to have naturally horrible accuracy. It boils down to a balance issue with Pikeman themselves, not a balance issue with *these* specific weapons.


    Speaking of, that is how I draw the line between what belongs here and what belongs in another forum. If your issue has to do with a specific weapon and only that weapon, then it's a Weaponsmith issue. If your issue has to do with a weapon being a certain way because of how thatprofession was designed, then it's probably not a real Weaponsmith issue.


    Polonium and wood are definitely not capped like Rhodium/Plumbum, they just have lower averages. I've seen wood with ~700 SR and Polonium with ~500 conductivity. Desh isn't either, however, that may really affect how advanced melee parts come out.Are you capable of making anAdvanced Vibro Blade Unitthat is worth using over regular vibro units? If nobody can, then yeah, Desh is a problem.


    While Novice-Master apprenticeships are good on paper, they don't work out so well in-game. Forcing a Novice to rely on anything from a Master is just unfair when you throw competition into the mix, especially for something as menial as Blaster Rifle Barrels.


    Object Creator is a blatant bug. If I created my object, I am the object creator. If someone slices it, they still didn't create my weapon, they just sliced it. Same goes if it was created in a factory under someone else's lots. Everyone agrees that weapons should be slice tagged and the slicer's name should be present (hey, free advertising), but this isn't really a good way to go about it.


    Editing post to reflect new ideas!

    Lurax
    Thu Nov 27, 2003 2:46 pm
    #12

    I think you need to do a quick search at www.swgcraft.com Logix. Choose find resources on the left side, then choose the resource type and all server and put 100% in the stat in question.


    You'll find that aside from the odd misreports (chilastra polonium and valcyn wood)polonium has NEVER spawned with conductivity higher than 144, desh copper has NEVER spawned with UT higher than 376, and wood of any type has NEVER spawned with shock resist higher than 702.


    That said, I personally like the resource caps, including rhodium and plumbum. I like the idea that the weaponsmith must play around and find the best component set up for each gun. I've had a few requests




    Arox Elodda - Valcyn
    - Valcyn's first crafter with maxed experimentation and assembly bonus -
    Now an apprentice Force-User
    Emay Elodda - Shipwright, resource hoarder
    Vendors at 1777 -5333 Rori, in Athens


    Aristarchus52
    Thu Nov 27, 2003 2:48 pm
    #13

    About Spraysticks: According to the latest TC patch notes, the melee damage modifiers have been replaced by a to-hit bonus for melee attacks against people holding ranged weapons. If this reaches the live servers, it will probably take care of the "Suicide Stick" problem.

    http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=40610
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