
weapons
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Re: weapons
- Motto: "Freedom is the right of all sentient beings to randomly click things in the Admin Panel to see what it breaks."
I've learnt to only read the first paragraph of your posts.

- Burn
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Re: weapons
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Bastard.
Bastard.

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Tammuz - Faction Commander
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Re: weapons
- Motto: "it may not get better
but it wont get any worse"
Burn wrote:Tammuz wrote:basically burn, a 10/10 weapon with max str, against no end and no armour OHKs,
And I honestly don't see a problem with a level 9-11 being able to wipe out a level 0-1 in one move.
indeed
i come and go more than a hmw programmer
or a karma chameleon
BEAT L.A.
im content
WWWYKI!!!
BEAT THE PACERS DAMMIT THUNDER
or a karma chameleon
BEAT L.A.
im content
WWWYKI!!!
BEAT THE PACERS DAMMIT THUNDER
- steve2275
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Re: weapons
- Weapon: Reciprocating Laser Cannon
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Chaoslock - Faction Commander
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Re: weapons
You're going to need to put more muscle behind that gun if you want to beat Road Ranger's armor.
That or sacrifice more virgins to the RNG.
- Dr. Caelus
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Re: weapons
- Motto: "We're all going to die... You go first."
- Weapon: Energo-Sword
Wait, doesn't the Fusion Canon require a 10/10? Why'd it get nerfed? If anything deserves an "incredible" rating, it's a 10/10 weapon.
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Malicron - Gestalt
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Re: weapons
you really need to start paying attention Whinertron;
Caelus at the top of the last page wrote wrote:Tammuz established the Median Damage for every FP/SKL combo, and then I changed all of the weapons to have their appropriate Median Damages.
The Damage Range can vary greatly from weapon to weapon (with cannons tending to have the largest spread and rifles the smallest), but the Median Damage of any two weapons with the same requirements is always the same.

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Tammuz - Faction Commander
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Re: weapons
- Motto: "We're all going to die... You go first."
- Weapon: Energo-Sword
Me and my big mouth.

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Malicron - Gestalt
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- Dragonoth
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Re: weapons
Dragonoth wrote:
Why can't we have something like that in the main forum?
Why should the con's do all the research and just hand it over to the bots? Bots can go do their own research.

Hate the players, love the game.
- Shadow Dragon
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Re: weapons
Shadow Dragon wrote:Dragonoth wrote:
Why can't we have something like that in the main forum?
Why should the con's do all the research and just hand it over to the bots? Bots can go do their own research.
I don't have the code. How a I supposed to know if skill or firepower boosts damage? I can only calculate relative damage based on the descriptions of the weapons and determine optimal upgrade level.
I make databases to collect info in my spare time, but I have a lack of input in this case.
- Dragonoth
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Re: weapons
Our data didn't come from the code either. It came from reading many many many battle logs and tracking the data.
Hate the players, love the game.
- Shadow Dragon
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Re: weapons
I actually take great offense at the implication that i'm leaking stuff the cons.
i take even greater offense that my knowledge of the game comes from looking at the code rather than reverse engineering from battle logs.
screw you autobots.
i take even greater offense that my knowledge of the game comes from looking at the code rather than reverse engineering from battle logs.
screw you autobots.

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Tammuz - Faction Commander
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- Dr. Caelus
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Re: weapons
I'm still convinced that Tam has used to job to engineer special maths-skills-bacteria that'll do the **** for him.
Founding member of the RDD
Member of the 100% Strafe Club (Pre-Reset)
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Toy reviews: Snapdragon|Octopunch

Member of the 100% Strafe Club (Pre-Reset)
Interviewed by Kamijin
Toy reviews: Snapdragon|Octopunch

Omega Sentinel wrote:Man that's the truth. I hate that OS guy.
- Jeep?
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Re: weapons
Tammuz wrote:I actually take great offense at the implication that i'm leaking stuff the cons.
i take even greater offense that my knowledge of the game comes from looking at the code rather than reverse engineering from battle logs.
screw you autobots.


There's no place like home!
- Dragonoth
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Re: weapons
- Motto: "Freedom is the right of all sentient beings to randomly click things in the Admin Panel to see what it breaks."
Dragonoth wrote:Sorry. I forgot the hard work you did.
Yeah ... those without official titles always seem to be forgotten.
Maybe some day Tammuz will be recognised for what he's done for this game.
- Burn
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Re: weapons
I remember Tammuz saying that he did have to go through countless battles to glean the data. I'm just too lazy to do anything more than analyze the information at hand. I want to help with the weapons update, but my analysis of the weapons by stat level is probably unneeded, as Caelus can surely see where the gaps are. Anyway, I'll continue to be a low-level Autobot and fight periodically.

There's no place like home!
- Dragonoth
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Re: weapons
Dragonoth wrote:Caelus can surely see where the gaps are.
Of course... since Tammuz gave me a list of what's missing.

Little secret, the list I see in the Admin panel is in alphabetical order, rather than ordered by stats as they are on the Buy/Sell page. That makes it tricky to fill gaps without flipping between the admin panel and the weapons page.
Fortunately, Tammuz did the tedious job of writing down what stat-combos are missing. Now I get the tedious job of adding the weapons one at a time...[/whining]
I wish we could axe some of the redundant weaponry though.

- Dr. Caelus
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Re: weapons
Jeep! wrote:I'm still convinced that Tam has used to job to engineer special maths-skills-bacteria that'll do the number-**** for him.
it's called Bun-bun, and anyone who saw his mega spreadsheet knows his excel skills way out shine mine
as for axing redundant weapons, couldn't you create a weapon with a quantity of 1 and a gibereish name "asiopfdnbv'[o gun" then buy and axe it to see what happens?
as for redundant weapons i'd shift them down the star requirments somewhere if you can, since theirs 121 possible stat permutations to fill, muliplied by the number of possible recharges, multiplied by the number of possible damage ranges so for a totally comprehensive weapons list we're looking in excess of 52000 weapons without duplicates.

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Tammuz - Faction Commander
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Re: weapons
- Motto: "This post clearly was meant to offend, and if you are affected by it in any way please close your browser and discuss it with someone who knows not to take the internet seriously."
- Weapon: Black Magic
Simplify it then.
Break the weapons up into generic classes/types; pistols, rifles, shotguns, cannons, swords, maces, explosives, severed limbs, etc. and then have each fp/sk increase allow access to an 'upgrade' as a improved vaiant of the last, adding to to the recharge/damage/stat req's depending on its type and how hard it would be to weild.
This way those who want their minion to be a gladiator can add to their minions by buying whatever variant of sword fits their stats?
Crude example...
fp0,sk1 Sword 'Meat Cleaver'
fp0,sk2 Sword 'Machette'
...
fp3,sk3 Sword 'Energy dagger'
fp3,sk8 Sword 'Energy great Sword'
...
fp7,sk7 Sword 'Twin energon scimitars'
fp7,sk10 sword 'Twin lightsabers*'
etc etc etc....
*example used for lack of a better name.
Do the sdame for the other sets and then its just a case of renaming the lists in order, applying canon references where appliciable, and may make it easdier to organise them.
May also help for the players who like to stick to a ranged/melee 'theme' too.
Just thoughts.
Break the weapons up into generic classes/types; pistols, rifles, shotguns, cannons, swords, maces, explosives, severed limbs, etc. and then have each fp/sk increase allow access to an 'upgrade' as a improved vaiant of the last, adding to to the recharge/damage/stat req's depending on its type and how hard it would be to weild.
This way those who want their minion to be a gladiator can add to their minions by buying whatever variant of sword fits their stats?
Crude example...
fp0,sk1 Sword 'Meat Cleaver'
fp0,sk2 Sword 'Machette'
...
fp3,sk3 Sword 'Energy dagger'
fp3,sk8 Sword 'Energy great Sword'
...
fp7,sk7 Sword 'Twin energon scimitars'
fp7,sk10 sword 'Twin lightsabers*'
etc etc etc....
*example used for lack of a better name.
Do the sdame for the other sets and then its just a case of renaming the lists in order, applying canon references where appliciable, and may make it easdier to organise them.
May also help for the players who like to stick to a ranged/melee 'theme' too.
Just thoughts.
- Psychout
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Re: weapons
That would be interesting, weapon chains. I vote for that for V2 or a V1 major upgrade.
A way to revise the existing system is to see what is available by single stat. For example, there are currently (as of last weekend) three weapons that require fpr 8, regardless of skill. All three of them happen to be melee weapons, so adding fpr 8 guns at various levels of skill would balance fpr 8.
You could quick-check combination levels by totaing the stats. There were no weapons that required 14 to 19 points of combined fpr and skill, except some at 17 points.
All in all, it sounds like great fun if you like that sort of thing. Thanks for updating the weapons, Caelus!
A way to revise the existing system is to see what is available by single stat. For example, there are currently (as of last weekend) three weapons that require fpr 8, regardless of skill. All three of them happen to be melee weapons, so adding fpr 8 guns at various levels of skill would balance fpr 8.
You could quick-check combination levels by totaing the stats. There were no weapons that required 14 to 19 points of combined fpr and skill, except some at 17 points.
All in all, it sounds like great fun if you like that sort of thing. Thanks for updating the weapons, Caelus!

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- Dragonoth
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Re: weapons
I was actually working on a naming-scheme for weapons for v2 that was similar to what Psych suggested.
Essentially, each 'level' (ambiguous term there - remember I didn't finish this little side-line) would have several basic weapon types available, each distinguished by damage range and recharge:
pistol - Moderate Damage Range, Short Recharge
rifle - Minimal Damage Range, Moderate Recharge
cannon - Maximum Damage Range, Long Recharge
sword - Moderate Damage Range, Short Recharge
melee-other - Wildcard
ranged-other - Wildcard
So the collection of 'level 1' weapons might look like:
Pistol
Rifle
Cannon
Sword
Mace
Slingshot
And the 'level 2' weapons:
Laser Pistol
Laser Rifle
Laser Cannon
Laser Sword
Armor Axe
Firestone Sling
The 'level 8' Weapons:
Particle Beam Pistol
Particle Beam Rifle
Particle Beam Cannon
Energo Sword
Energon Axe
Laser-Guided Missile Launcher
The 'Level 11' Weapons:
????? Pistol
Ion Rifle
Fusion Cannon
Star Saber
Energized Battle Blades
Nuclear Missile Launcher
You get the idea. It's pretty vague of course because I never finished it - it would require a total reset, when I'd be free to rename all the weapons as I see fit, to do.
Mostly, I had this sort of OCD desire to establish a 'tech tree' where plain<laser<energon etc., and also make most of the weapon archetypes playable at any point in the game. Additionally, the weapon archetypes would be functionally different - the Cannons, having the lowest 'accuracy' and highest potential damage, would always have a damage range from 1 to Max. The rifles, being the most accurate, would always have a damage range of Med-1 to Med+1. Pistols and swords would range between those extremes and have the shortest recharges, and the other two categories would effectively be a surprise in every box.
Maybe it was a silly idea though...
Essentially, each 'level' (ambiguous term there - remember I didn't finish this little side-line) would have several basic weapon types available, each distinguished by damage range and recharge:
pistol - Moderate Damage Range, Short Recharge
rifle - Minimal Damage Range, Moderate Recharge
cannon - Maximum Damage Range, Long Recharge
sword - Moderate Damage Range, Short Recharge
melee-other - Wildcard
ranged-other - Wildcard
So the collection of 'level 1' weapons might look like:
Pistol
Rifle
Cannon
Sword
Mace
Slingshot
And the 'level 2' weapons:
Laser Pistol
Laser Rifle
Laser Cannon
Laser Sword
Armor Axe
Firestone Sling
The 'level 8' Weapons:
Particle Beam Pistol
Particle Beam Rifle
Particle Beam Cannon
Energo Sword
Energon Axe
Laser-Guided Missile Launcher
The 'Level 11' Weapons:
????? Pistol
Ion Rifle
Fusion Cannon
Star Saber
Energized Battle Blades
Nuclear Missile Launcher
You get the idea. It's pretty vague of course because I never finished it - it would require a total reset, when I'd be free to rename all the weapons as I see fit, to do.
Mostly, I had this sort of OCD desire to establish a 'tech tree' where plain<laser<energon etc., and also make most of the weapon archetypes playable at any point in the game. Additionally, the weapon archetypes would be functionally different - the Cannons, having the lowest 'accuracy' and highest potential damage, would always have a damage range from 1 to Max. The rifles, being the most accurate, would always have a damage range of Med-1 to Med+1. Pistols and swords would range between those extremes and have the shortest recharges, and the other two categories would effectively be a surprise in every box.
Maybe it was a silly idea though...
- Dr. Caelus
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Re: weapons
that's great I'd love a tech tree, and i'm all for systematic taxonomy(i'm a microbiologist by enducation)
but look at this way
say we have 5 types of weapons
we have 121 stat combinations
say 3 recharges
5 damage ranges
that's 9075 individual weapons...... and a systemwide reset.
but look at this way
say we have 5 types of weapons
we have 121 stat combinations
say 3 recharges
5 damage ranges
that's 9075 individual weapons...... and a systemwide reset.

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Tammuz - Faction Commander
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