weapons
Re: weapons
Posted by Burn Fri Feb 29, 2008 7:31 pm
- Burn
- Forum Admin
- Posts: 28773
- News Credits: 226
- Joined: Mon Jun 30, 2003 3:37 am
Re: weapons
Posted by Tammuz Fri Feb 29, 2008 7:34 pm
Bastard.
-

Tammuz - Faction Commander
- Posts: 4354
- Joined: Fri Aug 01, 2003 5:49 pm
Re: weapons
Posted by steve2275 Sun Mar 02, 2008 1:19 am
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
or a karma chameleon
BEAT L.A.
im content
WWWYKI!!!
BEAT THE PACERS DAMMIT THUNDER
- steve2275
- City Commander
- Posts: 3293
- Joined: Thu May 29, 2003 7:38 am
- Strength: 2
- Intelligence: 2
- Speed: 2
- Endurance: 2
- Rank: 2
- Courage: 2
- Firepower: 1
- Skill: 2
-

Chaoslock - Faction Commander
- Posts: 4294
- News Credits: 7
- Joined: Mon Oct 03, 2005 3:31 am
- Strength: Infinity
- Intelligence: Infinity
- Speed: 7
- Endurance: 8
- Rank: 6
- Courage: 9
- Firepower: 7
- Skill: 7
Re: weapons
Posted by Dr. Caelus Mon Mar 03, 2008 6:03 pm
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
- Faction Commander
- Posts: 4648
- News Credits: 6
- Joined: Tue Jun 24, 2003 11:32 pm
- Location: Knoxville, TN
Re: weapons
Posted by Malicron Mon Mar 03, 2008 6:06 pm
-

Malicron - Gestalt
- Posts: 2924
- Joined: Tue Jul 24, 2007 6:06 pm
- Location: I could tell you, but then... Oh hell, you know the rest.
- Strength: 10
- Intelligence: 10+
- Speed: 5
- Endurance: 8
- Rank: 9
- Courage: 10
- Firepower: 7
- Skill: 10
Re: weapons
Posted by Tammuz Mon Mar 03, 2008 6:21 pm
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.
-

Tammuz - Faction Commander
- Posts: 4354
- Joined: Fri Aug 01, 2003 5:49 pm
Re: weapons
Posted by Malicron Mon Mar 03, 2008 7:46 pm
-

Malicron - Gestalt
- Posts: 2924
- Joined: Tue Jul 24, 2007 6:06 pm
- Location: I could tell you, but then... Oh hell, you know the rest.
- Strength: 10
- Intelligence: 10+
- Speed: 5
- Endurance: 8
- Rank: 9
- Courage: 10
- Firepower: 7
- Skill: 10
Re: weapons
Posted by Dragonoth Tue Mar 04, 2008 8:42 am
Why can't we have something like that in the main forum?

There's no place like home!
- Dragonoth
- Vehicon
- Posts: 387
- Joined: Tue Nov 09, 2004 8:41 pm
Re: weapons
Posted by Shadow Dragon Tue Mar 04, 2008 9:03 am
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.
- Shadow Dragon
- Pretender
- Posts: 770
- Joined: Wed Aug 01, 2007 11:43 am
Re: weapons
Posted by Dragonoth Tue Mar 04, 2008 9:51 am
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
- Vehicon
- Posts: 387
- Joined: Tue Nov 09, 2004 8:41 pm
Re: weapons
Posted by Shadow Dragon Tue Mar 04, 2008 10:14 am
- Shadow Dragon
- Pretender
- Posts: 770
- Joined: Wed Aug 01, 2007 11:43 am
Re: weapons
Posted by Tammuz Tue Mar 04, 2008 7:19 pm
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.
-

Tammuz - Faction Commander
- Posts: 4354
- Joined: Fri Aug 01, 2003 5:49 pm
Re: weapons
Posted by Dr. Caelus Tue Mar 04, 2008 9:57 pm
- Dr. Caelus
- Faction Commander
- Posts: 4648
- News Credits: 6
- Joined: Tue Jun 24, 2003 11:32 pm
- Location: Knoxville, TN
Re: weapons
Posted by Jeep? Tue Mar 04, 2008 10:09 pm
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?
- HMW Moderator
- Posts: 3318
- News Credits: 1
- Joined: Tue Dec 23, 2003 6:12 pm
- Location: Cursing at ignorant strangers with terrible pronunciation, Sawyers Deli, Fountain Street, Belfast
Re: weapons
Posted by Dragonoth Tue Mar 04, 2008 10:55 pm
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
- Vehicon
- Posts: 387
- Joined: Tue Nov 09, 2004 8:41 pm
Re: weapons
Posted by Burn Tue Mar 04, 2008 11:01 pm
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
- Forum Admin
- Posts: 28773
- News Credits: 226
- Joined: Mon Jun 30, 2003 3:37 am
Re: weapons
Posted by Dragonoth Tue Mar 04, 2008 11:19 pm

There's no place like home!
- Dragonoth
- Vehicon
- Posts: 387
- Joined: Tue Nov 09, 2004 8:41 pm
Re: weapons
Posted by Dr. Caelus Tue Mar 04, 2008 11:30 pm
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
- Faction Commander
- Posts: 4648
- News Credits: 6
- Joined: Tue Jun 24, 2003 11:32 pm
- Location: Knoxville, TN
Re: weapons
Posted by Tammuz Wed Mar 05, 2008 8:18 am
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.
-

Tammuz - Faction Commander
- Posts: 4354
- Joined: Fri Aug 01, 2003 5:49 pm
Re: weapons
Posted by Psychout Wed Mar 05, 2008 9:24 am
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
- HMW Moderator
- Posts: 9740
- News Credits: 42
- Joined: Tue Aug 17, 2004 8:04 am
- Location: Vatican City
- Alt Mode: Cassette. The 80s ROCKED
- Strength: 1
- Intelligence: 1
- Speed: 1
- Endurance: 1
- Rank: 10
- Courage: 1
- Firepower: 1
- Skill: 10
Re: weapons
Posted by Dragonoth Wed Mar 05, 2008 11:09 am
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!

There's no place like home!
- Dragonoth
- Vehicon
- Posts: 387
- Joined: Tue Nov 09, 2004 8:41 pm
Re: weapons
Posted by Dr. Caelus Wed Mar 05, 2008 12:33 pm
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
- Faction Commander
- Posts: 4648
- News Credits: 6
- Joined: Tue Jun 24, 2003 11:32 pm
- Location: Knoxville, TN
Re: weapons
Posted by Tammuz Wed Mar 05, 2008 7:57 pm
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.
-

Tammuz - Faction Commander
- Posts: 4354
- Joined: Fri Aug 01, 2003 5:49 pm
Who is online
Registered users: Apple [Bot], Bing [Bot], ChatGPT [Bot], Drop Bear, Glyph, Google [Bot], Google Adsense [Bot], Google Feedfetcher, MSN [Bot], OpenAI [Bot], SimianProphet, Yahoo [Bot], Yandex [Bot]


