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Author Topic: XL70E3 tweaks  (Read 5117 times)

gordulan

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Re: XL70E3 tweaks
« Reply #15 on: July 31, 2010, 12:29:04 pm »

he compared the current P90's stats to the current xl70e3's stats interms of bullet storm ability and AP cost, no need to make backhanded comments...
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Solar

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Re: XL70E3 tweaks
« Reply #16 on: July 31, 2010, 02:16:33 pm »

All energy weapons are good. Laser pistol is very good in PvE, especially leveling on high-xp encounters. AFAIK laser has different crit tables (better), and (maybe a coincidence) i, when lvling EW sniper, use laser pistol, not plasma pistol because it scores big crits and instakills alot more often. Plasma pistol aint bad either tho, large guaranteed damage, you dont have to rely on crits that much. Well, laser rifle is pretty much the backbone of EW and plasma rifle, altought sucky range, i guess aint bad either.

All weapons use the same Critical table.


XL70 will eventually be made uncraftable. Assault Rifle (If it is not already) will be made so that it is decent enough to be used in PvP on its own merits.
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kraskish

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Re: XL70E3 tweaks
« Reply #17 on: July 31, 2010, 02:37:08 pm »

Whats the point of making it uncraftable if it sucks already? It would be nice if special weapons were obtainable from encounters, but as it is now you can only get heavily deteriorated and broken items from them, making you to farm them....hmmmm
« Last Edit: July 31, 2010, 02:38:40 pm by kraskish »
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Solar

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Re: XL70E3 tweaks
« Reply #18 on: July 31, 2010, 03:21:16 pm »

It used to be better than the Assault Rifle, then we boosted the AR. At the time we were thinking about what should be done with the XL70 and the HPFA and we had the problem where we were having to leave AR and FN FAL down a level to make room for the HPFA and XL70.

So we raised the AR to a reasonably competitive level, FN FAL needs a bit more still, and the other two will be removed from being craftable. I'm sure they will be boosted and made available in faction scenarios for high ranking members of NPC factions, but they won'tbe generally available.

The problem with any encounter based system is the amount of encounters that occur on the server. A massive amount happen, so if anything comes from them then you get flooded by them.
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kraskish

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Re: XL70E3 tweaks
« Reply #19 on: July 31, 2010, 03:39:06 pm »

 :) Sounds good. Probably the best solution for end game uncraftable items. *Waits patiently*
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manero

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Re: XL70E3 tweaks
« Reply #20 on: July 31, 2010, 04:02:19 pm »

Not all energy weapons are good - Gatling Laser. It's totaly useless, except against psycho big gunners. But its still crap. Low damage and the most expensive weapon in use.

gordulan

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Re: XL70E3 tweaks
« Reply #21 on: July 31, 2010, 04:03:46 pm »

well, t'ain't no craftable weapon... :P
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manero

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Re: XL70E3 tweaks
« Reply #22 on: July 31, 2010, 04:04:36 pm »

well, t'ain't no craftable weapon... :P

But its quite common. Enklave patrols, shops, special encounters. Everyone got it.. No one use it.

gordulan

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Re: XL70E3 tweaks
« Reply #23 on: July 31, 2010, 04:06:03 pm »

yeah, but we were looking for underpowered craftable weapons, weren't we?
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manero

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Re: XL70E3 tweaks
« Reply #24 on: July 31, 2010, 04:08:59 pm »

Yes, but maybe devs can do somethin with Gatling also. It would be good for pvp players. New build, EW burster. Sounds cool ;)

Izual

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Re: XL70E3 tweaks
« Reply #25 on: August 07, 2010, 05:06:02 pm »

Solar said this gun would be removed from the game.

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