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 Star Wars Galaxies - An Empire Divided
 SWG - Chapters and Updates
 Game Update 5: Core of the Matter
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robiwan
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Posted - 14/07/2008 :  12:44:04  Show Profile  Send robiwan an ICQ Message Send robiwan a Private Message  Reply with Quote
Game Update 5: Core of the Matter



Munitions Traders in Game Update 5 have a new system for crafting weapons in Game Update 5! Weapon cores allow the weaponsmith to choose the look of the weapon, the elemental type, and more.

Choose Your Level

Cores, similar to cores used when armorsmithing, are crafted subcomponents used to select the level of the weapon the trader is crafting. Cores also derive most of the damage caused by the crafted weapon.



Core levels range from level 18-90, depending on the core type, and the level determines the weapon stats. Types of weapon cores include:

• Basic Ranged Weapon Core
• Standard Ranged Weapon Core
• Advanced Ranged Weapon Core
• Standard Heavy Weapon Core
• Advanced Heavy Weapon Core
• Basic Melee Weapon Core
• Standard Melee Weapon Core
• Advanced Melee Weapon Core

Each core has a level range of even levels (18, 20, 22, and so on). Basic cores create weapons level 18-40, standard cores are level 42-72, and advanced cores are 74-90.

Choosing the level of the weapon also gives the Munitions Trader the opportunity to select the weapon appearance. Since weapon appearances have no intrinsic levels in them, Munitions Traders could place a level 90 ranged weapon core into a CDEF Pistol, create a level 12 Intimidator pistol, and more.

When crafting the weapon, place the core into any weapon appearance you have the schematic for. The Core Level slider in the Experimentation window must be used before spending the first experimentation point. Each increment of the Core Level slider increases the level by two. Selecting the level cannot be undone, so choose carefully!



Class restrictions on certain weapons will remain, so in the Intimidator example above, the weapon will still be limited to officers.

All weapons created by the Munitions Trader must be bio-linked before use.

Sub-Components

Several new sub-components have also been added in Game Update 5, and existing sub-components can be used in crafting the cores and weapons.

Elemental damage type is determined at the core level. Munitions Traders can craft the elemental type into the core to place it into weapons that don't have an element type defined. Core components with elemental types include the Elemental Corrosive Chamber (Acid), Elemental Cryo Chamber (Cold), Elemental Electric Chamber (Electric), and Elemental Plasma Chamber (Heat).



Munitions Traders use the Heavy Elemental Chamber, a required component of heavy weapon cores, to increase the elemental damage of crafted heavy weapons. Gas Cartridges are required sub-components for ranged weapon cores, and Reinforcement Cores are required to create melee weapon cores.

Blaster and Projectile Barrels can increase the damage of ranged weapons, and Vibro Units can increase the damage of melee weapons. Stocks and scopes also increase the damage of ranged weapons.

Weapon Power Bits are sub-components that allow the Munitions Trader to add skill mods to the weapon during crafting. Combine one modifier bit and one reverse-engineered power bit to create this subcomponent.

Weapon Power Bits add one stat, which can be a standalone stat or one that is already granted by a socket. The stats a Weapon Power Bit can add are the same ones that can be put into a powerup, and the stat's power is diffused by 60%.

Weapon enhancements and augments, which affect stat modifiers such as critical hit chance and health/action respectively, are looted sub-components new in Game Update 5.



Existing Weapons

Weapons that existed prior to Game Update 5 have not been changed or converted, but can be dismantled into tradable draft schematics that can be used in the new crafting system.

Use the radial menu on the weapon in the inventory and select Deconstruct. You must confirm your decision to dismantle your weapon.

If you choose to deconstruct, the weapon is destroyed and permanently turned into a schematic for the Munitions Trader. Once learned, the limited use schematic is displayed in the crafting list.



The Munitions Trader can craft the weapon to any level (depending on the core used) and with any of the sub-components listed above. The weaponsmith can also choose a custom name for the new weapon at the end of the crafting process.

Not every weapon can be dismantled. When looking to deconstruct a weapon, it can't be equipped and must be in your inventory. Lightsabers, weapons that can already be crafted by Munitions Traders, and some looted weapons cannot be deconstructed.

The newly crafted weapon is tradable but must be bio-linked before equipping it.

With new level, elemental, and sub-component options at their disposal, Munitions Traders can truly create their weapon of choice in Game Update 5!

I have waited and planned and built my strength for fifteen thousand years. I have evolved. It is time.
(Omnius Evermind)
---------------------------
Feyd'Rautha Saresh (Medic, Rebel Alliance, Europe-Chimaera), Robe Saresh (Force Sensitive, Rebel Alliance, Europe-Chimaera)


Edited by - robiwan on 14/07/2008 12:44:32
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