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Bug--> Assault Rifle (Munitions) Recharge

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2009 in Gameplay Bugs
In order for Munitions to be competitive with some of the more traditional dps sets like Ice and Fire, it relies heavily on crafted and dropped weapons.

I purchased the advantage for Assault Rifle that allows it to be fired without a recharge timer; it worked fine, although energy usage was pretty heavy. I then crafted an ice rifle primary offensive item that would change the graphics of the weapon and allow a small chance for some additional ice damage.

This reset the power to its original form...that of having a recharge timer. Please investigate and correct. If this is intentional, then it totally gimps a huge part of munitions. Similar items crafted for other power sets such as archery and darkness do not do this to the powers; they retain the advantages purchased regardless of what offensive crafted or dropped item resides in the primary and secondary offense/defense/utility slots.

Thanks.
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I've noticed the same problem with the Pulson Shotgun and the Breaching Round advantage for Shotgun Blast. It must be a similar bug to the one which was causing various pistol models to not allow the basic Gunslinger energy builder to be maintained, instead only allowing them to fire once upon each click.

    I agree with the OP, so Fix please.

    Thanks /signed
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Yah...I found a defensive slot item causing the energy builder to be unusable. Sparksheild from the Desert. Had a crafted pistol in the primary offensive slot at the time, and having the Sparkshield in the defensive slot disabled my endurance builder.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I remember pointing this out earlier :-/

    Advantages and ranks do not work with the power replacers, which makes them obviously inferior, even if you have no ranks in it. Strangely enough, the power replacer often does less damage and usefulness then the power itself, particularly along the AR line (some of the PR pistols arn't to bad.)

    I assume this is working as intended, hence the whole name, power replacer. But why have them then? Since more often then not, if we like the power enough to get a replacer, because it uses a valuable slot we could use for better stats, we're going to buy the advantages for it.
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