DRL > Discussion
Quick questions thread!
punkbohemian:
1) What is YASD and YAVP?
2) I'm still new to the game and learning the ropes. I'm not sure I understand weapon mods. If I have two levels of WK, does that mean I can put 6 mods on a pistol? If so, does that mean I can go PPPTBB with the final mod turning it into a Storm Bolt that does 1d14x2 damage?
3) If I do something similar for an energy pistol (PPPPPT), would that be 2d9+9?
IronBeer:
--- Quote from: punkbohemian on April 01, 2012, 22:01 ---1) What is YASD and YAVP?
--- End quote ---
Yet Another Stupid Death
Yet Another Victory Post
These terms are typically used in reference to post-mortem dumps that get posted around here.
--- Quote from: punkbohemian on April 01, 2012, 22:01 ---2) I'm still new to the game and learning the ropes. I'm not sure I understand weapon mods. If I have two levels of WK, does that mean I can put 6 mods on a pistol? If so, does that mean I can go PPPTBB with the final mod turning it into a Storm Bolt that does 1d14x2 damage?
3) If I do something similar for an energy pistol (PPPPPT), would that be 2d9+9?
--- End quote ---
That would be awesome, but that's not how assemblies work.
First, WK (2) would allow you to add 5 total mods to a ranged weapon. 1 naturally + (2 per level of WK)*2. Also, you can't add more than 3 of a given type of mod to a ranged weapon. Melee weapons and armor can only take 1 of a given mod type (unless building an assembly), and can take one extra mod per level of WK.
Assemblies can only be made by following a particular "recipe" of mods. Also, assemblies of any level can only be modified if you have WK (2) when you make the assembly, and even then, exactly once.
punkbohemian:
--- Quote ---First, WK (2) would allow you to add 5 total mods to a ranged weapon. 1 naturally + (2 per level of WK)*2. Also, you can't add more than 3 of a given type of mod to a ranged weapon. Melee weapons and armor can only take 1 of a given mod type (unless building an assembly), and can take one extra mod per level of WK.
Assemblies can only be made by following a particular "recipe" of mods. Also, assemblies of any level can only be modified if you have WK (2) when you make the assembly, and even then, exactly once.
--- End quote ---
So then, wouldn't the beefy storm bolt work? PPPTBB is no more than three of a type. Or, does it have to be just TBB and that's it?
Regarding your second part, you have to do the extra mod during the assembly? In other words, you can't do the assembly when you have the mods, then add the extra later if you don't have it on hand at the moment?
In short, I'm trying to figure out a few of the best pistol arrangements I can come up with.
Thanks.
IronBeer:
--- Quote from: punkbohemian on April 01, 2012, 22:22 ---Or, does it have to be just TBB and that's it?
--- End quote ---
Yep. You need to match the specified assembly recipe.
--- Quote from: punkbohemian on April 01, 2012, 22:22 ---Regarding your second part, you have to do the extra mod during the assembly? In other words, you can't do the assembly when you have the mods, then add the extra later if you don't have it on hand at the moment?
--- End quote ---
You do the assembly first. If you have WK 2 when you make the assembly, you can add a single extra mod any time after the assembly is made.
For example, you want to make a Storm Bolter. If you want to mod it after construction, wait until you have WK 2 before making the assembly. You *could* do any 2 mods leading into that assembly, like BB or TB, first. But when you add that last missing mod, that's when you need WK 2. Following this example, if you build the Storm Bolter, you can add another mod (probably a P or B) at any time, but it'll be the only modification you can make.
Whizkid + assembly interaction is a little counter-intuitive at first, but a little planning can overcome it. Or, you can just live with unmodded assemblies. Most of the Advanced assemblies kick a lot of ass in their own right.
Klear:
Also note that you don't need to have WK to make basic assemblies and don't need WK 2 to make advanced assemblies.
While a doomguy without levels in WK can only add one mod to a weapon or armour, you can still add the second one if the result is an assembly. This is handy for discovering the basic assemblies, since if the second mod doesn't make an assembly, you won't be able to add it and it returns to your inventory.
Though judging by your post, you already looked the assemblies up in the wiki, so you have little to gain by discovering them.
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