Originally posted by greebmushroome
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Originally posted by Nolrog
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But as mentioned above, they use many of the same materials, and the same type of format.
the "base" weapon is really not that useful as its damage and stats are low (stats about half, damage some number that is fairly low) you need the slot 11 augment to make it a worthy weapon. This is similar to cultural. (Currently there are no slot 12's but it is not forgotten, just being evaluated... especially since the weapon ratios are VERY VERY likely (not a promise) to go up post launch)
So I and others have been calling it "cultural" weapons out of familiarity... not out of any "cultural" basis of the actual weapons.
They also use the same general naming scheme for the weapons and augments.
Originally posted by Taadieri
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Originally posted by Paloverde
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As for tinkering, just 3 new "toys" once that can do significant damage.
Originally posted by Chaparrell
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