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View Full Version : McWaffle's #SWAQPORIUM : Selling/Trading my #SWAQOVERLOAD(weapons/armor/mods/ingame$)



McWaffle
04-06-2013, 06:43 AM
Mods for Mods - Many Have Brutal or Run and Gun Synergy (no currency or weapons for these)
http://i.imgur.com/y8Gjqyd.pnghttp://i.imgur.com/3X7deLW.png http://i.imgur.com/gm8HxJX.png http://i.imgur.com/RrSvbC5.png

Screencaps Of All my mods(synergies not shown)
http://i.imgur.com/EBL6IjZ.png
http://i.imgur.com/rL0k604.png

Armor for Sale (Currency)
http://i.imgur.com/hxpJj7S.pnghttp://i.imgur.com/EFCX84E.pnghttp://i.imgur.com/PqP65Q2.png

Weapons (Currency or Trade)
Click Images for gallery of more weapons of the Corresponding Color
http://i.imgur.com/4Nq9Ge6.png<-Click for More (http://imgur.com/a/ic826#0)http://i.imgur.com/CsbrEfX.png<-Click for More (http://imgur.com/a/niAGH#0)


Blues will be added soon here:http://imgur.com/a/g8GJK

Mods if you enable or over ride HTML for these two lines, I would be indebted to you forever.

<iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/MvXVu/embed"></iframe>


<iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/niAGH/embed"></iframe>

McWaffle
04-06-2013, 06:44 AM
Pricing:

I am trying to figure out a standardized pricing system for in game cash value for weapons and armor.

The listed Price on the pictures is what the vendor would charge for the item if you were too buy it at the shop. The in game value of 1currency is about 2.5 salvage. Personally I would never exchange salvage for a key so I am not including them in this pricing or an equivalent for either.

I value salvage a little more then the game I think, and would exchange 2:1 to credits.


I like vendor prices for armors but with a modifer:
White: x1
Green: x1.1
Blue: x1.25
Purp: x1.5
??Orange??: Never Seen
Armor is pretty basic and common, I think this would be pretty fair considering most vendors dont carry quality armor and the ones that do take rep.


Weapons I would do something similar but have a range and be more flexiable depending on several variables but something like


Blue: x1.25-1.75
Purp: x1.75-2.5
Orange:x2.5++++
The differences will be the inherient stats it gets. A detonator with +MaxDmgRadius is worth more then one with +MeleeDMG. The Full XP bonuses will further widen this gap. Dont know if i would even take metal at this point on these. ITs 17k+ for the 4th mod slot.

Greens:
Blue: 1.25-2x
White: +Green are actually the ideal bases for crafting it appears as they are a sorta blank slate. Green being the best with an extra inherent bonus. While the blues+ come out of the box nicer there potential is limited as there synergy bonus is locked in. (I could be wrong but i have put in synergy mods and they dont display if there is an inherent mod) For example this is stilll my goto weapon of choice for exploding things:http://i.imgur.com/q41y2w7.png