111028-fcon-platwire-combat-assist-module-bug

== Content ==
			
When crafting the Apprentice Weaponsmith "Exile Titancore Weapons" you unlock Exile Titanwire Combat Assist Module. 
 
When Crafting the Journeyman Weaponsmith "Exile Platcore Weapons" you unlock Fcon Weapons but not the FCON Platwire Combat Assist Module.   I don't think this was intended.
 
When i craft an Exile Set of Armor on my alts, i unlock the next set of armor Plus an energy shield or support system. (armorer and outfitter).
 
 
I"m not sure if someone forgot to trigger the unlock or what happened.  Anyone else able to get this unlocked?
 
 
PS. Yes, i know the image isn't there saying it will unlock. The image isn't there on the other crafters either, but it does do the same. 	
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			friendly bump	
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I'll investigate this today. Watch this space for my reply.
 
UPDATE: The six FCON (or "Elite" PvP crafted weapons) should have been available for unlock at the Artisan and Expert tiers, just as it happens at Journeyman currently. This is an issue I intend to address sometime very soon.
 
Also, it's worth pointing out that Outfitter does not always receive a bonus Support System from crafting each piece of a tier's PvP gear (as they do for Apprentice Tier). You can unlock new Support System recipes by fulfilling the Support System crafting achievements on the Tech Tree.
 
The bottom line is this: there is currently more inconsistency between the various crafting professions than I think is desirable. You should expect more unlockable recipes in the future to help bring balance to this issue.
			
				
	Edited October 31, 2014 by VikingNoah	
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			*Expert Technologist just stands there, staring*	
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Proof of life...
pic.twitter.com/7LNaoH7v6v
			
				
	Edited October 31, 2014 by VikingNoah	
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I still do my technogist daily quest for the data ration. But have no doubt there are technogists (and other crafters) who would still be playing today whose decision to unsub was influenced by... inconsistencies.
 
Get the Expert Research for Technologist on to Live and fix the adventure schematics for tailor (bind on pick-up, which is not the case for other professions' schematics that drop in adventures) and I'll forgive a lot.
 
(And I still think that crafted PvP should be the best or equal in underlying budget to the best so that this game can fulfill the potential of actually choosing how we want to allocate points instead of stat-allocation being forced on us by there only being 2 pieces of gear available for each slot at that level.)	
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			This still hasn't been addressed.  Bump for visability	
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