Commando Archive
Thread: Heavy Weapons Animations!! I WANT THEM BACK!!!
However, its outragous that our Rocket Launcher...suppousedly the mother of all weapons (for the damned resource requirements (nearly 1400+ units), it oughta be!) it just outright -sucks- that it has such a weak "dart-like" "rocket"...
Explosions...commandos want huge explosions! I miss the old launcher pistol spiraling rockets of death (although the particles couldve been toned down for lag) =/
And theres 5 proton grenades you need per, 125 total. Each is the 50%-75% the size of a pistol. Then theres 4 Power Handlers (generally the larger rifles/HW take 4 or 5 of these, and they're usually the guts of a weapon that take up most of the cost per weapon). THEN theres 8, count em...EIGHT Adv projectile feeder mechanisms. Then two weapon scopes which are small stuff, and finally the resources.
You're talking the size of several kinetic carbines (ie the czerka dart carbine), several pistols (ie DL-44 XT's), and a heavy weapon (ie Plasma Flamethrower) for ONE weapon thats a bloody CL22...
Message Edited by StarNick on 07-18-2005 01:43 AM
RankorCity wrote:
More specifically, I want the stop, kneel, throw it on your shoulder, fire with recoil, stand back up thing. The new particle animations are nice for everything but the RL.
Maybe we'll get some love in the crafting revamp!!!!!!
/SIGN
RankorCity wrote:
More specifically, I want the stop, kneel, throw it on your shoulder, fire with recoil, stand back up thing. The new particle animations are nice for everything but the RL.
Maybe we'll get some love in the crafting revamp!!!!!!
Ah, knowing these devs, they'll do the same thing to Weaponsmiths that they did to Armorsmiths.
Up the number of resources required by a factor of 2.5 or 3, and add more specific resouces rather than generic (Nabooian fiberplast over standard fiberplast, for example).
More specific resouces == higher production costs.
More resources period == even higher production costs.
Higher production costs == higher prices when shopping.
And that's assuming they don't decide to make it "interesting" by having every single weapon require some set of parts that have to be identical from a factory crate.
Ryubushi wrote:
Ah, knowing these devs, they'll do the same thing to Weaponsmiths that they did to Armorsmiths.Up the number of resources required by a factor of 2.5 or 3, and add more specific resouces rather than generic (Nabooian fiberplast over standard fiberplast, for example).
More specific resouces == higher production costs.
More resources period == even higher production costs.
Higher production costs == higher prices when shopping.
And that's assuming they don't decide to make it "interesting" by having every single weapon require some set of parts that have to be identical from a factory crate.
And then, just because they love to slap down all professions that aren't Jedi or BH, they'll nerf all weapons used by the "normal" professions, culminating with CDEF pistols doing more damage than a rocket launcher.The scariest part of this post is that, despite my sarcasm, I honestly expect something along these lines to happen.
It would suprise me more if SOE fixed us compared to if they did this. Or actully realy fixed any other prof than BH or jedi.
Technically that's a reality...
Most of the higher level carbines/rifles/heavy weapons require 2-5 power handlers/feed mechanisms from an identical crate. For each weapon you only need one rifle barrel, one weapon stock (optional), and one weapon scope (optional).
For pistols, a big chunk of them only require 1 power handler/feed mechanism. A few do require 2 from an identical crate.
Now, if they made it interesting where each weapon requires some set parts of a different measure for each weapon, that would suck majorly. Thats why its tough to craft grenades, they require 4 parts (protons, imperial detonators I think require 3) that no other weapon uses, plus those parts factory-time wise take longer than the regular weapon components. Since only grenades use those munition components, it takes away the production of the regular components used in pretty much every ranged weapon out there...so its more of a hassle, reduces efficiency in the longterm, and takes longer.
If they did that to every weapon, heh you'd see a lot of pissed off weaponsmiths
As an FYI it roughly takes a week of factory time to create 999 proton grenades (a component of the RL's), and a week and a half to two weeks to make 125 Rocket Launchers. A Low powered CL22 weapon. You won't see many smiths wasting their time on these.
If there was an advanced version with the current resource requirements with uber damage and effects, and a lower level version with a much smaller resource requirements I would definately be making them. Right now my MSmugg/Mcommando does not haveanRL because of the steep requirements and low damage output.
Ironically our LBC and Proton grenades have in their description that they have a chance to slow down vehicles if a swoop or speeder is in the blast radius. This is nice, but really unused. And because we don't do damage within our own profession, we can't "penetrate" the armour of an AT-ST anyways...
Namely, taking a knee and taking your sweet time to pull out the weapon, aim, and fire (and 99% of the time, MISS). Then putting the weapon away. Then for you to stand up. All this took ALOT of time. Before the CU, by the time you got one shot off at a target 60m away with your Rocket Launcher, the target was already 7m in front of you doing dizzy attacks and knockdowns. You were one, dead, Commando.