Commando Archive
Thread: Our Big Patch
Im as excited as anyone about this patch, commando just might not be laughed at anymore but I was thinking. When this patch comes out its not really an "instant" fix for us.
- Weaponsmiths will have to make "post-patch" commando weapons
- We have to save up credits for "post-patch" commando weapons
Now, if the flamethrower for example, is going to have 800+ damage I can only imagine what a weaponsmith is going to charge for one. Now, I already payed my a$$ load of cash to get my current commando weapons (Launcher Pistol, Acid Rifle, Flamethrower) and I dont really want to pay it again. Now, Im not one usually to log these complaint things and such, and I am glad that we are FINALLY getting attention but...just a little request from the devs.
I have no idea how easy/hard something like this would be for the devs to manage, or if they CAN even do it, but wouldnt it be nice if they could update ALL the commando weapons, even the ones you might already have now? I mean, we went a long time being THE gimp profession and the fun factor was seriously drained while playing commando. Now, Ive seen petitions for "Give commandos an extra free month" and Im not about to go off on that agian, its just absurd to ask for...but how about updating all of our weapons and saving commandos the trouble of hunting down these "post-patch" weapons, its not too terribly much to ask for in return for sitting out this profession waiting, and waiting, and waiting for a patch. And if Im wrong about all this and they already have plans to update all the weapons or if thats just how it works no matter what, feel free to call me a dumbass!
They could do it, but the difficulty arises in each and everyone is different. Different grade of materials were used, different experimentations, etc.. They can easily change hard stats, like armor piercing and such on already crafted ones, but individual stats is extremely difficult and time consuming to do.
The good news is prices are likely to drop considerably, as commando weapons will no longer require specific resources. Instead of Kammris Iron, any type of Iron will do. (As Ivoni pointed out!)
Read Ivoni's Commando guide. It should be renamed Commando Guide and FAQ =)
Whats the big deal with buying new weapons? I figured all commando's did stuff to make extra cash, i mine stuff so i always got money, Also whats the most they will charge? 30-50k? thats gamblin money. All commando's should have some way of getting the cash i mean for nades launchers...
Also about the fact that they have to craft us the new stuff, make a deal right now with a well known crafter. I did that, i will have 3 brand new flamers waiting for me
Anyway i think you should try that, if you trust them enough put a down payment on them also...
What I'm worried is that weaponsmiths will charge an exhorbant amount of credits for our new commando weapons.....**edit**, I already have 2 Launcher Pistols, 2 flamethrowers, 1 light lightning cannon(Commando weapon....forget it's real name), and 1 Heavy Particle cannon.
Cost= 150,000 credits.
I'm hoping that weaponsmiths won't go overboard on the new weapon prices....because, man, it's going to really tick me off.
Secondly, by removing specific metal requirements it makes all commando weapons 100% easier to make except the launcher pistol (don't think it was changed).
Thirdly, just don't support the weaponsmiths who charge outrageous prices.
I'm hoping to see 5 to 10k prices for the average flamethrowers and acid rifles. 15 to 20k for ones more care is put into their design.
Not sure what to expect for prices on grenades and consumable.
I think the big thing that will adjust the prices, at least later if not at first, will be the fact that commando weapons are consummable.
SInce I'm both weaponsmith / and going commando, I should know that the heavy weapons alone will have to be restocked more often. I also expect this, though the commando is a small profession base right now, they'll probably be one of the best customers so I'll definitely have to price things right
Because a dedicated commando will definitely come back to a dedicated weaponsmith.
Hopefully with the patch and a follow up of more fellow commandos I might be able to deal exclusively with commando weapons. Wish me luck ![]()
Hehe, yeah really. What DO you weaponsmiths spend your money on. I usually only spend money on new weapons. But you can make yours.
Why not expand and spend the bucks on new shops. One outside of every city. I guess that won't work because of the "lots" limit. "Sorry Mr. McDonald, we can't build any more McDonald's because you're out of lots..."
Solstise wrote:
And to be brutally honest, the weaponsmiths most likely to want to rip you a new one on prices will be the newer Master Weaponsmiths. Those of us who've been around awhile have more money than we can ever spend already.
Talk about a community that needs to come together for base prices for easy things to make.
Ok, the new changes make ALL of the weapons save launcher pistol just as easy to make as a scout blaster. Maybe more time consuming, but just as easy due to the fact the type of metal doesn't matter.
Pricing should be based on
1. Demand - of course
2. Resources - how much does it take to make. how long does it take to stockpile and replace those. Removing the specific resource requirements makes this much simpler
3. Time - just how much time does it take to make. Time = Money as they say.
That said this is what's on TC for them and how long many factory runs it takes.
Flame Thrower (3 factory runs) - 130 steel, 70 iron, 15 metal, 4 blaster power handlers from a factory crate (104 units), blaster rifle barrel (58 units), 28 liquid petrochem
Acid Stream Launcher (3 factory runs) - 150 steel, 40 iron, 30 metal, 45 crystalline gemstone, 5 power handlers from a factory crate (130), 20 carbonate ore, blaster rifle barrel (58)
Heavy Particle Beam Cannon (3 factory runs) - 150 steel , 40 iron, 20 metal, 45 crystalline gemstone, 5 blaster power handlers from a factory crate (130), 20 carbonate ore, blaster rifle barrel (58)
Heavy Acid Rifle (3 factory runs) - 130 steel, 70 iron, 15 metal, 4 blaster power handlers from a factory crate (104), blaster rifle barrel (58)
Lightning Beam Cannon (3 factory runs) - 150 steel, 40 iron, 20 metal, 45 crystalline gemstone, 5 power handlers from a factory crate (130), 20 carbonate ore, blaster rifle barrel (58)
Rocket Launcher (9 factory runs) - 150 iron, 170 steel, 40 metal, 25 more metal, 4 power handlers from a crate (104), 8 projectile feed mechanisims from a factory crate (136), 5 proton grenades from a factory crate (which requires 4 sub-components = 850 units), 2 weapon scopes from a factory crate (54)
So Rocket Launcher remains three times the time, and at least FIVE TIMES the resources. The rest take 3 factory runs just like the money making scout blaster.
To compare resources total used compare:
Scout Blaster: 80 units
Flame Thrower: 291 units
Acid Rifle: 377 units
Acid Stream Launcher: 473 units
Heavy Particle Beam Cannon: 463 units
Lightning Beam Cannon: 463 units
Rocket Launcher: 1529 units
So we can see the Rocket Launcher remains the king of largest time to make and largest amount to use.
No Offense Solstise but what math are you using for your pricing? Let me show you what I mean.
I know artisans have their daily maintenance costs to consider, but look this.
15k / 291 = 51 credits per resource for Flame thrower
15k / 377 = 39 credits per resource for Acid Rifle
10k / 463 = 21 credits per resource for cannons
30k /1526 = 19 credits per resource for Rocket Launcher
I remain steadfast that if weaponsmiths can take a LOSS to make and sell the cannons, they are obviously price gouging for our daily use weapons. Especially with the new changes. Prior to this it was understandable because of the specific metal requirements. That's GOING AWAY.
10k. Max price for our guns with the exception of the Rocket Launcher.
Now, that said I'm perfectly happy to pay more for the guns that use all advanced components to make. For the weaponsmith who only uses the finest resources. Who takes the time to make the best gun possible.
Using all advanced parts and optional stock for the flamethrower it goes from 291 resources needed to 434 units. That's 134 more of specific resources each. Back to the old rules of finding that specific resource and it spawning/not spawning.
After all, putting forth the extra effort calls for a better price. Just making it, however, doesn't.