Commando Archive

Thread: So let me get this straight....

SteveFett
Fri Jul 11, 2003 6:08 pm
#1

The only weapons a novice commando can use that gives Heavy Weapons EXP can only be crafted by a master weaponsmith? Since launcher pistols for some reason only give pistol exp?

What the heck gives?
Khale-Forever
Fri Jul 11, 2003 7:13 pm
#2

I'm not real familiar with the commando class, but i saw rocket launchers available for purchase at the Rebel Recruiter at Anchorhead the other day. Were selling them for 5000 faction points. Not sure if that helps so disregard if it doesnt.
Galaian
Sun Jul 13, 2003 5:05 am
#3

5000 faction points for a 5 shot weapon. I'll pass.



"Would you like that extra crispy or carbonized?"
Loraka
Sun Jul 13, 2003 5:09 am
#4

You are correct. Master Weaponsmiths are the only ones that can make the Commando Novice weapons. The problem with that, none of them will unless you are in a PA or can somehow find the resources yourself.



BTW, the Launcher Pistol gives Pistol XP which is useless to the Commando anyway.

KungFuMonkyMan
Sun Jul 13, 2003 5:45 pm
#5

We told the devs for months in beta our weapons were doing nothing and the resources could not be found. What did they say to us for months? /ignore commandos Another great SoE game!



Blasto the pissed off, broken, does 1 damage with any commando weapon if he's lucky enough to ever acquire one, Bitchin Commando
Hobby: Teras Kasi Artist
Imperial Faction Aligned
Fastgun
Wed Oct 15, 2003 7:35 am
#6

The pluses you recieve for taming agressive creatures as you progress through the Creature Handler profession is based on the Creature Agression number and not the Creatures level? Anyone that knows about this please respond.


Fastgun

Dzhyrz
Wed Oct 15, 2003 7:37 am
#7






Fastgun wrote:

The pluses you recieve for taming agressive creatures as you progress through the Creature Handler profession is based on the Creature Agression number and not the Creatures level? Anyone that knows about this please respond.


Fastgun







You get 2 skill mods with Tame.


+ taming wild creatures (non aggressive)


+ taming vicious creatures (aggressive)


The vicious skill mod is thought to be based somewhat on ferocity of the creature. But you generally need one more box in Tame to tame aggressive creatures the same level as wild creatures because your skill mod for vicious is always lower than the wild creature skill mod.




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gfdhgf
Fri Nov 14, 2003 8:19 pm
#8

so, now the missions on the hard planets are crap? used to be lvl 65 missions which were hard enough and got 20k for em, id say thats good, and now there lvl 88 and pay 10k? yea um, that dosnt seem right, there goes combat professions main way of making money, but still if ur gonna raise the difficulty, u dont lower the price, was this just osme rumor, is it true? does anyone agree?



Need to get somewhere cheaply? I'm your man. Charter space flights. If for group hunting, it's free as long as im involved If for anything else, see me about fees(Alot cheaper than normal interplanetary transportation).

Need a job done? Need protection? Need anything? Ask!

Carbineer/ TKA/Private pilot at your service.

Minas Ithil - Starsider
gfdhgf
Fri Nov 14, 2003 11:29 pm
#9

bump



Need to get somewhere cheaply? I'm your man. Charter space flights. If for group hunting, it's free as long as im involved If for anything else, see me about fees(Alot cheaper than normal interplanetary transportation).

Need a job done? Need protection? Need anything? Ask!

Carbineer/ TKA/Private pilot at your service.

Minas Ithil - Starsider
Kal_Choedan
Thu Feb 12, 2004 8:35 am
#10

Ok, so.... Smugglers now have the ability to smuggle. But in order to get that ability, every single service or craftable product we can make has been made illegal? I've heard from some smugglers that even their slicing business has started to drop off, and I've already had a guild member tell me they don't want their stuff sliced any more.

Furthermore, there are now Chef Foods whose buffs are WAY better than what you can get from spices, for example a decently experimented Vasarian Brandy will give +325 to mind, focus and willpower for THIRTY minutes, with no downer, and you can take TWO of them!!!!

So that's +650 to mind, focus, willpower for 30 minutes with no downer!?!?

Compare Muon Gold - +500 to mind, focus, willpower for 10 minutes with a 3min 40sec downer.

Bleeds have been totally nerfed, they have not done what they said they would do. Not only do resists now affect bleeds, but all bleed damage has also been HUGELY reduced, making bleeds much less useful overall. THEY HAVE ALSO REMOVED ALL XP GAIN FROM BLEED USAGE. Yes, bleed damage will now give you loot rights. But if you do the old smuggler trick of bleed/feign, then yes you will kill the crature and get loot rights but you will get at most 1 xp for the kill. If you bleed and then tank and fight normally you will get less xp than if you didn't use the bleed.

The alleged Smuggler revamp had better be VERY good, that's all I can say.

Kal



Pirates of the Burning Sea

Comeing to you in June 07

Be there and sink a Frenchy


Espo99
Thu Feb 12, 2004 9:10 am
#11

Kal,


My main character is a pistoleer/smuggler. My alt is a chef. You are correct that the new chef buffs can be very good. However, you either fail to realize that a) the resource cost is extremely high b) the Bio-Eng components are needed to make the buff you posted c) the resources used have to be exceptional. I make and sell spice as well. With spice I can throw any crappy resources together and get the same buff. Furthermore, I can make one factory run to produce crates. With the new chef buffs, it takes5 factory runs (1-BE Comp, 2-Additive, 3-Alcohal, 4-Trim, 5-Cask) to make a crate of Vasarian Brandy.


So yes, the new chef buffs are nice, but the Smuggler spices are way easier and cheaper to produce. After the initial surge of chef food sales, I see spice business returing as normal.






DAVCRE

MOON BOOTS FTW


Kal_Choedan
Thu Feb 12, 2004 9:52 am
#12

I disagree epso. Some people will focus on becoming professional chefs and the products will be available. With the ready availability of cash, even though it will cost more to buy chef's food, people WILL buy them, and they will use them in preference to spices. The bottom will then drop out of the spice market.

And to be honest that isn't really my point, anyway. Why the hell should a legal food product give a BETTER buff than an illegal chemical stimulant, regardless of the time and effort that goes into making it? That just nonsense.

This is why I say the alleged smuggler revamp had better be good. Spices SHOULD have drawbacks, unlike food. They should also be a LOT stronger than anything makeable by a chef. We'll have to wait and see.

Kal



Pirates of the Burning Sea

Comeing to you in June 07

Be there and sink a Frenchy


WayneInAustin
Thu Feb 12, 2004 10:04 am
#13

Espo...


Your discussion of difficulty and cost is why I have always voted "No" to experimentation on spices. I think people overlook the fact that if experimentation is implemented, that our costs will skyrocket, making chef foods all the more desireable.


Also, I have the following questions. Keep in mind that I know zippo, zilch, nada about foods, so please comment in detail on the following:


I understand that some foods/drinks (such as vesarian brandy) that they last 30 mins. But then aren't you unable to take that again for another 30 minutes? (i.e., only once an hour?)


What happens if you take one, and then 30 mins later take another? Does the 2nd one still work?





____________________________________________
Way'ev-Da on Eclipse
Came to life in Restuss, on Rori, 07/03/2003
Master Rifleman 10/18/2003 - present
Master Smuggler 1/25/2004 - 11/05/2004
Dancer buffs + Muon + Musician Buffs + Vasarian Brandy = Sex, Drugs, Rock&Roll, and Alcohol(Man, I love this job!)


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