Commando Archive
Thread: I think that the number of charges of consumables should be increased with factor 10
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Kolpo
Mon Jul 26, 2004 7:14 pm
#1
Currently is the price of many consumable weapons higher then the money you can make with them. Rocket launchers have only 30 charges and grenates even less. I think that the number of attacks/price ratio of a lightsaber is even better then that of our consumable weapons!
Grenates and rocket launchers might be costly but the cost of weapons should never be higher then the money you can make with them ,because of that do I propose to increase the number of charges of commando consumable with factor 10. That would bring our price somewhat in line with the other professions(we would actually still be much more expensive).
So that a rocket launcher who has now 30 charges would have 300 charges and a grenate who has now 5 charges would have 50 charges.
kenrw24
Mon Jul 26, 2004 7:49 pm
#2
I agree that increasing the number of shots on consumable weapons like the rocket launcher would make them much more enticing and more useful, but I believe (and I hate myself for saying this) there are plans in the works to greatly alter the consumable weapons in the not-so-upcoming combat balance.
So, while your idea has merit, and would make a great temporary fix until the combat balance, the commandos will of course receive squat between now and then - consumable will remain worthless, grenades will remain deadly to the user and the HAR will remain ineffective and unused.
So, while your idea has merit, and would make a great temporary fix until the combat balance, the commandos will of course receive squat between now and then - consumable will remain worthless, grenades will remain deadly to the user and the HAR will remain ineffective and unused.
Skeptic666
Tue Jul 27, 2004 8:38 am
#3
ya I agree maybe not that much. BUt maybe like grenades can come in stacks of 20-30 and the Heavy weps no less then 50 shots and you can exp them up to about 100. Cuz you forget besides the insane build cost then you have to have them sliced. SO Ca CHing again. 30 and 5 are just to low 
Ster
Tue Jul 27, 2004 8:41 am
#4
Unfortunately I have never been a CM. Does anyone know what their stack sizes are? This would give us a good idea of what other professions are like. The DEVs seem to respond better to something that is alredy being implemented.
Syzygy-Gorath
Tue Jul 27, 2004 8:42 am
#5
Depends on what you use to make the poison/disease. Asa Master Combat Medic I'd get about 25 charges per poison/disease with advanced components, 99 charges using Rancor Bile (but that really hurts the effectiveness rating.)
Ster wrote:
Unfortunately I have never been a CM. Does anyone know what their stack sizes are? This would give us a good idea of what other professions are like. The DEVs seem to respond better to something that is alredy being implemented.
Ster
Tue Jul 27, 2004 8:45 am
#6
Syzygy-Gorath wrote:
Depends on what you use to make the poison/disease. Asa Master Combat Medic I'd get about 25 charges per poison/disease with advanced components, 99 charges using Rancor Bile (but that really hurts the effectiveness rating.)
Ster wrote:
Unfortunately I have never been a CM. Does anyone know what their stack sizes are? This would give us a good idea of what other professions are like. The DEVs seem to respond better to something that is alredy being implemented.
Did you feel confortable with that stack size? Also, remember that our grenades would not have DOTs so we cant just throw 1 or 2 and run. We would have to use our grenades as a "constant attack." With this in mind, what would you recomend the stack size to be?
Syzygy-Gorath
Tue Jul 27, 2004 8:50 am
#7
Ster wrote:
Syzygy-Gorath wrote:
Depends on what you use to make the poison/disease. Asa Master Combat Medic I'd get about 25 charges per poison/disease with advanced components, 99 charges using Rancor Bile (but that really hurts the effectiveness rating.)
Ster wrote:
Unfortunately I have never been a CM. Does anyone know what their stack sizes are? This would give us a good idea of what other professions are like. The DEVs seem to respond better to something that is alredy being implemented.
Did you feel confortable with that stack size? Also, remember that our grenades would not have DOTs so we cant just throw 1 or 2 and run. We would have to use our grenades as a "constant attack." With this in mind, what would you recomend the stack size to be?
It's not really an apples to apples situation. Put it this way: I went through 20 damage sliced rockets (charges, not packs thank god) against Axkva Min and a Nightsister Elder last night. (And a boombot, but that's neither here nor there.) As a CM I'd go through maybe 2-3 charges per MOB. So we're talking a five-fold increase on consumable expenditure. But as a CM poisons and diseases were my primary weapons. As a Commando consumables are a backup. Personally, I would say 25-count stack for grenades, 100-count stack for heavy weapons would be more apropriate—without changing the resource requirements or crate size. If either of these secondary factors are changed it would negate any benefit to an increased stack size.
Edit: I haven't had coffee today, and I suck at math 
Edit2: An explanation of why I say 100-count for HSWs. While poisons and diseases are a pain to get the specific reqources for (Eleton, Tolium, Titanium Aluminum, etc.) our most effective HSW is even worse. Crism Siliclastic Ore. Oy! It is also far more difficult to enhance an HSW—Gorax Shards? In a consumable? My **self-edit**—so I'd say that an increased stack size over comperable CM consumables would be a logical way to make up for those shortcomings.
Message Edited by Syzygy-Gorath on 07-27-2004 11:54 AM
Ster
Tue Jul 27, 2004 8:53 am
#8
I understand the problem with comparisons. Just trying to get another point of view from another profession that has to use similiar devices.
Syzygy-Gorath wrote:
It's not really an apples to apples situation. Put it this way: I went through 20 damage sliced rockets (charges, not packs thank god) against Axkva Min and a Nightsister Elder last night. (And a boombot, but that's neither here nor there.) As a CM I'd go through maybe 2-3 charges per MOB. So we're talking a five-fold increase on consumable expenditure. But as a CM poisons and diseases were my primary weapons. As a Commando consumables are a backup. Personally, I would say 25-count stack for grenades, 100-count stack for heavy weapons would be more apropriate—without changing the resource requirements or crate size. If either of these secondary factors are changed it would negate any benefit to an increased stack size.
Edit: I haven't had coffee today, and I suck at math
Message Edited by Syzygy-Gorath on 07-27-2004 11:50 AM
Syzygy-Gorath
Tue Jul 27, 2004 8:59 am
#9
A better comparison might be scout traps, although given that scouts craft their own this is also an orange to tangelo sort of situation.
Ster wrote:
I understand the problem with comparisons. Just trying to get another point of view from another profession that has to use similiar devices.
garvin
Tue Jul 27, 2004 11:09 am
#10
One of the things I've been pushing for is to up the number of grenades per pack to 25 or 50...to compensate, lower the number per factory crate...
I've also still got my RL proposal still out there that is being considered...if all goes well, we'll have only a Rocket Launcher Shell, then ammo clips (like grenade packs) that go into the launcher...These Ammo packs would be the various types of consumables we currently have (Acid, Plasma, Blast, etc)...These Ammo packs would be in batches between 25 to 30...maybe more...and would be slicable...The key goal is that the ammo packs would be easier to craft making them cheaper and more readily available...
Ster
Tue Jul 27, 2004 11:14 am
#11
garvin wrote:
One of the things I've been pushing for is to up the number of grenades per pack to 25 or 50...to compensate, lower the number per factory crate...
I've also still got my RL proposal still out there that is being considered...if all goes well, we'll have only a Rocket Launcher Shell, then ammo clips (like grenade packs) that go into the launcher...These Ammo packs would be the various types of consumables we currently have (Acid, Plasma, Blast, etc)...These Ammo packs would be in batches between 25 to 30...maybe more...and would be slicable...The key goal is that the ammo packs would be easier to craft making them cheaper and more readily available...
And it sounds like a plan.
Yoda2397
Tue Jul 27, 2004 2:14 pm
#12
This was my assumption as well, but I would prefer Ster's idea that it would remain the way our consumables are now. That way we don't get penalized for the weapons switch delay...
Syzygy-Gorath wrote:
Ster wrote:
Syzygy-Gorath wrote:
garvin wrote:
One of the things I've been pushing for is to up the number of grenades per pack to 25 or 50...to compensate, lower the number per factory crate...
I've also still got my RL proposal still out there that is being considered...if all goes well, we'll have only a Rocket Launcher Shell, then ammo clips (like grenade packs) that go into the launcher...These Ammo packs would be the various types of consumables we currently have (Acid, Plasma, Blast, etc)...These Ammo packs would be in batches between 25 to 30...maybe more...and would be slicable...The key goal is that the ammo packs would be easier to craft making them cheaper and more readily available...
Pre-weapon-switch-delay your multi-launcher idea rocked…but now, to be honest, I'd rather have consumables as-is. No delay is a good thing. I'd really rather not see consumables become our primary weapon, but I may be in the minority here.
Edit: that is to say, with the delay once the consumable launcher is equipped, chances are it'll stay equipped. That means the focus will shift to consumables as a primary weapon, further removing reason to look at the HAR/HAR skill line.
Message Edited by Syzygy-Gorath on 07-27-2004 03:38 PM
I assumed that the multi-launcher idea would work like the RLs and such right now. You would never "equip" it per say, but you would still be able to load it with a certain shell according to the situation.
Really? I was under the impression it was "something we can hold in our hands" to get an accurate read on relative accuracy.
garvin
Tue Jul 27, 2004 2:31 pm
#13
Regarding the Weapon Switch Delay...there are 3 Basic Proposals that many of the Correspondents are pushing for...and as far as I know, the Devs are actually considering...
1) Allow professions with different weapon type certs to use any of the weapons they are cert'd without any delay.
2) Allow anyone who has Mastered Marksman to have no delay or at least a reduced delay.
3) Allow anyone who has Mastered Certain Professions (like Commando and Bounty Hunter) to have no delay or at least a reduced delay on weapon switching.
All 3 have their pros and cons...
#1 would be nice, but many of us use dabbled weapons to set up for our /flame specials, so we'd still hurt until we got our fixes...
#2 would be of special reward to Bounty Hunters and Commandos since we are both required to Master Marksman...Kind of like how Master Brawler increased their range to 20m...It would give the Master Marksman Box a very nice boost...
#3 This would be a nice boost reward for those who decided to go all the way to Master...but wouldn't help those who dabble (nothing wrong with dabbling, but I do believe Master's should have an advantage)...Dabbers would probably be against this idea...
Many of the Correspondents have been repeatedly pushing this issue...hopefully we'll see it addressed soon...Last we heard the Weapon Delay is here to stay for the time being, but the Devs are open to suggested tweaks to help out us professions with multiple certs and dependencies...
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