Commando Archive
Thread: I do not like rocket launchers and heavy beam weapons not being expendable weapons.
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garvin
Mon Apr 18, 2005 12:40 am
#14
I also prefer the non-consumable versions now.
Let's examine the old versions...
- They cost as much or more resources to craft then non-consumable weapons with higher DPS
- The prices WS's set on them made the price vs. "shots connecting" way off balance, which lead to low sales
- The forced the user to stop and kneel to fire, which put the Commando in a very vunerable position
- They couldn't use specials
- They didn't have status effects
So in essence, the old versions had negative impacts on both Commandos and Weaponsmiths...
Now let's examine the new versions...
- The crafting of them falls along the same lines of other non-consumable weapons and their DPS is comparable
- Their price will now match up to weapons of comparable usefulness (based on resources needed and crafting time).
- They can be used while on the move as well as have various ranges
- They can use special attacks
- They have status effects
While I LOVE the idea of having ammo packs and reloadable weapons (I've heavily pushed that idea since way before I was even the Commando Correspondent), I'm not going to talk negatively about a good thing just because it doesn't LOOK as cool...the key for me is that, overall, it WORKS 100 times better then the old system...and that, my friends, is a definite step in the right direction...
Nothing says we can't keep pushing other alternate ideas for these weapons or maybe even a new consumable launcher weapons (I personally don't like the idea of the Rocket Launcher being a Level 1 box weapon...too weak)...But in the mean time, and especailly for us Commandos without money pouring out of every oriface, I prefer having more cost effective weapons AND I appreciate having weapons so useful that they give me a reason to equip something else BESIDES the FlameThrower...
Just my 2 cents...
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