Commando Archive

Thread: Do Grenades get any better?

Vorp
Thu Dec 11, 2003 6:31 am
#14

Sorry someguyonline. But skill tapes whit + to grenades assembly/experiment are useless


They was meant to be used by commandos but when devs moved greandes from commandos to us (ws) they removed grenadecreation skill but left skill tapes.


And idea about asking WS to make you schematics are very good (but already used ) you might get them for free or for a fee (i ask for20% of price that same grenades cost on my vendor).



Btw i dont know if it is usefull info to commandos or not but as ws i can change range mods in greades.


Dont have numbers right now, but it looked something like that. from +5 @ 9m to +10 @ 17m or something like that. The trade off are that you will loose some damage/speed




Nerf 'Em All
And Let DEVs Sort' Em Out
(Usefull melee weaponry all from Scythes to Vibro Knucklers) Vorp Inc
oleg1981
Fri Dec 12, 2003 7:38 am
#15

If you're on Scylla, send a tell to Tragic, he's a master WS who regularly restocks crates of high-end c22's for 12-15k a crate with 25 units per crate.



Oleg's Ores Corp
Oleg - CH/Rifleman/ex-Pikeman/Miner
Inorganic resources, 3687 5685, inside of MEGACORP mall
Isle of Misfits, Dantooine
PadawanChong
Fri Dec 12, 2003 8:28 am
#16

Or if you're on Radiant, I'm your man for munitions.


Good responses in here about self-incap... I hear about it a lot from first-time customers. And on a Proton, it's almost a must that you put at least 1 EXP point into range since ideal range by default is 10 and what is te blast radius??? 10...


At least make ideal up to 12 with 1 experimentation point. They won't miss the little extra damage that would have been added with it.




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GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
Lvl 43
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