Commando Archive
Thread: I think that the number of charges of consumables should be increased with factor 10
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...
Message Edited by Syzygy-Gorath on 07-27-2004 03:38 PM
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.
(i'd prefer marksman of course =P)
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.
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
cm's can make their own packs. commando must purchase from a ws. also on a differant note. if the number of charges is increased the price will go up. quite a few docs who sell packs sell them on the basis of what your going to make from that pack sellingbuffs (now im not saying all) not a set cpu per unit of ingredient that goes into the packs. what is to say that a ws is not going to do the same thing.
garvin wrote:
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...
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.
#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...
i think two delays should be set up. i'll use myself for the example. im master sword, master fencer, master brawl, and a little tk. i should recieve no delay if i switch weapons within one system for example: power hammer to scythe, a minimal, maybe 1 second delay from switching from power hammer to stun baton since i have both masters. and then the dreaded "it sucks to be me" delay when i swap over to the vk. ok let me change the variable as it makes no sense to me to delay someone going from a weapon to empty hand. lets say i have marksman pistols 4 instead of tk. that way i can use that crazy looted 600 mind tick fwg5 i found. (just an example as i do know of a 600 tick striker and icant remember which box is the cert for that) lots of people get just enough skill boxes to get a cert for the cool dot weapon they bought or found. aka i think that is why so many have novice pikeman (my opinion) this set up should give me the "sucks to be me" delay when i change from my scythe to the fwg5.
this idea would benefit a master bh as he would only recieve a minimal delay into the weapon systems since master bh is a master of both carb and pistol (remove the delay if he is.. say a super pistol or a super carb for that weapon system for instance he is master carb: he has no delay at all going from pistol to carb but a 1 second delay if he is going from carb to pistol and the sucky delay if he is a tk, fencer, rifle etc). and, he would have the "sucks to be the bh" delay if he is some hybrid of the investigation line