Commando Archive

Thread: New Weaponsmith schematics *Updated*

Riddler
Fri Aug 22, 2003 2:10 pm
#27

Ok I love the look of the new Damage ranges but the range modifiers for the HAR look horrible. Not only we cant use any of our Master Marksman moves with the HAR or Flamethrower we get hit with Armor Piercing NONE AND Horrible range mods.



Overall Range mods look like crap,LOW/NONE AP rating is crap, Damage looks great.



We still might not do as much damage as any of the other classes if the ranges and lack of AP stay in no matter how high those damage mods are.

Popojiju
Fri Aug 22, 2003 2:11 pm
#28






Ivoni wrote:
Ideal ranges. What are they?





Ok folks, going to start answering the best i can per post, so give me time, and try not to repeat questions. Ill do my best to be efficient. Apologies for not mentioning the max range mods. /selfbonk



Flame Thrower - AP None - Speed 4.8 - Dmg 82-309 - Range Mod +12 @ 0m/-51 @ 50m/+0 @ 64m- HAM Cost 77/18/18


Acid Stream Launcher - 124 Uses - AP None - Speed 10.0 - Damage 532-1105 - Range Mod +1 @ 0m/+29 @ 16m/-120 @ 64m- HAM Cost 72/72/18


Heavy Particle Beam Cannon - 124 Uses - AP Medium - Speed 7.2 - Damage 422-1217 - Range Mod -120 @ 0m/+24 @ 48m/-120 @ 64m- HAM Cost 30/101/30


Light Lightning Cannon - AP Light - Speed 4.3 - Damage 117-223 - Range Mod +0 @ 0m/+7 @ 30m/+0 @ 64m - HAM Cost 40/57/33


Heavy Acid Rifle - AP None - Speed 5.3 - Damage 138-346 - Range Mod +16 @ 0m /-12 @ 35m /-115 @ 64m - HAM Cost 89/55/18


Lightning Beam Cannon - 124 Uses - AP Light - Speed 10.4 - Damage 311-999 - Radius 6.0 - Range Mod -44 @ 0m /+9 @ 32m /-120 @ 64m - HAM Cost 43/89/24




_________________________________________________________________________
When you need a little pick me up from a long hard day at the office, there's only one thing you can reach for. PopoPuffs(tm) - Fortified with so much fiber in every bite, Soon you too will be saying: ' I went Poopoo for PopoPuffs!' Now enriched with Jedi Flavor!
Acacius
Fri Aug 22, 2003 2:14 pm
#29

Any change at all to the launcher pistol, Popo? A bit of AP would do wonders for it.
Riddler
Fri Aug 22, 2003 2:17 pm
#30

Forgot to say:



THANK YOU Popojiju!!!

nwargasm
Fri Aug 22, 2003 2:20 pm
#31

yes


THANK YOU Popojiju!!!


Anyone know the damage delt from flame throwers special move now? They told us that the damage would be done from the specials, not the normal attack dmg.




-----------------------------------------------------------------------------------
nwargasm WHAMbulance :: Corbantis :: Imperial :: Master Commando
DrkSensei
Fri Aug 22, 2003 2:24 pm
#32

did they change the max ranges on the heavy acid rifle and the flamethrwoer?



Bothan Bounty Hunter ~ Starsider
Narak Al'Stari
C o g i t oE r g oS u m
Bothan Commando M Gorath

Popojiju
Fri Aug 22, 2003 2:24 pm
#33






Drist wrote:

Thanks for the update! I want to hear some actual damages next which I know your working on. Do you have the first specials in Acid orFlame Line? That would be helpful as well. Hope we are the damage dealing class now . *Crosses Fingers*







I have no Boxes in the flame line or Acid, please wait till Lambeau posts about those. Sorry i can be more help on those ones.


In concerns to actual dmg with others, i will give you a normal and a highest hit. You will obviously vary, because of skill.


Flamethrower - Min 150 max 600


Acid Rifle - Min 167 Max 700


Particle Beam Cannon - Min 422 - Max1400





_________________________________________________________________________
When you need a little pick me up from a long hard day at the office, there's only one thing you can reach for. PopoPuffs(tm) - Fortified with so much fiber in every bite, Soon you too will be saying: ' I went Poopoo for PopoPuffs!' Now enriched with Jedi Flavor!
Popojiju
Fri Aug 22, 2003 2:25 pm
#34






Drist wrote:
Also let us know about effects. They where suppose to fix particle effects of the weapons. Does the HAR still look like crap??




Well, im not impressed with the effects, but i cannot say what they looked like before, we never got resources on TC to make them until now.



_________________________________________________________________________
When you need a little pick me up from a long hard day at the office, there's only one thing you can reach for. PopoPuffs(tm) - Fortified with so much fiber in every bite, Soon you too will be saying: ' I went Poopoo for PopoPuffs!' Now enriched with Jedi Flavor!
Oiveym
Fri Aug 22, 2003 2:27 pm
#35

Haha. This is what we have been waiting for? HAR AP = NONE?



Correct me if I am wrong


DX2, pistol, damage type Acid, AP = Light


DXR6, carbine, damage type Acid, AP = Light


Heavy Acid Rifle, special heavy weapon, damage type Acid, AP = None


Acid Stream Launcher, heavy weapon, damage type Acid, AP = None.


So, Are the pistol and carbine using a super formula of acid in thier guns that we can't pack into the bigger guns? What possible justification can the devs have for this FUBAR? The damage on these guns doesnt even come close to justifying no AP for either. Either remove AP from both the other acid weapons or put at least Light on the 2 bigger guns.


If these are the awesome changes we have been waiting for, I would rather keep my current HAR, thank you very much. It is 89-187, 3.9, 39/39/18. I will do more damage with this weapon than I would with that piece of junk you are trying to pawn off as "Better, and so unbalancing that it needs 3 weeks in testing"


Sony, did you hire all the Shadowbane programers and developers that got canned after that games horrific release? It sure seemslike it with some of the bonehead crap you guys come up with. Get a frikken clue.

Verhoffin
Fri Aug 22, 2003 2:28 pm
#36


Popojiju wrote:

Heavy Particle Beam Cannon - 124 Uses - AP Medium - Speed 7.2 - Damage 422-1217 - Range Mod -120/+24/-120 - HAM Cost 30/101/30






............**edit**! And I thought the T21, Power Hammer, and Long Vibro Axe were deadly weapons.......
Riddler
Fri Aug 22, 2003 2:30 pm
#37






Popojiju wrote:





Drist wrote:
Also let us know about effects. They where suppose to fix particle effects of the weapons. Does the HAR still look like crap??




Well, im not impressed with the effects, but i cannot say what they looked like before, we never got resources on TC to make them until now.




Well right now on live the HAR projectiles in normal firing mode look like little skinny wooden arrows pointing up. The weapon sounds like your firing a dart gun.
Popojiju
Fri Aug 22, 2003 2:31 pm
#38






Kreistor wrote:
Popo, could you give some comparitive data for the small arms you can make? FWG5, Laser Carb, etc? Without knowing how good you can make the other weapons, direct comparisons to other server weapons are inappropriate.

Excellent, excellent work, though! Thank you greatly!





Absolutely,


Laser Rifle


Spd 5.8


26-358 dmg


-80 @ 0m / +20 @ 60m / -50 @ 64m


HAM - 14/23/61


Power5 Pistol


Spd 2.9


41-141 Dmg


-12 @ 0m / +0 @ 10m / -70 @ 64m


HAM - 15/35/14


DXR6 Carbine


Speed 3.9


97-151 Damage


-20 @ 0m / +4 @ 22m / - 80 @ 64m


HAM - 30/47/22


Scout Blaster


Speed 1.7


59-121 Damage


+16 @ 0m / +3 @ 19m / -90 @ 64m


HAM 11/23/11




_________________________________________________________________________
When you need a little pick me up from a long hard day at the office, there's only one thing you can reach for. PopoPuffs(tm) - Fortified with so much fiber in every bite, Soon you too will be saying: ' I went Poopoo for PopoPuffs!' Now enriched with Jedi Flavor!
Riddler
Fri Aug 22, 2003 2:33 pm
#39






Verhoffin wrote:




Popojiju wrote:

Heavy Particle Beam Cannon - 124 Uses - AP Medium - Speed 7.2 - Damage 422-1217 - Range Mod -120/+24/-120 - HAM Cost 30/101/30








............**edit**! And I thought the T21, Power Hammer, and Long Vibro Axe were deadly weapons.......




LOL yea but look at the HAM cost HAM Cost 30/101/30 thats per shot,but yea overall it does look like a better weapon(now if they only let us recharge the weapon without having to buy a new one!)
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