Commando Archive
Thread: Commando stuff for you to look at
I guess my question is... how are we supposed to know what you are going to work on over the next few weeks when you can't agree on what to respond with (thus the need to rethink/censor/reexamine non-combat reports)??????
I'm just trying to figure out how you can say you are going to work through all the issues in one week... when you can't even agree to post them to the community over a three day period.
- Zarn
im sitting here at work with a stupid grin on my face. in the time it took me to read these posts, 5 people have asked my what i was so happy about.
there is hope....
At least have some specific resource requirements for some Command oweapons (like other weapon types)to keep things interesting, fun, and challenging for weaponsmiths.
Holo thank you
The only question I have is will the weaponsmiths on test, with whatever the current resources are,be able to make these weapons so they can be tested out at their new settings?
Flamethrower and lightning rifle are the lowest level command and bh weapons, that I think justifies making them 'trivially craftable' and will cause their stats to go up and their costs to go down considerably as we can use better metals.
Oh yeah I know a ton of commandos who love searching endlessly for resources that barely exist!!!! It sounds like great fun to me. Search 10 worlds for resources that might not exist when you could be A) Getting other valuable resources B) Grinding
Ster
My thoughts exactly. Also as someone else pointed out, I'm not really sure how well the ranged defense mods work or how benneficial +5 really is. Of course we can always get those elsewhere but it will cost us skill points at the expense of another skill or mod we'd like to have. That is my favorite part of the game, the way we can specialize our character.
What I really need to know to carry on with my character skillset is whether or not the launcher pistol uses accuracy and speed modifiers from the pistoleer tree or not. I know we can use thespecial shotsfrom the pistoleer tree, but what about the modifiers??
1 - how long are we going to wait for these?
2 - take away our THREE defensive modifiers that are unreleated to each other and only give +5 - You serious?
Ahh well.. win some lose some... we seem to be winning this one (assuming that the extra dmg isn't something like... another 50.. but another 500+ would be appropriate for our HEAVY weapons)
Oh yes.. one more question acid rifle / flame thrower / launcher pistol - Shouldn't they get heavy as a piercing rating? They are heavy weapons after all.
haha Skippydsp mee too! This is all good news. The crappy thing is that I passed up a chance to buy a HAR last night and i bet all the weapons will be gone by the time I get home from people stock piling.
Rifle skills. LOL.. imagine headshot3 from a heavy acid rifle or a lightning rifle. Less damage than a t21 but still entertaining to sit here and think about.