Commando Archive
Thread: New Weaponsmith schematics *Updated*
GartChan wrote:
What about the Launcher Pistol?
Launcher Pistol
Speed 2.9
45-176 Damage
+0 @ 0m / +1 @ 0m / +0 @ 64m
HAM 18/54/18
Does anyone know how the weapon speed increases gained in the skill boxes affect weapons? Did the devs post that during Beta? Ie. If I have Weapons Speed +20, is that a 20% speed increase?
Verhoffin wrote:
They are. Don't forget that the HPBC doesn't have any associated specials. Popo said he's doing Min 422 - Max1400. I get hits for 1200+ fairly routinely with my laser rifle using HS2. I guarentee you a modern T21 is going to make an absolute mockery of this in terms of damage. Granted, the HAM costs are a bit more easily dealt with with this weapon than a T21, but still, I'm not overwhelmed all in all. Don't get me wrong, the damages are "ok" and certainly better than they were, but nothing to get overly excited about.
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.......
Flame Thrower - 130 steel, 70 iron, 15 metal, 4 blaster power handlers from a crate, blaster rifle barrel, 28 liquid petrochem
Acid Stream Launcher - 150 steel, 40 iron, 30 metal, 45 crystalline gemstone, 5 power handlers from a.... you guessed it, a factory crate, 20 carbonate ore, blaster rifle barrel
Heavy Particle Beam Cannon - 150 steel , 40 iron, 20 metal, 45 crystalline gemstone, 5 blaster power handlers from a crate, 20 carbonate ore, blaster rifle barrel
Light Lightning Cannon - 65 steel, 35 iron, 25 copper, 45 silicastic ore, 75 polymer, 15 metal, 4 blaster power handlers from a crate, blaster rifle barrel
Heavy Acid Rifle - 130 steel, 70 iron, 15 metal, 4 blaster power handlers from a crate, blaster rifle barrel
Lightning Beam Cannon - 150 steel, 40 iron, 20 metal, 45 crystalline gemstone, 5 power handlers from a crate, 20 carbonate ore, blaster rifle barrel
Rocket Launcher - 150 iron, 170 steel, 40 metal, 25 more metal, 4 power handlers ( do i need to say from a crate again? ), 8 projectile feed mechanisims from a crate, 5 proton grenades from a crate, 2 weapon scopes from a crate ( this one is hella expensive eh? )
Popojiju wrote:
yes i got a range of +1 @ 0m now on ideal
this was meant for the question about Launcher Pistol Range mod being set to 0.
Popo,
What are the resources required to make the Launcher Pistol?
Struggling Commandos on Flurry still don't have the ability to buy the Launcher pistol due to that fact that the current schematic requires Dolovite Iron. Please tell me this is not required in your new schematic. I just cant justify buying a mob dropped launcher pistol with horrible stats for 70k.
Nemesis - Struggling Commando with a big pea shooter (HAR)
PRAISE ALLAtta tha devs that are actually around to fixing our profession!
Thanks Popojiju, Im curious about nades they were supposed to be beefed up too.
Thanks
Thanks for the information Popojiju and all you other TC Commandos. You guys are really helping us with this information.
I guess we need to find out with a few boxes of skill in Commando are we the damage dealing class we all sighned up for when we started on the path to Novice Commando. Once you guys play with it some please offer your impressions if you think we are underpowered still for the most part or right where we should be.
Thanks!!
The ACCURACY of the new guns at IDEAL ranges:
Flame Thrower -51 at 50m????
Acid Stream Launcher +29 at 16m
Heavy Particle Beam Cannon +24 at 48m
Heavy Acid Rifle -12 at 35m????
Lightning Beam Cannon +9 at 32m
The Accuracy of the new guns at POINT BLANK
Flame Thrower +12 @ 0m
Acid Stream Launcher +1 @ 0m
Heavy Particle Beam Cannon -120 @ 0m
Heavy Acid Rifle +16 @ 0m
Lightning Beam Cannon -44 @ 0m
The Accuracy of the new guns at Max Range - I.E. Don't.
Flame Thrower +0 @ 64m
Acid Stream Launcher -120 @ 64m
Heavy Particle Beam Cannon -120 @ 64m
Heavy Acid Rifle -115 @ 64m
Lightning Beam Cannon -120 @ 64m
Glad to see some improvements, but again a lot of this has absolutely no thought put into it.
For example, the ideal range on the flamethrower isn't within the range of the specials used for it. I don't own an acid rifle but I believe it's the same 17m max for the specials.
Ideal ranges are arrayed in this order:
acid rifle - 16m ideal
lightning beam ideal is 32m
particle beam 48m
rocket launcher 64m
MMMMMMM....