Commando Archive

Thread: New Weaponsmith schematics *Updated*

Miztah
Fri Aug 22, 2003 5:44 pm
#66

Lets take a gander at the new TC notes.


- Flame Thrower Changes:
Rebalanced special moves
Improved damage and range values.
Fixed bad range modifier for midrange
Removed specific resource requirement from draft schematic
Fixed particles
- Acid Rifle
Rebalanced special moves
Improved damage and range values.
Fixed bad range modifier for midrange
Removed specific resource requirement from draft schematic
Fixed particles
- Lightning Rifle (Bounty Hunter)
Rebalanced special moves
Improved damage and range values.
Fixed bad range modifier for midrange
Removed specific resource requirement from draft schematic
- Grenades
Increased damage for all grenades (including light fragmentation)
Slowed down grenades (their attack speeds were not in the correct format)
Removed specific resources requirements from draft schematics
- Particle Beam
Improved damage significantly
Added ideal range modifiers
Removed specific resources requirements from draft schematics
- Lightning Cannon
Improved damage significantly
Added ideal range modifiers
Removed specific resources requirements from draft schematics
- Acid Beam
Improved damage significantly
Added ideal range modifiers
Removed specific resources requirements from draft schematics
Fixed particles
- Rocket Launcher
Improved damage significantly
Added ideal range modifiers
Removed specific resources requirements from draft schematics
- Ideal ranges are arrayed in this order:
acid rifle - 16m ideal
lightning beam ideal is 32m
particle beam 48m
rocket launcher 64m




Sounds all fun and good....too bad that ranges are still screwed. *sigh*

Sinron
Fri Aug 22, 2003 6:03 pm
#67

The only weapon I can see having a short range is the flamethrower. Frankly your gonna get mauled in pvp running right up to people just like melee does only we dont have a knockdown. Lol whatever.. Time to ponder my next flavor .
JediSpam
Fri Aug 22, 2003 6:12 pm
#68

Gonna post this here too...

---------

http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=8865&view=by_date_ascending&page=2

> Re: TC Update 8/22. Notes below.

VASS WRITES:

> We do not have an estimate yet when this will reach Live servers. However, I can tell you with a large amount of certainty that it will not be next week.



Hormel Spam

Whether you're rich or poor, it's nice to have money.

Sinron
Fri Aug 22, 2003 6:35 pm
#69

Oh thats crap just hotfix the **edit** commando changes already.
Popojiju
Fri Aug 22, 2003 6:36 pm
#70






ArchFirehaven wrote:

Can my favorite wookie on TC enlighten us on whether or not the steel and other resources listed need to be a certain type...I have no problem using my power as owner and operator of Firehaven Industries to locate and procure those resources now.







Nothing specific at all, or i would have posted it, indeed it is good news as generic resources now work, so maybe, just maybe the Weaponsmiths wont rape you too bad on prices. Im currently fiddling with the numbers, but im selling these for about 10k each.



_________________________________________________________________________
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 6:44 pm
#71






eastmaster wrote:

just to add to everything: heres our "significantly increased damage" but from the looks of the stats on the weapons they havent altered that yet, just made the weapons easier to make and find. anyways heres the dps on everything


[snip]


for the limited used weps:


Acid Stream Launcher : 81.85 dps, i had a carbine better once


Heavy Particle Beam Cannon : 113.81 dps, if anyone has a carbine better let me know lol


Lightning Beam Cannon : 62.98dps my scatter pistol is about as good pre slice


so folks, on the short side of the stick, he we commandos lie again, devs i pray that you havent added the "heavy portion" of our damage yet otherwise i think alot of people(well prolly everyone) will be throwing in the towl




Make sure you're comparing apples to apples. The 113.81 dps seems gaudy on the HPBC, but do remember that there are no specials for it. (And that it sucks up that massive HAM hit regardless.) . Once you take the damage modifer for specials into account (according to the strat guide, it's a 2x modifier for bodyshot1, but I trust the strat guide considerably less far than I can throw it, so take that specific number for what it's worth), out limited use weapons are, at best, fairly comparable with the general use weapons of other professions.
IthArReLLe
Fri Aug 22, 2003 7:10 pm
#72

remember boys and girls the bigger the number the badder the slice...



HPBC at 200 DPS would be hella sweet



so would flamethrowers at 500 max 4.5 speed

Dojjo
Fri Aug 22, 2003 7:13 pm
#73

Popojiju,



Thnx for the information you've provided.. it means alot to us.



But I'm rather concerned by these numbers.. I have yet to see the AP value of a rocket launcher.. or if a weaponsmith can experiment the number of charges higher. Also concerned because you can't make the rocket launcher at the moment.


If you can.. grab Vass' ear for a bit and discuss the AP values of these weapons and the materials required for the rocket launcher. We're gonna need at least one AP3 weapon or we might as well all roll Rifleman... and save some skill points for other things. Also.. the HAR modifiers.. either I'm reading them wrong or the the ideal range is what exactly? all I see are negatives there.


I dunno and I may be completely wrong,but everything I've known about commando's were that they were the AT-ST balancers.. and I'm just not seeing that yet.. I mean.. I'm putting ALOT of skill points to use here and these weapons still look whimpish for the investment.. granted a cpl look pretty nice.. but a rifleman with a t21 can do better damage for less ham cost.

Stelsvik
Fri Aug 22, 2003 8:36 pm
#74

Has anyone seen where the optional grenade sub-assys that were in the Aric Rifle line were put? Or are they still just completly removed from the game?



(This space intentionally left blank.)
Popojiju
Fri Aug 22, 2003 9:11 pm
#75






Dojjo wrote:

Popojiju,



Thnx for the information you've provided.. it means alot to us.



But I'm rather concerned by these numbers.. I have yet to see the AP value of a rocket launcher.. or if a weaponsmith can experiment the number of charges higher. Also concerned because you can't make the rocket launcher at the moment.


If you can.. grab Vass' ear for a bit and discuss the AP values of these weapons and the materials required for the rocket launcher. We're gonna need at least one AP3 weapon or we might as well all roll Rifleman... and save some skill points for other things. Also.. the HAR modifiers.. either I'm reading them wrong or the the ideal range is what exactly? all I see are negatives there.


I dunno and I may be completely wrong,but everything I've known about commando's were that they were the AT-ST balancers.. and I'm just not seeing that yet.. I mean.. I'm putting ALOT of skill points to use here and these weapons still look whimpish for the investment.. granted a cpl look pretty nice.. but a rifleman with a t21 can do better damage for less ham cost.






Got a resource shift tonight, working on Bowcasters and Rocket Launchers, but because Were not important on TC anymore. Chances are alot of us Real Testers are quitting the game. Dont know who will stay.



_________________________________________________________________________
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!
Corran_3
Fri Aug 22, 2003 9:12 pm
#76

Can the charged weapons be sliced?



Jinnt Keterrik
Master Commando, Master Teras Kasi
Sinron
Fri Aug 22, 2003 9:16 pm
#77

Yes
Galaian
Fri Aug 22, 2003 10:05 pm
#78

What puzzles me about all this is trying to assign DPS to these weapons. Why? They aren't meant for it.


In my opinion, the only weapon we have that needs to get DPS figured out is the LP. That's our primary weapon, PvE or PvP. The rest are too slow for most combat, but they do pack a major punch. Which means this. We get in range, fire and pull out. When WE fire, it does major damage instantly, which can tip the scales in a battle, if not end it.


But they do need to bump up the AP one level for everything except the FT and HAR. Otherwise we'll still be a step beind Riflemen.




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