Commando Archive
Thread: Need Non-Combat Related Bugs/Issues
- 1000 - Light Warhead Mechanism (41.7 hours)
- 1000 - Medium Warhead Mechanism (93.3 hours)
- 1000 - Warhead Fusing Mechanism (60 hours)
- 1000 - Warhead Stablization Device (93.3 hours)
- 999 - Proton Grenades (115 hours)
- 1000 - Adv. Projectile Feed Mechs (48.3 hours)
- 500 - Adv. Blaster Power Handler (35.8 hours)
- 250 - Adv. Weapon Scope (8 hours)
- 124 - Rocket Launchers (17.2 hours)
From this it takes about 512.6 hours (21 days of factory time) to complete a single run of Rocket Launchers. This can lowered slightly on the Proton Grenade parts, by only making whats needed for the RL but most smiths may use the left over parts for other grenade runs. Now anyone wonder why most Weaponsmiths won't make them? These arealso using up almost 139k of resources, which includes 7 named resources.
But withless resources and timeI can make 249 Flame Throwers (for 128k in resources and 4.7 days factory time).
As both a Master Weaponsmith and Commando I pesonally would like the crafting requirements changed on the consumable weapons. If the Rocket Launcher, Heavy Particle Beam Cannon, Lighting Cannon and Acid Cannon were converted to a Reloadable Tube simular to the Launchers for the JTL Ships.
The idea would be as such:
The Reloadable tube would use approximately the same amount of resources as used in the final builds, and the "Rocket Packs" or "Energy Packs" would use about the same amount of resources as the parts needed.
Goingon this example:
- Launcher Tube - 385 units Steel (50% Heat Resistance 50% Unit Toughness) These would decay with use like regular weapons do.
- Rocket Pack (AP3 Blast) - 400 units Steel, 250 units Copper, 150units Radioactive (50% Conductivity, 50% Overall Quality, 100% Potential Energy)Base stats and uses would be simular to current Rocket Launcher.
- Energy Pack (AP3 Energy) - 250 units Steel, 300 units Copper, 150 units Inert Gas (50% conductivity, 50% Overall Quality)Stats close to Current for the Heavy Particle Beam Cannon.
- Energy Pack (AP2 Acid) - 250 units Steel, 300 units Copper, 150 unitsReactive Gas (50% conductivity, 50% Overall Quality)Stats close to Current for theAcid Cannon.
- RocketPack (AP2 Napalm Rocket) - 400 units Steel, 250 units Copper, 150 unitsLiquid Petro(50% conductivity, 50% Overall Quality) Stats close to Current for theLighting Cannon.
But this is just a general idea on how some of the crafting aspect on Commando consumable weapons can be made easier for Weaponsmiths to make, and allow Commandos good access to the weapons they are certified for.
-Launcher pistol firing graphic HORRIBLE. Please put it back to what it was, just remove the smoke that comes out of the gun itself when firing and lower the explosiong upon impact by half. That removes the 'lag gun' effect.
-Ditto for HPBC graphic. They should just make the HPBC fire a JTL heavy blaster bolt and be done with it.
-Make 'heavy weapon' skilltapes work for all heavy weapons. I mean, really whats so hard about doing this?
-Reduce time-to-produce on factories for grenades and components. The biggest reason why most weaponsmiths dont produce consumables in bulk is because it ties up too many of their factories for too long. It takes.. what? 3 days to make a run of *any* grenade type? sheesh.
-Allow ALL player classes to use bomb droids. Use a system similar to CH's to control which classes can use the high tier ones. Aka droids with level 1-10 (Mouse Droids, DZ-70's) can be used by all. Droids with level 10+ to be used by the current Smuggler/BH only.
-shoulder mounted heavy weapons being blocked by jedi lightsaber. Grenades and heavy support weapons should not be blockable by the lightsaber mod.
-lack of terrain negotiation. Skillpoint wise Commando costs the same as combat medic and bounty hunter. Yet CM got terrain negotiation, BH already have it, where's ours? +40 terrain neg in the field tactics box4 please.
-why cant i throw a grenade over a wall or to a target behind a tree?
-grenades and heavy weapons fire only at current target not at target you are watching. If im shooting at someone and a group of overt enemy players pop up in a tight bunch, i cant simply click at one of them and throw a grenade.. i have to peace out on my current target, click the new guy, press attack so my guns shoot at new, then i can throw a grenade at him.
- need 'booyah!' animation.
Is there anything to do as a commando outside of combat?
I can't think of anything. Hence no real issues. I would like to see terrain negotiation in our trees, but we have no scout so I understand why not.
All the non-combat things I have a problem with are our weapons. The lack of variety, the insane amount of resources required to make them ensuring that WS don't spend the time to refine the proccess or experiment on making better ones.
I suppose skill tapes could be considered non-combat, so changing the FT/HAR values to be the existing HW speed/accuracy would be nice. - Loot issue
New loot drops that would affect commando mods. - Loot issue
HW Powerups (even if speed or range only). - Crafting issue
More units in grenade stacks - Crafting issue
More units in consumable stacks - Crafting issue
Grenade speed always 9 secs regardless of grenade speed or mods - Bug issue
Launcher graphics - Bug issue
Medicine use +5 (stim b's) at Master Commando - Healing issue
Heal state self (DIZZY only with correct stimpac) at Master Commando - Healing issue
I'll keep thinking about it, but that's a quick list off the top.
Have a good trip Garvin!
Message Edited by Starcloud on 01-10-2005 03:21 AM