Commando Archive
Thread: Faction Purchasable Rocket Launcher
LordS, could it be possible to campaign that the rocket launcher REBELS can purchase from the faction recruiter be 'legendary' in stats?
Say, 8000 min, 12000 max damage, 6s delay?
Im trying to see this from all angles... the imperials get the ATST jacked up in ham so much that no commando can hurt it with a rocket launcher (which is supposed to be the designated anti-atst weapon!). Imperials buy that big thing for 9000 perks and they lose it to people who spend 10k credits in a flamethrower or 50k'ish for a rocket launcher (IF they manage to live long enough to shoot 11 rockets at them). Weaponsmiths make extremely complex and hard to make rocket launchers that are now, practically pointless. Rocket launcher used against factional turrets have the same issue.. a boatload of faction points wasted by a weapon that costs credits (and in this game credits are easy to come by, its finding the weaponsmith to make the thing thats hard).
So, if the Rebels (rebels only up until the rebels get their own factionvehicles, at which point imperial commandos would get access to these FP bought legendary RL's) get to have an anti-atst weapon, faction purchasable, it would be fair with the imps as far as point spending (4k for a legendary RL vs 9k atst, with the RL user having the disadvantage since atst shoots 1k damage per 2 secs, and this is before the owner's own firepower, so the rebel is at a rather noticable survival odd disadvantage there).
weaponsmiths ..well, i dont know if they will likea super rocket launcher they cannot make, but then again, no weaponsmith or artisan or DEcan make anything close to an atst either.. maybe the rocket launchers then would be made useful in hunting certain mobs.
i definetly think its a good idea to have one person able to take out a machine designed to kill thousands
The problem is that this game is supposed to be for groups of ppl... but every one in the game wants to be able to solo krayts... the thing is my friend... you should have 5 or 6 commandos grouped with you if you wanna take downa bad ass thing like the atst... why should only ONE commando be able to take one down? honestly, its just stupid, no offense to you though ![]()
Though the counter would be, why should one Imperial be able to take down whole groups of PCs and mobs withan AT-ST (or three)?
I've never been clear on that. If ATSTs came with, say, as NPC's with certain imperial bases and were not player controlled, I would never have minded them as much, but making them available to every Imperial player, to be used however that player wants seems a little unbalancing to me.
The Legendary RL is a good idea in my opinion, so long as it costs roughly 9,000 FPs or some other similarly high number (it is limited use, but we'd also be using to to take away other people's faction pets, so a high FP cost seems fair to me).
Also, for the same reasons I wanted AT-STs limited to attacking rebel targets, I'd want the special RL limited to use against imperial targets, as I'd hate to see Rebel Commandos soloing Ancient Krayts with their faction perk rocket launchers.
thats not the point.
ONE person FARMS fp's to get a superpet.
why cant ONE person FARM fp's to get a weapon to counter it?
faction purchased rocket launcher wont be feasable to use vs krayts or kimos.. just look at the resists and ham bar in those things. You think someone will WASTE (yes, its WASTED, not like ATST that heals itself (minus wounds), and its only 30 shots) 4k faction that way? To kill something that is very likely not give them any loot?
the cost should be 4k fp because unlike the imperials, we cannot use the fp-purchased rocket launcher to farm more faction points. An imperial, oth, can just roll by camps of npc rebels with their atst and kill them with little effort. And they dont even have to be a combat class to boot, the rebels would have to be commandos to use them.
Jeren_Sehn wrote:
Though the counter would be, why should one Imperial be able to take down whole groups of PCs and mobs withan AT-ST (or three)?
Imperials are supposed to rule the Galaxy, remember?
And I'm Rebel...
Not from my understanding of when this game is set.
If anything, the rebellion is growing in strength, but the Imperials are still in charge.
If we ever did get a faction weapon like this it would need to be under the same rules imposed on ATSTs...only usable during PvP is a main one....
And sad to say...but I don't see Commandos as a profession that solos an ATST...I think of us more of a profession that could on a lucky day take one down...but more as a support function when it comes to ATST battles...we do them enough damage so our supporting troops/group can take them down...OR...a couple of Commandos take one down together...
Firing a RL at an ATST should do them serious damage...but I don't see us taking them down easy...
And yes, Tac, I agree that rebels need something cool as a special faction reward, but not sure this is the best way to go...If I remember correctly, the Dev's original reason for giving Imps ATSTs was because of the amount of people going rebel vs. imp...they wanted to try and balance that a bit by giving imps something to get more recruits...Plus, at this point in the SWG timeline, the Imps had all the major fire power...the Rebels had the better strategies and tons of luck on their side...
Just my 2 cents...
ForceToaster wrote:
i definetly think its a good idea to have one person able to take out a machine designed to kill thousands
Is this guy joking?