Commando Archive
Thread: can rocket launchers be sliced?
Yep...Grenades can even be sliced (from what I've heard) but I'm not sure I'd ever try it...personally I only get a Consumable sliced if the slicing price is right...
This is one of the reasons I push for the actual RL housing to be on consumable...just have the ammo run out and need to be "re-loaded" via rocket packs...that way we could get our RL sliced once and then just buy additional ammo from WS's...
You can also get an artisan with engineering 4 to make grenade powerups, though you would probably want to get a MA or WS to do it (not sure which has the mods).
garvin wrote:
Yep...Grenades can even be sliced (from what I've heard) but I'm not sure I'd ever try it...personally I only get a Consumable sliced if the slicing price is right...
garvin wrote:
Yep...Grenades can even be sliced (from what I've heard) but I'm not sure I'd ever try it...personally I only get a Consumable sliced if the slicing price is right...
This is one of the reasons I push for the actual RL housing to be on consumable...just have the ammo run out and need to be "re-loaded" via rocket packs...that way we could get our RL sliced once and then just buy additional ammo from WS's...
Posted the same idea once, but slightly different.
Rocket housing would be determining speed. Ham costs ( Not disposable, has condition )
The ammo/rockets would be damage. Wound chance. ( disposable, like power ups )
I think without any serious coding, just make every laungher by default, 0 dmg. Make heavy weapon power ups increase by hard numbers, NOT percentages.
So it would look like:
Rocket Laungher:
Dmg 0-0
Speed 5.4
The powerups would simply be
+1253dmg
The beuty of that is, the "ammo" would be able to go into any of the tubes, like the acid launcher, heavy lightning, or the hpbc. That would make things simple, easy, and IMO, would be much faster to develop than any other method we might want.
Housing probably should be slicable, but theres a chance for a dmg slice. "Hey, congrats, you got a perfect damage slice! 0dmg! Have fun kid..."
Message Edited by thepunisher286 on 04-27-2004 11:39 AM
The key thing to changing the Rocket Launchers from a straight consumable weapon to a reloadable weapon is that the programing is already in game (or is going in)...the programmers have proved they can do it...Check out the information on Stim and Trap Droids...they can be reloaded wtih items to be used over and over...And the Trap Droids can throw traps on command, then be reloaded when they run out...If that is possible, then RL's should be able to be reloaded when needed...just give us basically a trap droid that looks like a Rocket Launcher and throws Rockets up to 64m...
thepunisher286 wrote:
Posted the same idea once, but slightly different.
Rocket housing would be determining speed. Ham costs ( Not disposable, has condition )
The ammo/rockets would be damage. Wound chance. ( disposable, like power ups )
I think without any serious coding, just make every laungher by default, 0 dmg. Make heavy weapon power ups increase by hard numbers, NOT percentages.
So it would look like:
Rocket Laungher:
Dmg 0-0
Speed 5.4
The powerups would simply be
+1253dmg
The beuty of that is, the "ammo" would be able to go into any of the tubes, like the acid launcher, heavy lightning, or the hpbc. That would make things simple, easy, and IMO, would be much faster to develop than any other method we might want.
Housing probably should be slicable, but theres a chance for a dmg slice. "Hey, congrats, you got a perfect damage slice! 0dmg! Have fun kid..."
Message Edited by thepunisher286 on 04-27-2004 11:39 AM