Commando Archive

Thread: Rocket launcher crafting- Still big issue here

Kesslan
Wed Jun 22, 2005 10:16 pm
#1

Generally speaking. Post CU you'll never see a newly crafted rocket launcher. Which is one of the few available low level new weapons. Especially for some one who is grinding commando FIRST and then another profession. As it's a level 22 weapon. But there's one major problem in crafting them.


They still take FIVE proton grenades. A proton grenade takes something like 4 sub components, alot of named resources etc. And far as i know grenade qualitya ctually matters on the final stats for the rocket launcher. Now this was all fine and well pre-cu where rocket launchers did 3-4k damage a hit etc.


But post CU they do next to no damage, have low AOE. Knockdown sorta works. To me it seems hardly ever though given how many you failed to knock down your target messages I get spammed with when using one.


I mean if their going to keep the RL this badly nerfed. Can we at least the devs to lower the crafting requirements for making these things? I've had several low level commandos ask me to make them one. And quite frankly I refuse to. I tell them to go find one of the pre-cu ones that you can get cheaply. Because it just isnt anywhere near cost/time effective to make these things. It's not a 'major' thing but it's still one more item in our unfortuantely broken profession



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Asterz
Thu Jun 23, 2005 4:03 am
#2

The stats of Proton Grenades both Pre CU and Post CU does not effect the overall stats of the Rocket Launcher. Thankfully as I had loads of Protons crafted Pre CU getting new RL's made up is not a problem. Oh make sure you use Gorax Shards in your RL's too for that extra kick up to max dmg cap. They are still rubbish though but hey we dont have Jedi in our proffesion title.



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RoastyToasty
Thu Jun 23, 2005 6:32 am
#3

Another thing to remember is that something can only be knocked down once every so and so seconds. The reason you're getting knickdown failure messages is probably because this timer is not letting you knock the critter down with every shot. I've never had the RL fail to knock down on the first shot (unless the mob got knocked down not too long ago by something else). It's also pretty good about knocking down the target when the timer runs out (think it's a 20-30 second timer). I haven't tried this against Jedi though, Jedi are insanely hard to state in any way with our weapons.
tacwraith
Thu Jun 23, 2005 7:47 am
#4

Jedi fall to first shot every time with RL and imperial detonators. I think the chances to KD on these things is 95%.


There's a 30 second KD immunity timer. Just like there's a 30 second fire dot/poison/disease/anydot immunity timers.



the RL is a utility weapon not a damage weapon. Proton grenades are junk now so its really not worth crafting them for damage but they good to make RL's. Only grenades worth something now are :


Imperial Dets (awesome in pvp..KD everyone in 30m), Thermals (fire dot 30m radius) and glops (30m blind).






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