Commando Archive
Thread: Heavy Weapons Idea
Since the very start of my commando proffesion, i often wondered , why must we buy Rocket launchers or heavry particle beam cannons and toss them after we run out of ammo?
Why not have it so that:
You buy 2 things. A launcher, and Ammo( or charges for heavry particle and heavy lightning )
The Launcher: It will be the tube that shoots and kills things and eats away your HAM - The launcher should have a SPEED stat, the ammo we put in itwill add the damage half of the weapon, also, the launcher should also vary in HAM costs.
The Ammo: May it be rockets, or charges to shoot off for heavy particle beam or lightning cannon, these will not have a speed stat but a DAMAGE stat. Add these to your launcher like a powerup and your ready to go.
The ammo will mostlikely be cheaper in the longrun isntead of buying 30k a pop cannons. You will only have to buy one launcher, and it can be used over and over so long as you have enough ordinance on you to supply the demand.
Not sure if this idea has been proposed yet but i think it would realy makea WHOLE SKILL TREE worth our while in PVP and more cost friendly
I prefer to think in these terms...
My biggest guns are disposable, really only using them against things like Kimogilas, Krayts, ATSTs, and clumps of Imperials at the gates of Anchorhead... Figure it will cost around 1-2k cr/shot. How often do I face the above? Fairly often, really... How often does the situation really call for a heavy weapon? Hardly ever.
Realistically, not even that often... if I'm fighting the BIG kimos/krayts, I've got enough of a group with me that we're mostly concerned about who loots the bucket of meat and who gets the snotload of hides after the loot order. Using a charge or two of rocket launcher is perfectly valid if it keeps my TKA friends from the incap/deathblow/runback cycle.. A specialized attack for when it absolutely positively needs to fall down NOW. Smaller kimos are best fought with flamesingle2/flamecone2 DoT combo followed by the LP and healthshot, and I usually take those out with a partner anyway.
Yes, I carry one of each heavy weapon. I go through about 1 rocket launcher a week when I'm playing fairly heavily and one Acid Stream Cannon Launcher Thingy every two weeks. Other than that, it's mostly just used in the same situation I described above, when it would be the difference between a successful hunt and losing a groupmate. Even if I buy the pre-damage sliced ones for 50k, I average 8-10k per mission (on Lok) or 6-8k (on Tattooine)... cost-wise, it's not something I'm going to use on lairs when a flamesingle2 will do the same damage but usually a bit faster.
Right now, nothing is coded to have ammo... while it could be argued that it is possible to rewrite, I don't doubt that major rewrites like that are at best *very* low on the possible food chain.
Grenades are a similar argument. As they all give combat exp, for the most part, the only ones I want are those with a different damage type that I don't have access to otherwise. You guessed it, I want crates of Cryobans... unfortunately they're resource hogs and that's putting it mildly.
The only things I consider to be insultingly obvious fixes are the HAR skill borken, the misspelling of Grenadeer, and the long obsolete title of 'Ordinance Manufacturer'. We have inefficient but potentially deadly weapons, we can't spell, and we build our own explosives... This makes me belive that the Devs believe Commandos are the Militia/Survivalist Nuts of SWG.
Lynch, Master Commando of Flurry
Force Unsensitives - More caffiene than a double shot of espresso filtered through a keg of Jolt Cola.