Commando Archive

Thread: New Weaponsmith schematics *Updated*

-Krillin-
Fri Aug 22, 2003 1:12 pm
#1

In case you don't follow the Test Center boards let me just say.....Popo rocks the house. He's a master weaponsmith and commando. He posts a lot, and he's got the ear of the devs. Commando's couldn't really ask for a better rep in the TC. Thanks Popo.




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IG: Nail
Rembering the pumba....sleep well, sweet princes.
Popojiju
Fri Aug 22, 2003 1:13 pm
#2

Ok, Here is the Data for all the schematics I can make. I tried to use the best resources ive got, your results may vary ( or your weaponsmiths )


Rocket Launcher - Cannot be made - Sub Component of a Sub Component requires Thoranium Steel and thats rare, never seen on TC. Not Fixed. One of the Sub Components requires 5 identical Proton Grenades from a Factory, its sub component - Medium Warhead requires the Steel.


Flame Thrower - AP None - Speed 4.8 - Dmg 82-309 - Range Mod +12/-51/+0 - HAM Cost 77/18/18


Acid Stream Launcher - 124 Uses - AP None - Speed 10.0 - Damage 532-1105 - Range Mod +1/+29/-120 - HAM Cost 72/72/18


Heavy Particle Beam Cannon - 124 Uses - AP Medium - Speed 7.2 - Damage 422-1217 - Range Mod -120/+24/-120 - HAM Cost 30/101/30


Light Lightning Cannon - AP Light - Speed 4.3 - Damage 117-223 - Range Mod +0/+7/+0 - HAM Cost 40/57/33


Heavy Acid Rifle - AP None - Speed 5.3 - Damage 138-346 - Range Mod +16/-12/-115 - HAM Cost 89/55/18


Lightning Beam Cannon - 124 Uses - AP Light - Speed 10.4 - Damage 311-999 - Radius 6.0 - Range Mod -44/+9/-120 - HAM Cost 43/89/24


Beam Rifle - ( Not sure if this belongs to a specific Class, but i still cant make it ) Still Requires - Kiirium Steel and Colat Iron


If you have additional questions or needs, please ask here or send a PM to me. I am in process of testing these out as i can, or as certed. Lambeau, the highest Commando on TC willl not be back in game till Sunday to give further detail on his higher cert impressions of said weapons.






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When you need a little pick me up from a long hard day at the office, there's only one thing you can reach for. PopoPuffs(tm) - Fortified with so much fiber in every bite, Soon you too will be saying: ' I went Poopoo for PopoPuffs!' Now enriched with Jedi Flavor!
Ivoni
Fri Aug 22, 2003 1:16 pm
#3

Ideal ranges. What are they?



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
EwokBaby
Fri Aug 22, 2003 1:17 pm
#4

Are these with the supposed "Increase Maximum Damage Greatly" fixes?



Dacron Wavir-Master Commando/Master TKA/Novice Pistoleer
Drist
Fri Aug 22, 2003 1:19 pm
#5

Thanks for the update! I want to hear some actual damages next which I know your working on. Do you have the first specials in Acid orFlame Line? That would be helpful as well. Hope we are the damage dealing class now . *Crosses Fingers*

Oikaleek
Fri Aug 22, 2003 1:22 pm
#6

So far so good...except the Rocket launcher


Here's to hoping when it can be made it is AP3 then we are good to go I think...


Damage ranges on the "charge" type weapons look...um...very nice


I just hope the skill mods related to them actually grant the accuracy and speed they claim they add.

-Krillin-
Fri Aug 22, 2003 1:22 pm
#7

werd! everyone keep it quiet or the bh's will end up in commando.



-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
ZuluDaHunter
Fri Aug 22, 2003 1:23 pm
#8

popo isnt the only commando on test me lambeau and dorn are all waiting to get the weapons form popo then can start testing



"Rise Lord Anunsi"
Darth_Niu
Fri Aug 22, 2003 1:23 pm
#9

Um....didn't the T21 fix today give it AP:Heavy? If so, why is it that we get AP: none, light or medium and the Rifler gets a weapon that is AP:Heavy?



just curious.........




"Now, Witness the Power of this fully armed and operational Battle Wookiee"

- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
Oikaleek
Fri Aug 22, 2003 1:24 pm
#10

hehe EwokBaby...judging from the fact that the heavy particle beam cannon has a max of over 1200 dmg now, I'd say that pretty well answers that question
Drist
Fri Aug 22, 2003 1:25 pm
#11

Also let us know about effects. They where suppose to fix particle effects of the weapons. Does the HAR still look like crap??
Ivoni
Fri Aug 22, 2003 1:27 pm
#12

Sigh. So

AP3 -

AP2 - Heavy Particle Beam Cannon 124 uses (1217/7.2)

AP1 - Light Lightning Cannon (223/4.3), Lightning Beam Cannon 124 uses (999/10.4)

AP0 - Flamethrower (309/4.8), Heavy Acid Rifle (346/5.3), Acid Stream Launcher 124 uses (1105/10.0),


Unknown - Rocket Launcher



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Oikaleek
Fri Aug 22, 2003 1:28 pm
#13

My guess on the Rocket Launcher is this:


It will have an armor rating of Heavy and the reason they didn't fix it yet is because of the T21 issue that just got resolved yesterday.


Pretty sure that the Rocket Launcher will have a Heavy Armor rating and do similar damage to the Acid Stream Launcher/Heavy Particle Beam...


You guys did notice the new max damages on those two right???

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