Commando Archive
Thread: Weaponsmith want your opinion on Commando weapons
Long before I become master (I am one of the slowest to master weaponsmith on my galaxy lol), I started to specialize in making grenades. One of the few areas where a non-master can compete with the masters. I am continuing on that path to supply commandos with the wepaons other don't make LOL.
Questions:
1) If we don't look at cost and availability of the consumable heavy weapons, which do you prefer? Do you think any are completly useless. Rocket Launcher seems to be the top choice (I guess it is mainly because of blast damage which is good for taking out AT-ST and turrets), but I am pretty impressed with the stats on Heavy Particle Beam cannon - high damage AP3. ASL is pretty nice as well with acid damage
2) I guess one reason that heavy weapons are not more used is the cost. You usually pay more for a heavy weapon than a FT and it only last 30 shots or so. If you don't use hvy weapons because of cost, which price would make you start using htem?
3) Price vs stats. These weapons take a lot of resources to make. Using cheaper resources would lower price but also stats.
4) Do you slice consumable heavy weapons? Would you prefer to buy them pre-sliced ?
5) how important are getting HAM cost down. I usually spend remaining experimentation points on increasing range mod
BTW, my current stats and prices for current commando weapons (however, I could get 200 more dam on the RL, I used the wrong steel by mistake LOL):
Launcher Pistol 68-206 2.8 +9 - 9k
Flame Thrower 445-840 4.9 +13 - 12k
LLC 417-750 4.3 +28 - 12k
Heavy Acid Rifle 397-742 5.4 - 12k
Heavy Particle Beam Cannon 1997-3366 4.5 + 36 - 15k
Acid Stream Launcher 1034-3224 4.7 +39 - 15k
Rocket Launcher 1659-3732 7.7 +23 - 30k
C12 - 10k / crate
C22 - 12k / crate
Proton - 50k / crate
Numbers after weapon name is: {min-max dam} {speed} {range mod modifier}
Please comment on stats and prices (however stats might vary depending on which resources are available in each galaxy)
If you are on Wanderhome you are welcome to buy. I also got grenades (but only got a few crates of protones
and C22 ATM; currently making some new C12/C22s)
I'm no master commando, but since commando isn't really a money making profession and I don't really do PvP I don't plan to ever use heavy weapons. Maybe grenades. For me its the flamethrower.
My flamer is
400-850 (approx) @ 3.5s I consider that decent, however I know people have 3.0s which I would be intersted in pending price.
The most important thing for a flamethrower is speed. If you can keep the damage about say 850max and get anywhere from 3.0s-3.5s I'd consider that a pretty **edit** good flamethrower. Something with those stats I'd pay 15-30k for something like that.
I don't see how commando isn't money making? It doesn't produce any sellable goods, but the rate I can cut through faction missions is just sick at times ![]()
Minute or two riding.
30 seconds to a minute laying down the smack.
6k thank you very much.
Minute or two riding.
Ad nauseam.
Bermag wrote:
Questions:
1) If we don't look at cost and availability of the consumable heavy weapons, which do you prefer? Do you think any are completly useless. Rocket Launcher seems to be the top choice (I guess it is mainly because of blast damage which is good for taking out AT-ST and turrets), but I am pretty impressed with the stats on Heavy Particle Beam cannon - high damage AP3. ASL is pretty nice as well with acid damage
Most commandoes use RL and then HPBC because we get the most speed and accuracy mods with these.
2) I guess one reason that heavy weapons are not more used is the cost. You usually pay more for a heavy weapon than a FT and it only last 30 shots or so. If you don't use hvy weapons because of cost, which price would make you start using htem?
250-500 cr per shot for a RL; 50-100 cr for a HPBC
3) Price vs stats. These weapons take a lot of resources to make. Using cheaper resources would lower price but also stats.
Would you want to buy an inferior gun or just use your unlimited shot gun?
4) Do you slice consumable heavy weapons? Would you prefer to buy them pre-sliced ?
Yes and with a good damage slice
5) how important are getting HAM cost down. I usually spend remaining experimentation points on increasing range mod
Not too important since the FT doesnt use much HAM for specials
BTW, my current stats and prices for current commando weapons (however, I could get 200 more dam on the RL, I used the wrong steel by mistake LOL):
Launcher Pistol 68-206 2.8 +9 - 9k
Flame Thrower 445-840 4.9 +13 - 12k
LLC 417-750 4.3 +28 - 12k
Heavy Acid Rifle 397-742 5.4 - 12k
Heavy Particle Beam Cannon 1997-3366 4.5 + 36 - 15k
Acid Stream Launcher 1034-3224 4.7 +39 - 15k
Rocket Launcher 1659-3732 7.7 +23 - 30k
C12 - 10k / crate
C22 - 12k / crate
Proton - 50k / crate
Nice stuff
I am a master commando, I coin myself as an Artilleryman. I hardly ever use a F, except for when my position is overran and I have to fall back and get to the second artillery pocket.
Rocket launchers at 64m will anhilate an oncoming force. I DO NOT attack turrets... my rockets are only for soft targets. Currently I seem to be the only one using them... I am crippling the heat monkeys bad. With acc of 100 and 1 hit incaps, these babies will decimate whole squads.... I have an 80% hit rate at 50m with a rocket. (I am artillery, so I dig in -kneel and double aim with every one of em.... I rarely miss my target at that range.
Particle beams are godlike at 48m, cheap and easy to handle... these toys have a 2k min damage with a 4.5k top end. 70 acc will make u miss a little more but it will knock a heavily armored foe to half a bar... if u hit a tanks low mind... fogeddaboutit... move onto next target.
Those are the only 2 u ever need, period. the rest are too close in range and way too inaccurate (a Light beam cannon gets 40acc at master and is AR1... useless)
When making these 2 weapons, make sure u tweak the accuracy on the weapons, some of those smiths pump out RL's that have only +12 at 48m... I use ones currently that have +31... accuracy is gold to an Artilleryman.
Grenades are pretty useless in PvP.. The Thermal Detonators are really the only winner in the bunch... AR2, blast damage, and a 15m rnge instead of the 8-10m on all the rest... plus more accurate. I goof off with them in PvE, but then I keep a master smith on call for all my weapon work.
U will find that the heavies will not move off your shelf very quick... Most of the Commandos are relying on the FT... To those in artillery, it is a back-up weapon. If my target is 20m in front of me, I am picking up and falling back to the first fall back position... all the while cooking while I retreat.... Let the tanks take that crap... I am a HOWITZER.
Soon the ohters may catch on... I went to a battle last night, after jumping 3 trains and riding out 4k meters I am informed that the group called me in to blast a turret, I packed up right there and left... I do not do turrets. If they need a man to pepper an area with destruction, I will be there... me and my unit will turn the tides of the battle, if they want a guy to waste hardware on turrets... go find a part timer that rely's on his FT.