Commando Archive
Thread: Grenades?
Hi, Imwriting a long, long schpiel on adjustments to the commando class and I have a few questions about Grenade production:
1. How much money have you personally made so far selling grenades (personal estimate) and how long have you been selling them?
2. Would you rather have the Munitions branch of Weaponscrafting changed to something else? Such as stationairy weapons (I.E a chaingun likeweaponon a tri-pod or bi-pod)?
3. Would you mind if Heavy Weapons crafted by a Master Weaponsmith had unlimited charges? If not would you agree if the weapons decayed faster? If still not satisfied how about being able to make charges for these weapons?
Thanks for your time.
1. I can't tell you how much I've made, but sincereaching Novice Weaponsmith, making and selling grenades is all I do. It's not a good living,I have to suppliment my income with missions. It seems to me that for a disposable itemCommandos can useto skill up with, it should be easy to make (53 resources,2 sub-components and 5-6 different materials)so I can sell them at a price that people can afford.
Look at the weapon upgrade kits that Smuggler's need to use for example, 30 resources, 2 different materials,easy to produceand provide real value to the person buying.
2. I would not rather loose the munitions branch, that's whyI became a weaponsmith. I have no interest in making and competing in the melee/ranged weapon branch,I thought that making munitions for my guild so we canblow up stuff would be cool, I'm not in it to make credits.
I don't mind having to work with Commando's to get the sub-components, but I've not tried that yet, we'll see what happens when we try to make some in a factory.
3. No where near Master Weaponsmith to comment on this.
I have made granades, only about a hundred or so. But everyone has sold so far. Is it worth the time? Well.... Are powerups? Yeah, I make WAY more for selling a laser carbine, but then again how much does it take to make a granade? Like nothing. The laser carbine may get 30 credits per resorce used (or what ever it is), and the granades onlu 5, but 5 is still a profit is it not? Plus you get the XP....
I say keep them in.
1. I have not sold ANY grenades and no one has ever asked about them. If I ever did make grenades, I'd do it in the factory and sell the crates, because one stack of 5 grenades isn't very useful.
2. The munitions tree in its current state is a complete waste of time and the only reason anyone ever learns it is so they can get master. All we get is grenades (half of which aren't craftable because of missing resources) and landmines (which as far as I can tell are not usable at all). Needs more non-useless stuff in there. Heavy deployable weapons like the e-web blaster would be really cool.
3. The ideal situation would be to have weapons craftable using the current rare materials, and ammunition/recharge packs craftable using common or less rare materials. Currently, commandos have to buy up every single weapon as soon as it comes on the market just to have enough charges to get a decent amount of exp.
If you can somehow kill a mob that will give you 1k xp with just grenades then your a better man than me. Only way I have been able to do that is before the "cat like creature" fix.
If the only damage you do to a mob is with a grenade you will get only combat xp. You will essentially see 2 lines of xp messages when you kill it.
You receive 250 combat xp.
You receive 25 combat xp.
nades are best used for getting combat xp to hit commando.
Make mob bleed with weapon, peace, throw nade, peace, let mob die, collect combat xp.