Weaponsmith Archive
Thread: So You want To Make A Rocket Launcher
Type AmountQualities
Armophous Gem 6270CD/UT
Axidite Iron 10680UT
Carbonate Ore 2850CD/UT
Copper3420CD/UT
Copper 460OQ
Crism Ore 1680SR/OQ
Diatium Copper 2250CD/OQ
Gemstone 920OQ
Inert Gas 11970CD/UT
Inert Petro 1380OQ
Irolunn Reactive Gas 7200CD/OQ
Iron 16500CD/OQ
Low-Grade Ore 4560CD/UT
Metal11400DR/OQ
Metal 2850CD/UT
Metal 3450OQ
Metal 5600SR/OQ
Metal 7150CD/OQ
Ostrine Ore2250CD/OQ
Phrik Aluminium 3600CD/OQ
Polymer 3420DR/OQ
Polymer 4500CD/OQ
Polymer 560SR/OQ
Quadranium Steel 17800UT
Radioactive 5700DR/OQ
Reactive Gas 10830DR/OQ
Steel 15960DR/OQ
Steel 18700CD/OQ
Steel 3990CD/UT
Steel 8400SR/OQ
Being a commando I am happy to jump in on this.
This is a problem for both us and weaponsmiths. For you, you gotta find all these damned materials and components, and I do know from experience, just to makwe a lousy C 12 its a friggin hell of an effort to make sure you use quality material, I cant imagine doing this for RLs that you have described.
The problem for us, and I see as shocking since you talk about 2 weapon scopes, is that it is hugely inacurate even while the damge is great along with the HAM being super high and being super slow. Surprisingly enough it is our best consumable weapon at that rate, maybe a HPBC, but up there. Then theres something else to look at. OK you got heavy front loaded damage with th RL thats true, but if your a commando and take pistoleer to usee with the LP, over time you are going to outdamage when you look at speed, and accuracy, and having a special that increases the damage.
The DEVs need to really look at this for both of our sake.
TechnoHic wrote:OK you got heavy front loaded damage with th RL thats true, but if your a commando and take pistoleer to usee with the LP, over time you are going to outdamage when you look at speed, and accuracy, and having a special that increases the damage.
The DEVs need to really look at this for both of our sake.
Launcher pistols are far easier to make. Only require two subcomponents with an optional scope. Maybe I should make those instead of rocket launchers :-)
OK, so first: don't use advanced components; secondly: proton grenade quality doesn't matter. I'll have to rework my components list to take these into account.
Cheers.
Brawlmaster wrote:
The last two subcomponents are the projectile feed mechanism and blaster power handler. The decision is whether to make them advanced or not.
Weaponsmiths: What do you use when creating these weapons?
I think Rockters are good if you take care to watch your range. They are fairly accurate if you have a good distance between you and your target. but if the target wants to get close then it's time to switch weapons (rockters have -100 penalty at point blank). If you would still like to keep up the heavy single hit shots, grenades are great up close and a pwred up proton will give you more than 4k.
Another thing they are good for is first shots into a crowd. They have the range to allow you to keep enough distnace so the group wont agro on you when approaching. I usually kneel down and fire one round into a tight group before switching to my flamer or other. Rocketers have that radius damage effect so if you land the shot you will hit everyone close enough for some very impressive damage. I've actaully been lucky enough to take out entire groups with just one shot. Also if you are double lucky and the group all goes prone for rifle shots, hit them again or use the time lapse to move in to grenade range for the pwr'd up protons. Protons will give you an even wider blast radius.
Some of my PvP customers say they are great battle support weapons and do well on turrents. I have yet to see this first hand though as my commando just went faction recently
As a WS, yeah they a horrible to make. But they sell fantastically so are very much worth it. The only problem is you can't make rocketers as regular stock and expect to maintain the mainstream weapon lines. You can keep it up for a while if you have a lot of game time each week, but it will burn you out in the end.
Hehe keep forgetting about the adv PFM! use these like Jennai states, caught me jsut in time too I am making a fesh batch atm too!
LLJK_Griz wrote:
Speed's more important than damage on these components because commandos can't hit the speed cap and the +20 damage on an ABPH is insignificant when you look at the base damage of the RL. Regular BPH and adv PFM are fastest, so use them if you want to make the absolute best rocket launcher.
These things are so annoying to make and so hard to find that you can make them out of random crap materials and people will still buy them.
I use all regular components and as much crap resources as I can. They don't come out much worse than using all advanced components. The 4-500 damage difference vs. the cost and aggravation of using specific resource driven components is asinine.
Crap everything and then slice them all. 50k for speed slices, 60k for damage.
LLJK_Griz wrote:
Regular BPH and adv PFM are fastest, so use them if you want to make the absolute best rocket launcher.