Weaponsmith Archive

Thread: Change commando disposable weapons

CorenLanra
Thu Aug 19, 2004 12:42 am
#27



Brilyn wrote:
< You make running RL's sound so easy, but given the length of your description you just validate that there is a lot more to it than any other weapon in the game. >
Ur?
The only thing in my description that pertained *only* to Rocket Launchers was:
"If I wanted to do a run of RLs right now, I'd go grab 5 or so crates of each components, and do a run of 10 RLs."
Which was followed by (emboldened just to be 100% clear):
"Ditto if I wanted to do a run of any other weapon."
If you make guns, and if you make large factory runs of components, then I fail to see how a RL is much more work than any other weapon.
If you don't make grenades at all, well..... that's a Munitions (as a whole) issue.
Personally, I don't see it as a problem.





No munitons.. zippo



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Bermag
Mon Aug 23, 2004 5:39 am
#28

RL is a logistical nightmare lol. I still do them and I am one of the few that makes grenades as well. RL does nto sell that great though. I made 150-200 or so several months ago and still have some left (but getting low now).


200-300 components? I make runs of 1000 especially with munition. Problem is when you have to make the protones and you can't fit all into hopper. Not to mention that bug when the factory stops.


My experience form last run is that you should only make 125 RL. I made the mistake trying to make 200 (since that is using up a full run of protones). But I forgot about you have to use 8 feed mechs so I ended up having to make a extra run of feed mech and RL.



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
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FoeHammerOne
Mon Aug 23, 2004 11:33 am
#29

They shoud double or tripple the amount of charges or make the launchers loadable.



FoeHammer - Retired Weaponsmith
Natakku Asada - Retired PvPer.
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