Weaponsmith Archive
Thread: Weapon Schematic Information Needed....
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StarNick
Wed Feb 16, 2005 4:08 pm
#1
Hey folks, im requesting some information from any helpful weaponsmiths over here...
I need the following:
A. Amount of Resources needed
B. Components and # of Components needed and their Resources
C. Average Factory Run time for a crate
D. Any other important Information
...for the following disposable Grenades/Heavy Weapons:
1) Proton Grenade
2) Thermal Detonator
3) Imperial Detonator
4) Glop Grenade
5) Cryoban Grenade
6) C22 Frag Grenade
7) Rocket Launcher
8) Lighting Beam Cannon
9) Heavy Acid Beam
10) Heavy Particle Beam Cannon
Thanks...
Edit: Or any links that have this information (accurately) listed. Any help will be very much appreciated!
Message Edited by StarNick on 02-16-2005 06:15 PM
Grisbilen
Wed Feb 16, 2005 4:22 pm
#2
Everything except average factory time for a crate
Tho i do know that one rocketlauncher take over 5 minutes to make (and there are 7 in a crate)
Tho i do know that one rocketlauncher take over 5 minutes to make (and there are 7 in a crate)
StarNick
Wed Feb 16, 2005 4:57 pm
#3
Thanks mate!
Any other production run times on the other weapons would be much appreciated too.
Summerflame
Wed Feb 16, 2005 5:04 pm
#4
well I know that my subcomponents (medium warheads (the one that takes the longest of the 3 subcomponents)) takes about270 and the Thermal detonators themselve takes about 260 (dont have the exact numbers as Im not logged in atm, but Ill have a look tomorrow and update with exact numbers). That is if I experiment as many points at a time as possible.I guess the number is seconds, thou it seems to be a bit longer (but that might be cause Im impatient :b )
Those numbersare for one item. multiply with 25 for a crate. (and remember you have to make the subcomponents before making the nades. (personally I have one factory running for each of the 3 components and then one for the final product making my progress as fast as possible. If however theres only one factory available the time it will take will be much longer)
Hope this is helpfull 
Message Edited by Summerflame on 02-17-2005 01:05 AM
Trean
Wed Feb 16, 2005 10:35 pm
#5
A run of 1k imperial detonators on 3 factories(gotta run the components first) takes about 7 days. This is without overlapping the factory times. Hmm the actual final run of 1k detonators takes what like 3-4 days alone.
I will try to post most strict numbers but yeah I don't know who creates only a crate of these. More importantly, are you just looking for final compile factory run numbers cause some of the parts for these things are the real time consumers.
Amana
Thu Feb 17, 2005 2:37 pm
#6
ahh star did you replace garvin man
. Anyways ya I have deffinately run my fair share of grenades and such for the commandos. The main problem is the parts. Proton nades I looked at are pretty good resource wise only problem is the light and medium warheads and the fusing and stabilizer components needed for them. So really if you have a pretty well established WS with 3-4 factories for each item thats about 240 seconds per item atleast then add in the grenade time which can get near for me at about 280 seconds an item thats a pretty hefty load nearing the BEs tissues of about 336 seconds per item. We deffinately need to have our factory times tuned down a bit. It totally hurts for the production times I lost a contract deal because I under estimated the time it would take to run out some crates of imperial detonators.
SeaRaptor
Thu Feb 17, 2005 4:03 pm
#7
I don't have exact numbers in front of me, but I know that one time I tried to work out how many resources went into a complete run of rocket launchers or proton grenades (I forget which) and it was more thana PA hall or starship chassis (I think). Whatever it was, it was some ridiculous number that left me floored when I added it all up, because it was for LIMITED USE ITEMS! Argh.
I'll try and round up some numbers on this over the weekend for you, Nick, as it is one of our issues (and a pet peeve of mine in particular) and any ammunition we can gather up is good. =)
StarNick
Thu Feb 17, 2005 4:23 pm
#8
Its a big pet peeve of ours as well heh...and it could very well be a Pre-CURB fix we might elbow the devs in giving us...
Been exploring possibilities with stuff that won't be affected by the CURB, or things that will help us all to pass the time till the CU hits live (if I may add...finally...!). This is one soon to be one of my focuses...
Thanks for the help all 
Tomatec
Fri Feb 18, 2005 5:14 am
#9
sorry to pre-empt anyone drawing together infor for this thread. I had the following info already to hand, I hope it helps.
C12 Fragmentation -
(1000=55.5 hours(200sec)) (1000=17,000 units)
OQ/SR, 12 metal, 5 steel
Light Warhead -
(1000=40 hours(144sec)) (1000=18,000 units)
DR/OQ, 8 steel, 1 polymer, 9 reactive gas
Warhead Fusing -
(1000=44.4 hours(160sec)) (1000=18,000 units)
CD/UT, 6 amor Gem, 4 steel, 5 metal, 3 ore
(1000=55.5 hours(200sec)) (1000=17,000 units)
OQ/SR, 12 metal, 5 steel
Light Warhead -
(1000=40 hours(144sec)) (1000=18,000 units)
DR/OQ, 8 steel, 1 polymer, 9 reactive gas
Warhead Fusing -
(1000=44.4 hours(160sec)) (1000=18,000 units)
CD/UT, 6 amor Gem, 4 steel, 5 metal, 3 ore
53000 units. 139.9 hours = 5.8 days.
C22 Fragmentation -
(1000=? hours(?sec)) (1000=25,000 units)
OQ/SR, 19 metal, 6 steel
Light Warhead -
(1000=40 hours(144sec)) (1000=18,000 units)
DR/OQ, 8 steel, 1 polymer, 9 reactive gas
Warhead Fusing -
(1000=44.4 hours(160sec)) (1000=18,000 units)
CD/UT, 6 amor Gem, 4 steel, 5 metal, 3 ore
(1000=? hours(?sec)) (1000=25,000 units)
OQ/SR, 19 metal, 6 steel
Light Warhead -
(1000=40 hours(144sec)) (1000=18,000 units)
DR/OQ, 8 steel, 1 polymer, 9 reactive gas
Warhead Fusing -
(1000=44.4 hours(160sec)) (1000=18,000 units)
CD/UT, 6 amor Gem, 4 steel, 5 metal, 3 ore
61,000 units. ? hours = ? days.
Cryoban (?)
Glop (?)
Imperial Detonator -
(1000=97.7 hours(352sec)) (1000=103,000 units)
OQ/SR, 100 steel, 3 polymer
Medium Warhead -
(1000=73.3 hours(264sec)) (1000=85,000 units)
DR/OQ, 20 metal, 20 steel, 30 reactive gas, 10 radio, 5poly
Warhead Stabilizing -
(1000=75.5 hours(272sec)) (1000=45,000 units)
CD/UT, 5 ore, 5 carb ore, 6 copper, 5 amor gem, 21 inert gas, 3 steel
Warhead Fusing -
(1000=44.4 hours(160sec)) (1000=18,000 units)
CD/UT, 6 amor Gem, 4 steel, 5 metal, 3 ore
(1000=97.7 hours(352sec)) (1000=103,000 units)
OQ/SR, 100 steel, 3 polymer
Medium Warhead -
(1000=73.3 hours(264sec)) (1000=85,000 units)
DR/OQ, 20 metal, 20 steel, 30 reactive gas, 10 radio, 5poly
Warhead Stabilizing -
(1000=75.5 hours(272sec)) (1000=45,000 units)
CD/UT, 5 ore, 5 carb ore, 6 copper, 5 amor gem, 21 inert gas, 3 steel
Warhead Fusing -
(1000=44.4 hours(160sec)) (1000=18,000 units)
CD/UT, 6 amor Gem, 4 steel, 5 metal, 3 ore
251,000 units. 290.9 hours = 12.12 days
Proton Grenade -
(1000=88.9 hours(320sec)) (1000=29,000 units)
OQ/SR, 10 metal, 15 steel, 1 polymer, 3 crism
Light Warhead
(1000=40 hours(144sec)) (1000=18,000 units)
DR/OQ, 8 steel, 1 polymer, 9 reactive gas
Medium Warhead -
(1000=73.3 hours(264sec)) (1000=85,000 units)
DR/OQ, 20 metal, 20 steel, 30 reactive gas, 10 radio, 5poly
Warhead Stabilizing -
(1000=75.5 hours(272sec)) (1000=45,000 units)
CD/UT, 5 ore, 5 carb ore, 6 copper, 5 amor gem, 21 inert gas, 3 steel
Warhead Fusing -
(1000=44.4 hours(160sec)) (1000=18,000 units)
CD/UT, 6 amor Gem, 4 steel, 5 metal, 3 ore
(1000=88.9 hours(320sec)) (1000=29,000 units)
OQ/SR, 10 metal, 15 steel, 1 polymer, 3 crism
Light Warhead
(1000=40 hours(144sec)) (1000=18,000 units)
DR/OQ, 8 steel, 1 polymer, 9 reactive gas
Medium Warhead -
(1000=73.3 hours(264sec)) (1000=85,000 units)
DR/OQ, 20 metal, 20 steel, 30 reactive gas, 10 radio, 5poly
Warhead Stabilizing -
(1000=75.5 hours(272sec)) (1000=45,000 units)
CD/UT, 5 ore, 5 carb ore, 6 copper, 5 amor gem, 21 inert gas, 3 steel
Warhead Fusing -
(1000=44.4 hours(160sec)) (1000=18,000 units)
CD/UT, 6 amor Gem, 4 steel, 5 metal, 3 ore
204000 Units. 322.1 hours = 13.42 days
Thermal Detonator -
(1000=75.5 hours(272sec)) (1000=29,000 units)
OQ/SR, 10 metal, 15 thoranium, 1 poly, 3 crism
Medium Warhead -
(1000=73.3 hours(264sec)) (1000=85,000 units)
DR/OQ, 20 metal, 20 steel, 30 reactive gas, 10 radio, 5poly
Warhead Stabilizing -
(1000=75.5 hours(272sec)) (1000=45,000 units)
CD/UT, 5 ore, 5 carb ore, 6 copper, 5 amor gem, 21 inert gas, 3 steel
Warhead Fusing -
(1000=44.4hours(160sec))(1000=18,000 units)
CD/UT, 6 amor Gem, 4 steel, 5 metal, 3 ore
(1000=75.5 hours(272sec)) (1000=29,000 units)
OQ/SR, 10 metal, 15 thoranium, 1 poly, 3 crism
Medium Warhead -
(1000=73.3 hours(264sec)) (1000=85,000 units)
DR/OQ, 20 metal, 20 steel, 30 reactive gas, 10 radio, 5poly
Warhead Stabilizing -
(1000=75.5 hours(272sec)) (1000=45,000 units)
CD/UT, 5 ore, 5 carb ore, 6 copper, 5 amor gem, 21 inert gas, 3 steel
Warhead Fusing -
(1000=44.4hours(160sec))(1000=18,000 units)
CD/UT, 6 amor Gem, 4 steel, 5 metal, 3 ore
177,000 units. 268.7hours = 11.8 days
Server Down time adds 1 hour to the times when ever it occurs (or more).
If the factory finishes when you are offine then that will add additional time to the equation.
I dont know what complexity tapes do (for other professions) but I suspect they make the complexity of an item lower? Item complexity adds to the manufacturing time, complexity is risen by the number of experimentation attempts you make on a schematic item and also if you get a moderate/good sucess. No such thing as a weapon complexity tape.
I have 9 factories making nades, and I have run out of steel and thoranium steel, lol 
Tomatec.
DarthPanza
Fri Feb 18, 2005 4:31 pm
#10
I calculated this for shopping purposes, but 1k imps takes the following (this is total, including all subcomponents):
152k steel
30k Reactive gas
10k Radioactive
11k Amorphous
8k polymer
13k Carbonate ore
6k copper
21k Inert Gas
This is consolidating all resources where more than one type will work into as few resources as possible (and stuffed into a bag called 'Nade stuff" lol). And as for time: FOREVER! and to be more precise, "slower than any commando cares to wait!"
152k steel
30k Reactive gas
10k Radioactive
11k Amorphous
8k polymer
13k Carbonate ore
6k copper
21k Inert Gas
This is consolidating all resources where more than one type will work into as few resources as possible (and stuffed into a bag called 'Nade stuff" lol). And as for time: FOREVER! and to be more precise, "slower than any commando cares to wait!"
StarNick
Fri Feb 18, 2005 6:42 pm
#11
Thanks all for your responses...from Michail on the Commando Forums I pretty much got a huge list of everything, and all your info will help with me picking apart and making sense of all this stuff....(want to see just how freaking bad it is heh...)
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