Weaponsmith Archive

Thread: Grenade Crafting. Question for devs/Corr

Kesslan
Thu Jul 21, 2005 8:12 pm
#1

Well first off start mostly with the main thing I'm wanting to know.


Will there ever be enhancers for grenades that are NOT glop/cyrobans? Right now the only explosives enhancers that seem to exist. Are Acklay venom, and kiliknik glands. They add some nice mods, some -very- nice mods in the case of acklay venom. But only two explosive devices can be enhanced with them.


Proton Grenades, Thermal Detonators, Imperial Detonators, and both types of landmines all have slots for enhancers. But these enhancers do not appeart to have ever existed. I'm rather wondering about this as it seems kinda rediculous to me. Gien that I just crafted a cryoban grenade that has over 300 higher damage than I can get a proton grenade to if I go for all damage. And that was using post CU 880 acklay venom. Didnt hit a cap either.....


Highest I've managed to get a proton to is about 1100 without an enhancer vs about 600 on a cryoban without an enhancer.


Now am I wrong in thinking there is no looted sub thats an enhacner for protons etc? Certainly looking under munitions enhancers on the vendors just shows acklay venom, kliknik glands and the standard crafted subs. We also seem to have a chemical warhead component thats craftable. But seems to serve no purpose as far as I can tell, as nothing calls for it.


Anyone have any answers for this?



Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
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StrandedonEarth
Thu Jul 21, 2005 10:54 pm
#2

/cricketchirp



Bornov Erthumoi, 12pt (was FS) maker of Fine Melee and Ranged Weaponry
Gone on Hiatus, Clearance sale at:
Bornov's Implements of Destruction, -1130, -3050 NW of Coronet, Tempest

"Duct Tape is like The Force. It has a Light side and a Dark side and binds the Universe together"
StarNick
Thu Jul 21, 2005 11:13 pm
#3

*blows up crickets*

Now, Im only really starting to play around with grenades on my weaponsmith...if only cyrobans/glops can be enhanced well, thats bad. Almost as bad that our Plasma Flamethrower can't be pupped...

But in all honesty, grenades need a 360 degree revamp...in both their functionality and crafting/production...



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We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

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Kesslan
Fri Jul 22, 2005 1:46 am
#4

I heartily agree with star. partialy because I too have a commando. And he is afterall the commando corr. (And a damn fine one too. Look at the dedication, going WS to test out all sorts of buggy weapons for us)


But yeah grenades seem well and truely borked beyond belief now. I think teh worst is the C22 which lists like 3 subs, that dont exist, and then there's chem and heavy warheads. Which arnt used in anything at all that I can tell.


Mines are also kinda borked. DXRs use medium warheads. But have really piss poor damage. WHere as the XRs use only 2 subs (light warhead and fusing mech) and do something like 300 points more.


The DXRs need to get a shot in the arm or something. The XRs seem to be fine though. Not lethal on their own. Really just a nuisance. But murder in big numbers. (As given by the hordes of dead imperials around my guilds bases when they all rush in headlessly and set off all 60 mines)


I realize explosives in general arnt really considered generally a 'big thing' by most WS. But there are especially these days alot of commandos otu there. And alot of us like tossing about these little packets of love. So I was wondering if we could get any sort of input on where the hell all these things are headed? As they only seem to get hit with more and more nerfs. When their next to useless in their current state. (Sure grenades LIST a 10 second timer. But you can only throw on of the same type like every 2 minutes. The damage blows against a PC, the dots generally arnt all that great when and IF they stick. And they take up alot of resources for a measley stack of 5)





Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
Bothan Armory: -2070 -4517 Sanctuary Island - Corellia
Also at: -1395 -5820 Da'Vinci - Tatooine
Stealing your wallets since November 04
lunas
Fri Jul 22, 2005 2:21 pm
#5

I am supremely hopeful that they fix nades soon. I have a 1k run of sub components for imp detenators sitting in factories right now because the CU hit 2 weeks early and i am too stuborn to just delete something that would have generated so many millions in revenue.



Lunas Llunari Master ranger Master rifleman;
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...and making SWG a better place to be.
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CorenLanra
Fri Jul 22, 2005 2:50 pm
#6

Uhm guys the enhancers haven't been there since _beta_. Hightly doubt they are going to get aroudn to adding them any time soon.



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Maceey
Sat Jul 23, 2005 8:32 am
#7






CorenLanra wrote:
Uhm guys the enhancers haven't been there since _beta_. Hightly doubt they are going to get aroudn to adding them any time soon.





QFE.


And no offense but i do believe there are more importend bugs and stuff to get fixed first then grenades. Yes they are crappy and don't work but for commando's a pup on the plasma would be more usefull then the enhancements that have never been there.




Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
CotC Mall [ 6350 4420 ]
StarNick
Sat Jul 23, 2005 10:33 am
#8

Grenades are 25% of our overall profession, I wouldn't call them something unimportant...

Specials and the addition of non-AoE weapons would be the BEST thing given to commando at this time, pups on the PFT is a small and useful measure...but it won't fix the profession.



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

StrandedonEarth
Sat Jul 23, 2005 11:36 am
#9

FWIW, last time I checked, C22's also take acklay venom/kliknik glands.



I agree, commando weapons need a revamp (mainly looking at grenades and rocket launchers).



Or do I have to plant a chemical warhead in Coronet city hall to get action?





Bornov Erthumoi, 12pt (was FS) maker of Fine Melee and Ranged Weaponry
Gone on Hiatus, Clearance sale at:
Bornov's Implements of Destruction, -1130, -3050 NW of Coronet, Tempest

"Duct Tape is like The Force. It has a Light side and a Dark side and binds the Universe together"
Maceey
Sat Jul 23, 2005 2:50 pm
#10







StarNick wrote:
Grenades are 25% of our overall profession, I wouldn't call them something unimportant...

Specials and the addition of non-AoE weapons would be the BEST thing given to commando at this time, pups on the PFT is a small and useful measure...but it won't fix the profession.




yes they are for commando but not for weaponsmith. And the Specials and the addition of non-AoE weapons would be more important i would think then grenades. For weaponsmith those just don't rank very high on the issue list. And yes if they are to be more used they need to be completly reworked i agree with that. Grenades as far as i know just are not any good know and they won't change if you change the crafting part of it. They need to be changed completely.





Maceey USRForce
12 Point Master Weaponsmith--->Night Elf Hunter
Corellia, Fraggers Island
CotC Mall [ 6350 4420 ]
StarNick
Sat Jul 23, 2005 3:49 pm
#11

And thats where it depends on your perspective. At this point we desperately want the devs to rework how they work, with how they're produced a distant second. If grenades were really powerful and carried more charges, there would be far more justification for how their production is right now. Just because grenades aren't high up on weaponsmiths' list when a profession desperately requires their functionality changed isn't a barrier...

And if you really want to look at revamping for production, ALL commando weapons would have to be changed since ALL our weapons are 1) High up there in resources/production needed to craft (ie Rocket Launcher, and all our old consumable turned equipable weapons each take FIVE power handlers (even for CL22) and 2) Have built in states.

Most likely if we get specials, theres a chance our weapons will have to be changed because of the innate states, which would affect you guys too...

What really needs to be done is a broad schematic revamp for the profession as a whole, which grenade production would fall under. Its insane to have low CL grenades having the same resource requirements as a proton grenade, or a CL 22 Rocket Launcher taking 5 Proton grenades and many power handlers/feed mechanisms to craft. And that is a fairly large issue last time I checked Mor-Dan's issue list

Message Edited by StarNick on 07-23-2005 06:49 PM



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

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