Weaponsmith Archive
Thread: What happened to Commando weapons?
Message Edited by Binstubbs on 05-17-2005 06:19 PM
Commando weapons are the source of the highest element damage in game. Electric, Acid and heat damage are all very high compared to other weapons, so you would basicly the guy attacking weaknesses for better damage rates. Its anybodys guess as to what weaknesses are now as they do not display in the examine screen anymore, but if the theory is correct, every opponant has a weakness to one of the elements.
Commandos do not have specials, so you need to have some kind of extra range skill to make it worth while, probably marksman, BH works well too, or mix itup with carbines or pistols. They are also supposed to have dots on the grenades but Ive heard this is bugges atm. I have also heard that pre-nerf nades have a very low accuracy rate for some reason, but that could just be an overall bug on the dots not working.
Rocket Lauchers take proton grenades. Proton Grenades take 4 different parts that take forever to run. Rocket Launchers suck to make. Everything else isnt too bad, just has some extra resource requirements. One thing I noticed tonight while trying to complete and order for a customer, was the lowest heavy weapon CL is 22 in the Heavy Acid Rifle, and most of the rest are 40-50 or higher. The customer was lv 16 at Marksman 4404, Brawler 4000, and commando 0000. He needed heavy weapon XP but didnt qualify for any of the weapons. I tried crafting several types of weapons but this seemed to be the only starter gun I saw.
Higher level weapons like the Acid Launcher, Lighting Cannon, Particle Cannon, and Plasma Flame Thrower are what most commandos will use for best DPS.
bmf5000 wrote:
The customer was lv 16 at Marksman 4404, Brawler 4000, and commando 0000. He needed heavy weapon XP but didnt qualify for any of the weapons. I tried crafting several types of weapons but this seemed to be the only starter gun I saw.
Yeah, didnt know the launcher pistol was fixed and a commando weapon, so I didnt try that. No idea if its pistol XP or heavy, but it would make too much sense to have it be a low level heavy weapon they could use to grind. I guess I'll have to try and make one to see what comes out.
I got sorta lucky with this too, I had a decent stock of various (at the time limited use) commando weaponry, before the CU went live. These happened to be weapons that transferred to stats that dont seem to be possible in crafting now, much higher element damage, better DPS, lower SAC, 1100+ condition, etc. They sell great, even the lower damage stuff, probably because its element damage.
If a master commando notices he is not doing decent damage with one heavy, he needs to try another type. For instance, something has a resist to heat, the Flamethrower may not dish out the kind of damage a lower DPS acid launcher can. This is how it should work, based on what Ive read about the CU, but its anybody's guess as to whether or not it's true.
Helpful info thanks, on my side of it, I have a rocket launcher that was pre-cu does around 150 base dps the HAR is about 200 base dps and my heavy particle beam cannon (pre-cu) is about the same at 200 base dps. Only my plasma FT is decent at 291 base dps (roughly 450 modded dps for a master commando master carbineer).
These damage outputs are terrible, especially if it is AoE. If you are going to aggro a lair of critters onto you you need to do some damage cuz the rest of ur group already has their hands full.
Would one of you guys mind reporting on the best BASE stats you were able to achieve with heavy weapons and grenades? thanks again
Well to be frank, and please I didnt come here to rant everyone outdamages Commandos. In order for it to be more broken, we would have to instantly morph into a CL1 nuna everytime we equip a commando weapon.
I honestly wish I was on Bria and could test some weapons out for both the WS and Commando community. But unfortunately I am on Kettemoor, quite possibly the worst server in the game, definitely the worst I have ever seen 1st hand. Everytime I log in I hopelessly vendor search to see if any decent weapons are making it to the market place yet. As of last time I logged in There was less than 50 TOTAL Heavy Weapons, that includes all of them, not any one type. There are no lightning cannons or acid stream launchers on my server, I am willing to bet that most if not all those weapons are pre-cu weapons anyway.
Unfortunately it looks like a character transfer will be the only way for me to enjoy playing my favorite character.
Is it possible for one of you to do a "one-off" run of the heavy weapons with all high quality resources and report the results, maxxing dmg and speed? I realize after my WS days that heavy weapons require the warheads and other oddities when compared to pistols, but there is an entire community in the commando forum that has no clue if our guns are in need of dev intervention or if WS's are actually just shrugging us off. As I'm sure you know, SOE enjoys leaving the community in the dark and tossing out vague "protect-our-own-a$$es" statements rather than be frank and communicate openly with playerbase.
Any help, even on just one heavy weapon madenear its full potential, 10-12 pts smith doesnt matter, just so we have a clue where the benchmark is, would be GREATLY appreciated.
We are desperate.
Thanks in advance.
Both commandos' and weaponsmith's biggest issues weapon wise, is I would say the high cost/long length of time to produce Rocket Launchers, which are CL 22 weapons and practically worthless to a Mastered Commando (unless if they didn't have a KD special). As for the other heavy weapons, they're much better to craft than they were pre-CU - although the # of adv power handlers required resemble more of the T-21...from the basic HAR to the master Flamethrower...
Anyways, through my MWS alt on Valcyn Ive noticed our HW sorely lag behind in comparison of all ranged weapons in damage. Our AoE is *suppoused* to make us "hvy damage" where we can lay down the hurt on multiple enemies at once. However...we do not have specials, severely gimping the TKM/MCs, and furthermore...having ALL AoE on every weapon can be more of a burden than a blessing for groups and dungeons. Riflemen were concerned about min ranges on rifles, and that they wouldn't be able to be of use in a dungeon....for us the same applies, but because we aggro everything around us to hell and back.
So the commando community brainstormed some ideas, and we came up with this rather commando-esque neat idea of giving some of our weapons full AoE damage, and some (like the RL or HPBC) an innate armour break built into the weapon, as well as possibly an advanced LP (which we *were* promised) or RL. We won't be a full AoE profession, thus giving relief to us in dungeons (and folks can't pull the "use a different weapon crap" here as our weapons = our specials, if we can't use em...our profession is worthless), as well as giving importance and variety to our weapons while increasing the commando factor of the profession.
Just curious (since this thread is about our HW, and this idea is what Im pushing for currently with the devs), on the WS' view on the matter...
OK. I was reading this before I came to work and something dawned on me on the way in. It's probably something that smarter people than me have already figured out.
DPS is king now and despite what some may think, most players are going to look at that first and foremost. The thing I neglected is that CL and DPS are tied together. What jarred it from me was Stern mentioning that the RL is a CL 22 weapon. Well, so is a DH 17 pistol. And although I am at work and can't tell you exact numbers, I know the DPS on my RL is very close to that of my DH17. I also have noticed that the DPS on all of my CL 54 weps are hitting the 290-300 range. I think if we start to compare weapons, we'll find that this is true for all CL ranges. A CL 40 rifle will have relatively the same DPS as a CL 40 pistol.
What does this mean for Commando weapons? PFM for teh win. Maybe a LBC if you want to mix it up. An ASL if you want to throw a blind state on. But the others are pretty useless. It also means that this WS wil NEVER craft another Rocket Launcher as long as it stays this way. All the krayt tissue and Gorax shards won't save the RL from being just a big damn version of a DH17. I used to charge 50-75k for RL's. No way I could justify that now. Nor could I afford to sell it for what it's worth - a generic CL 22 weapon.
/rantmode What this does point out is the shoddy way that the CU was introduced. I daresay that if Stern or Felton had been given a little input, they would have realized how stupid some of the weapon certs are. To use a basket full of Blaster Handlers and Feed mechs and get a weapon that has the same DPS as a pistol with 1 Blaster Handler is absurd. There are several examples of weapons that either need the cert or the resource requirements reassessed. It really hurts both WS and the combat profession the weapon belongs too. We should all hector the devs until they fix this. /rantmodeoff
So the basic answer is - PFM, LBC and maybe an ASL. The others are not worth the effort. ANd don't ask about Rocket Launchers. We'll both be annoyed at the result