Weaponsmith Archive

Thread: So You want To Make A Rocket Launcher

Brawlmaster
Tue Jan 27, 2004 9:37 am
#1



Well, who wants to make just one? I took it upon myself to determine just what it would take to do a factory run of 100 rocket launchers. No problem, you say. Just run up all the subcomponents to make it, you say. Sure, I say. Let's work on that.


To create one rocket launcher, you need 150 units of iron, 65 units of metal, and 170 units of steel, all CD/OQ. Additionally, you need 2 weapon scopes, 8 projectile feed mechanisms, 4 blaster power handlers, and 5 proton grenades. Of course, to create one proton grenade, you need 10 metal, 15 steel, 1 polymer and 3 crism siliclastic ore, all SR/OQ. Additionally, you need one each of: light warhead mechanism, medium warhead mechanism, warhead stabilizing device, and warhead fusing mechanism.


No problem. We'll do a factory run of those subcomponents first. How many to make? Since the rocket launchers each require 5 proton grenades, we'll need a total of 500 of them for the final factory run. We'll need a few extra to create the schematic. Let's give ourselves 10 tries to get a great/amazing schematic. That means we'll need 550 proton grenades total. No problem, right? To create 550 proton greandes, we'll need 550 of the subcomponents plus 10 more to create a great proton grenade schematic, for a total of 560. Easy as pie.


So how many resources do we need? Well, the light warhead mechanism requires 8 steel, 1 polymer, and 9 reactive gas, all DR/OQ. To do the final factory run, we'll need enough to make 560 as we determined in the last paragraph. But of course, we'll need enough to also give us ten tries at a schematic, so we actually need enough resources to make 570. That comes to 4560 steel, 570 polymer, and 5130 reactive gas. There, one subcomponent is done. Out of four. For just the proton grenades.


We'll also need enough resources to make 570 medium warhhead mechanisms, each of which requires 20 metal, 20 steel, 30 reactive gas, 10 radioactive, and 5 polymer, all DR/OQ. This comes to 11400 metal, 11400 metal, 17100 reactive gas, 5700 radioactive, and 2850 polymer. Second subcomponent done. Next up is the warhead stabilizing device, each of which requires 5 low-grade ore, 5 carbonate ore, 6 copper, 5 armophous gemstone, 21 inert gas, and 3 steel, all CD/UT. Multiplying by 570 gives us 2850 low-grade ore, 2850 carbonate ore, 3420 copper, 2850 armophous gas, 11970 inert gas, and 1710 steel. Third subcomponent done.


Finally, we've got the warhead fusing mechanism which is comprised of 6 armophous gemstone, 4 steel, 5 metal, and 3 low-grade ore. So that's another 3420 armophous gemstone, 2280 steel, 2850 metal, and 1710 low-grade ore. Last subcomponent done.


Now we want to put together the proton grenades themselves. We need to build 550 of them as we indicated earlier but, in terms of resources, we want enough to create 560 so that we can get ten shots at a great schematic. That means we'll need 560 metal, 8400 steel, 560 polymer, and 1680 crism siliclastic ore, all SR/OQ. Excellent. We're all done!


With the proton grenades.


The rocket launcher requires three other subcomponents. The easiest one to deal with is the weapon scope (15 metal, 6 inert petro, 4 gemstone, 2 copper, all OQ). Each rocket launcher requires two, so we'll need 200 total for the final factory run, but an additional 20 so we can build the schematic rocket launcher schematic, plus resources for 10 more to build the actual weapon scope schematic. This totals 3450 metal, 1380 inert petro, 920 gemstone, 460 copper. Next we need to make a decision. 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?


Commandos: What do you prefer in your rocket launchers? Do you mind paying a little more money for a little more power? Also, are rocket launchers worth the extra money anyway when you can just buy proton grenades instead?


Anyway, let's make it with advanced components and see what happens. The advanced blaster power handler requires 10 polymer, 5 diatium copper, 5 ostrine ore, 8 phrik aluminium, and 16 irolunn gas, all CD/OQ. We need 4 per rocket launcher, for a total of 400, add 40 more for experimenting the rocket launcher schematic, plus 10 more for experimenting the power handler schematic, which comes to 450. This requires 4500 polymer, 2250 diatium copper, 2250 ostrine ore, 3600 phrik aluminium, and 7200 irolunn gas.


Finally, the advanced projectile feed mechanism uses 20 quadranium steel and 12 axidite iron, all UT. Each rocket launcher needs 8, for a total of 800, and add 80 more for experimeting the rocket launcher, plus 10 more for experimenting the mechanism itself. This comes to 17800 quadranium steel, and 10680 axidite iron.


Now we're actually ready to build the rocket launchers! To make 100 rocket launchers (plus 10 more for experimentation) means we have to dig up 16500 iron, 7150 metal, and 18700 steel. Throw in all the subcomponents (550 proton greandes, 880 projectile feed mechanisms, 220 weapon scopes, and 440 blaster power handlers) and we're done. Simple, wasn't it?


To summarise, you'll need to gather the following resources:


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


That's a total of 196300 resources to make 100 rocket launchers. Nearly 2,000 resources per weapon (note to architects: quiet! Do *your* creations require keeping track of 30 different resources?). Then add in all the time you took to gether the resources, time it took to craft everything up, factory maintenance and power, of course.


I think selling these puppies for 60k each is highly justified. How about you?



--
Trevnar Sunskimmer: Master Weaponsmith, Master Scout Trader: Munitions
[Kauri] Theed, Naboo
Visit my shop, 800m south of Theed: WP -5187 3355
TechnoHic
Tue Jan 27, 2004 10:03 am
#2

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.





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Brawlmaster
Tue Jan 27, 2004 11:14 am
#3



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 :-)



--
Trevnar Sunskimmer: Master Weaponsmith, Master Scout Trader: Munitions
[Kauri] Theed, Naboo
Visit my shop, 800m south of Theed: WP -5187 3355
Avelio13
Tue Jan 27, 2004 12:33 pm
#4

The worst thing about RLs are is they sale so fast when you do make them...I can make a run of 100 on my server and sell them 70k. If I advertise I have them I will sell them all in a matter of hours. Thats 7mil without much work. About the only time I do these if there is someone I know that needs them...ie a friend. Or when I need quick cash...couple days quick anyway because of the factory times...



___________________________________________________________________________
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Abominable-TCO
Tue Jan 27, 2004 6:05 pm
#5

yep nice post!


Youask do we use adv components?


Personally I do not! the dmg onRL is far outweighed by the measly differences in adv components (never ever use adv PH to make them the diff is and extra 20 max dmg and they are generally slower than std models etc and on a RL that is kinda rediculous esp since adv PH make a huge diff to sales for other ranged weapons)!


If there is a component which affects range accuracythen I will experiment that over dmg in the vain hope that my RL get a better accuracy etc.


Also for the proton grenades they make 0 difference to the final combine so they can be as crappy as you can make them and pls dont experiment on them as that drives the factory times up! (ie complexity is higher = longer time to make the components)! use yuor good resources where it counts and the crappy ones where it does not!


If the devs remove proton grenades and replaced them with power conditioners etc the RL would be a much more readily available weapon!



--------------------------------------------------------------------------------
Quagga's TCO Weapons Depot

Based in the Player City of Draicco, Talus
{I am on the map and have a shuttleport as a doorstep(2980 1331)}


Brawlmaster
Tue Jan 27, 2004 6:28 pm
#6

Abominable - That's great information. Thank you!

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.



--
Trevnar Sunskimmer: Master Weaponsmith, Master Scout Trader: Munitions
[Kauri] Theed, Naboo
Visit my shop, 800m south of Theed: WP -5187 3355
LLJK_Griz
Tue Jan 27, 2004 6:30 pm
#7






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?





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.



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Soar
Tue Jan 27, 2004 7:03 pm
#8

I use regular components on all my rocketers because the speed if far more important.

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 Sounds like fun though.

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.
Abominable-TCO
Tue Jan 27, 2004 10:18 pm
#9








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.




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!




--------------------------------------------------------------------------------
Quagga's TCO Weapons Depot

Based in the Player City of Draicco, Talus
{I am on the map and have a shuttleport as a doorstep(2980 1331)}


GoodToTheTouch
Wed Jan 28, 2004 12:09 am
#10

60k for a 29 or more shot, ARP3, 4000 damage, blast weapon? HELL YEAH!!!!!! sure they are for special occasion mostly, but lets face it, nothing in the game can compare to it except a T21 against a target with no resists what so ever (13k highest known hitting) sooo and what has blast protection? not enough stuff to matter!!! yay, boom baby boom
Renescent
Wed Jan 28, 2004 12:13 am
#11

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.





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Mato-Sai
Wed Jan 28, 2004 1:17 am
#12

nice post
Brawlmaster
Wed Jan 28, 2004 4:56 am
#13







LLJK_Griz wrote:


Regular BPH and adv PFM are fastest, so use them if you want to make the absolute best rocket launcher.






Great info, Jennai. Currently working on V2 of this post :-)





--
Trevnar Sunskimmer: Master Weaponsmith, Master Scout Trader: Munitions
[Kauri] Theed, Naboo
Visit my shop, 800m south of Theed: WP -5187 3355
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