Heavy wePons!

Feedback, comments, and questions relating to the Commando profession
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TheIronTower
Posts: 4
Joined: Sat May 13, 2017 6:51 pm

Heavy wePons!

Post by TheIronTower » Fri Sep 01, 2017 5:49 pm

The multiplier or whatever for mind cost on the specials seems to be to high anything ive crafted over 60 HAM the specials take too much to use if you decrease the ham usage on the weapons to where you can fire them the DPS on them is terrrrible flame single 2 with a 13speed 1600 dmg 35HAM flame thrower was getting around 3k damage . It will probably not be used ever in pvp due to very high mind usage would just get you dead. The launchers and grenades seem to work well but 5 use on the grenades that require pretty much the same subcomponets but moree materials vs 40 use on launchers might need some tweaking.

Anishor
Posts: 64
Joined: Fri Jun 05, 2015 10:14 am

Re: Heavy wePons!

Post by Anishor » Sun Sep 03, 2017 8:02 am

There was a tweak done that went in yesterday, still having issues?

TheIronTower
Posts: 4
Joined: Sat May 13, 2017 6:51 pm

Re: Heavy wePons!

Post by TheIronTower » Mon Sep 04, 2017 7:26 am

Nope the special heavy weapons seem to be working nicely now as do rockets . havent tried all the grenades or mines yet will see how they work this week. thanks for fixing it so fast!

TheIronTower
Posts: 4
Joined: Sat May 13, 2017 6:51 pm

Re: Heavy wePons!

Post by TheIronTower » Mon Sep 04, 2017 8:21 am

There dosent seem to be any way to place or use a mine ,when crafted it only makes 1 of them, and there is no certifications for them so it says evryone can use. The grenades dolnt seem to do anything diffrent from each type other than the damage type they deal. I dolnt know if thats intended. I think they used to snare or do stuff like that based on type.

Halyn
Site Admin
Posts: 263
Joined: Wed May 27, 2015 8:53 am

Re: Heavy wePons!

Post by Halyn » Mon Sep 04, 2017 10:12 am

Mines are used by adding them to a minefield at player bases. In the current system, that translates to not doing much, since player bases aren't relevant to the upcoming GCW. They may or may not get worked into the invasion system; tbd.

NGE grenades had different effects, but pre-CU grenades were always strictly differentiated based on damage type and damage range. (With the core system, we don't have differing damage ranges, save the light frag grenade everyone can use has much lower damage.) At this time, we're not looking at adding status effects to grenades, as that's the role of Ranger's traps. Doesn't mean it can't be/won't be revisited in the future - it's just not on the map right now.

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