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XX Conc Launcher

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Aug 19, 2011 Dr. Lecter link
I'm sure this has been said before, but since the Devs are either too distracted, or too stupid, to have acted on the problem, I'll say it again.

A single XX conc launcher has 4 shots, requires an obnoxious mission to obtain, does no damage, and is of limited value in combat or piracy. Whatever, we don't expect much from VO's "higher level" items guys -- you've always been terrible at this part of game development (hi, Inc. from the Widowmaker Mk I era!) and we've more or less gotten over it.

But 400,000 credits per reload? Seriously? Did you guys screw up and hit the zero key one too many times, or are you really so dumb you think this is balanced? Might I use one of these in the nose of a Hog II or a Hound (something else with retardedly inflated repair costs) when hunting XCs? Maybe - but I sure as Hell won't when it costs more to reload than the ship's cargo can bring.

I can see them being pricy to reload and all, but 100,000 per round is a decimal place too high. Try again.
Aug 19, 2011 Whistler link
And to think that you claim to be in a career that depends on being able to effectively influence opinion in a manner which might benefit you.
Aug 20, 2011 Dr. Lecter link
The difference between a court and the devs is that I've seen evidence of intelligent response to arguments from the former. From the latter I've seen a lot of "OMG! TeH ZOOMZ=HUGE OPPS 4 US L0L0L!!!11"

At this point I'd rather present good ideas in a way that makes any implementation feel like as tooth-grittingly unpleasant a mea culpa as possible: they deserve it after all this time and crap.

Any further digressions, Whistler?
Aug 20, 2011 tarenty link
I disagree with your presentation, but I agree with your suggestion. This weapon and the biocom mine both are far too expensive to reload. If/when these do get fixed, tack another 40k damage onto the biocom mine to make it a real nuke instead of the party popper it is now. :p
Aug 20, 2011 Phaserlight link
http://www.vendetta-online.com/x/msgboard/3/21755

Underneath that bull-in-a-china-shop rant the fact that something should be done about this weapon remains a valid point. I still think it would be interesting if each shot did something like 4.5k damage.

4.5k x 4 = 18,000 / tube in 4 seconds

1.5k x 12 = 18,000 / tube in 12 seconds (sunflare)

Also bear in mind it's a couple hours of work to craft one of these puppies.

edit: actually it looks like they took the mission out entirely, if that's the case this thread really is beside the point
Aug 21, 2011 pirren link
A single XX conc launcher has 4 shots, requires an obnoxious mission to obtain, does no damage, and is of limited value in combat or piracy. Whatever, we don't expect much from VO's "higher level" items guys -- you've always been terrible at this part of game development (hi, Inc. from the Widowmaker Mk I era!) and we've more or less gotten over it.

+1
Oct 03, 2011 Dr. Lecter link
Note: Yes, I'll look at reducing the cost of concussion launcher ammo.

-Incarnate, circa 2007


http://www.vendetta-online.com/x/msgboard/1/17200#217038

How's that inquiry going, Inc.?
Oct 04, 2011 incarnate link
We're evaluating and synergizing our backward overflow. Then we have to form a committee to appoint a focus group for a long-term study.
Oct 04, 2011 Dr. Lecter link
We're evaluating and synergizing our backward overflow. Then we have to form a committee to appoint a focus group for a long-term study.

Translation: we're playing with our own poo; we expect to do this for some time yet to come.
Oct 04, 2011 pirren link
Then we have to form a committee to appoint a focus group for a long-term study.

What the hell "long term study"? Isn't it obvious?
Oct 04, 2011 Dr. Lecter link
pirren, you'll need to adjust your sarcasm detector.
Oct 04, 2011 space999999 link
+1. it's really pathetic that this hasn't already been done.
Oct 05, 2011 incarnate link
So, now that I've been trying to change this for the last hour or so, I can honestly say this is pretty odd. There is no ammo price defined in the usual database field, and I have no idea how this currently works. Because it's a mission-derived item, it may have been implemented in an unusual way to work around some limitation or other. The original goal may have been to create mission-derived ammo as well. I'm not sure. But at any rate, this is not the trivial "change a number" type thing I had been expecting.

In fact, I think I've "discovered" this conundrum several different times over the last few years, only to need additional help and have the issue fall through the cracks afterwards (people getting busy or being distracted by some crisis, blah blah). Anyway, I've emailed Ray about it, and we'll figure something out. (Again?).
Oct 05, 2011 incarnate link
Ray confirmed that this item is pretty strangely and uniquely implemented. Anyway, we changed ammo to 10k/unit.
Oct 05, 2011 Pizzasgood link
Cool.
Oct 06, 2011 CrazySpence link
what does this thing even do anyways
Oct 06, 2011 Dr. Lecter link
Think of it as the sunflare version of the conc mine. Except it only holds 4 rounds, costs 10k per shot, and can only be obtained via a mission. I mean sure, it's neat that it knocks the target around some, but flares pretty much do that and more.
Oct 06, 2011 abortretryfail link
Yeah it was something like 4mil to reload one before... I think i have one of these things around. I didn't find it very useful.
Oct 06, 2011 look... no hands link
so perhaps they need a bigger punch?
Oct 06, 2011 Dr. Lecter link
Hey hey hey... they just dropped the ammo cost the requested decimal place after only four years! Don't expect any more changes to this baby until at least 2015.