Combat Medic Archive

Thread: so now that you have all this do you as CMs think commandos should get there dots back?

Skeptic666
Wed Jun 23, 2004 8:59 am
#1

Besides being so angry that a Healing profession is PvP Gods. How do you feel about the commando dots. Should they not be brought back? I know this is the CM forum but I just wanted to catch your ideas or opinions. You are all keeping your Dots but there are going to be spices I guess and docs can cure.


The Flame Dots have food and Blankets and water to put them out.


So in all fairness do you think it is justified for commandos to get there dots back?


Just wanted to catch your opinions before i Get all mad that you guys are so much better heheh.


Thank you





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EX Combat Upgrade Sandbox Alpha Phase: Commando Team
Gnuut
Wed Jun 23, 2004 9:04 am
#2

Commando DOTs don't work like poison. The work more like disease adding wounds to the mix. Disease tics for us at 40s but I have no idea what flames tic at. Isn't the rate for damage still higher for Commandos? I know the majority of us can't get past 100 Base Eff without Advanced Loot Items on diseases.



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jfang
Wed Jun 23, 2004 9:08 am
#3




I am not familiar with all the intricacies of the Commando profession.


However, in my opinion, since the introduction of fire blankets,commando's fire attacks should be brought back up to how they were before the DOT attack change. The exception is the stacking.


As I understand it, a commandos used to be able to stack as much on fire status as they wanted. I think they should be able tostacktwo or three shots (on fire, very on fire, andextremely on fire), but you can only be so much "on fire" before you reasonably can't burn any more.


Again, I have had only limited exposure to commando fire attacks though, so this is just from my impression of how they work...



Edit:

From what I could tell from a recent exposure to a flame attack, the DOT appeared to do about 300 damage per tick, of which about 100 were wounds. The tick speed appeared to be about 10 seconds per tick, comparable with a poison, although I didn't actually time it.

Message Edited by jfang on 06-23-2004 12:11 PM

jfang
Wed Jun 23, 2004 9:23 am
#4


I just skimmed the commando forums, and it appears that commando flames tick every 10 seconds, and do approximately 800 to 1000 damage per tick in PvE. The numbers I saw for PvP were about 1/4 that, so I guess that being on fire is subject to the 75% reduction as standard attacks.


In this light, I do not think that getting unnerfed is appropriate, at least nota total un-nerf. Getting 300 health wounds per 10 seconds is just crazy. Doing 1000 health damage per 10 seconds is kind of pushing it, but given the limitations to flame throwers (being with 16m, slow attack, and possibility of missing), it is not excessively high...


I would say if you can do something about the wounds, being on fire should be mostly restored to its former glory since the introduction of fire blankets.
Renzeron
Wed Jun 23, 2004 9:27 am
#5

If I remember correctly, Commando fire dots do both, healable damage and wound. They were brought down because the only cure was to JUMP in a lake. lol I remember those days.


Now that Doc's have fire blankets, I dont see why they could not be brought back up to par. Only thing is, They can tick every 10 sec doing both types of damage and Combat Medics require 10 and 40 secs to do both.


If they brought it back up to par, it should be on some kind a timing like we are stuck on. But that goes for all DOTs... Not just for Commando. A dot is a dot... Why do some tick faster than others? Or is this just me getting caught up in the moment of battle and not really paying attention to how long everything takes? /shrug


Maybe I'm just completely wrong all together.



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blaketheone
Wed Jun 23, 2004 10:26 am
#6

i believe they should. also in pvp they cant hit defense stackers . so they need to make it if they do hit in pvp there flame dot is the way it use to be.



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Morganite
Wed Jun 23, 2004 10:36 am
#7

They never should have lost them, especailly since 1 publish after they removed them, they added fire blankets. **edit** was the point of the fire blanket after they nerfed the dot's to uselessness???



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Excess3
Wed Jun 23, 2004 10:39 am
#8

just a heads up on those wounds..
the wounding is taken from the wound % of the weapon.
So unless the weapon used to hit the target was 100% wounding, you don't get 300 wounds per tick.
So the wounds aren't really as much of an issue, its just more noticable because bleeds ignore the wound stat of the weapon, while fire takes it into account. This is the same for those looted weapons that have fire DOTs on them.
And before you start in on power ups to increase wounding, the only weapon the Commando has that accepts powerups is the LauncherPistol.
Please don't take this post the wrong way, it is purely informational, and I am curious to see your thoughts on other profession's dots compared to yours.



If ignorance is bliss, bliss is over rated.
jfang
Wed Jun 23, 2004 11:03 am
#9






Excess3 wrote:
just a heads up on those wounds..
the wounding is taken from the wound % of the weapon.
So unless the weapon used to hit the target was 100% wounding, you don't get 300 wounds per tick.
So the wounds aren't really as much of an issue, its just more noticable because bleeds ignore the wound stat of the weapon, while fire takes it into account. This is the same for those looted weapons that have fire DOTs on them.
And before you start in on power ups to increase wounding, the only weapon the Commando has that accepts powerups is the LauncherPistol.
Please don't take this post the wrong way, it is purely informational, and I am curious to see your thoughts on other profession's dots compared to yours.





I was referring to if you removed the 75% damage nerf so that on fire did 1000 damage in PvP, you could very easily end up with a situation where each tick did 300 health wounds. I think 1000 damage a tick may be considered high, but considering other circumstances isn't exceptionally bad. But 300 health wounds per 10 seconds is rather extreme. So if they unnerf the damage, they need to do something about the wounds.
vortexala
Wed Jun 23, 2004 11:26 am
#10

Just wanted to chime in here...


Commandos have far more pressing concerns then simply reintroducing their lost Flame DoT. In fact, I'd say they can live without the flame DoT with ease...as long as the rest of their arsenal actually worked.


Make the HAR worthwhile, give it specials on par with the FT but with an Acid DoT/Damage Base.

Make Grenades worthwhile by increasingtheir damage as well as an increased range(32m perhaps).

Make the RL something other then a waste of resources, and actually have it hit more then half the time.

Throw the Beam Cert in there somewhere, and give it some specials.

Change the LP to not work off of Pistoleer specials, but have it's own.

Throw in a few unarmed maneuvers(you do take Unarmed IV, might as well have a reason for it)

Throw in the E-Web as a Commando Crew Weapon.


All of these things, and many others that have been proposed, are great ideas and deserve tosee the light of day in one form or the other. They're by far more important then a simple side-effect of a weapon...


So forgive me for not understanding why it is you'd rather simply focus on a DoT?




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Happymob
Wed Jun 23, 2004 11:55 am
#11






vortexala wrote:

Just wanted to chime in here...


Commandos have far more pressing concerns then simply reintroducing their lost Flame DoT.



That's my belief as well. I think they overdid the dot nerf on commandos (particularly since they also introduced fire blankets), but I would rather see the non-flamethrower attacks improved. In particular, they need usable grenades. This game needs more unique ways to deal damage.



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Bamboozle
Thu Jun 24, 2004 12:20 am
#12

I believe part of the issue with commando DoTswas that a commando with a big pet or feign death could solo just about any mob in the game?







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Brainplay
Thu Jun 24, 2004 6:06 am
#13

Commando Fire DoTs are a big issue currently because there is no other viable PvP weapon in the commando arsenal other than the flame thrower. All of their weapons except for the disposables are AP0. The flamethrower and heavy acid cannon both do incredible amounts of damage in PvE and PvP but they are sloooow and very inaccurate but at least if you catch someone on fire you know there is a half decent chance they might go down due the the big wounds and injury damage you take unless there is a doctor nearby (PvP against Commandos on tatoonie before fire blankets was hell).


Hey wait, this is the Combat Medic forums,..right?





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h Combat Medic h


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