Commando Archive
Thread: Rocket Launchers useless now with AT-ST change?
For those of you that havent found out already, at-st's have been pumped to around 55,000 hitpoints.
However they have a lowered acid(i think its acid...) and electricty resist, and were nerfed to medium armor..
HOWEVER! Because of hte MASSIVE hitpoint increase, the once powerful 3000 damage rockets now barly put a dent into the AT-ST's.
In my opinionthey need tonow multiply the rocket launcher damage by 5. (Making it around 6,250-15,000damage) This would ballance the changes back into favor of using a rocket launcher to take down an AT-ST...(Which is actually how it SHOULD be anyways...but thats a different story)
any comments on this?
Try using the HLC. Also remember that only 1 of 4 combat changes have taken place so far. They have yet to get to weapon upgrades, additions, and modifications. As TH said some "creatures" would seem harder to kill and some easier. I suspect that when they finally get to our weapons the HAR is gonna experience some significant changes.
Bottom line is we are suppose to have to team up with others to take these machines out. I suggest that you target the handler if it is a pet AT-ST. They get really "stupid" when the handler is incapped.
yeah its sad. all thats left is to kill the owner and set the atst on fire to give it wounds. it sucks but theres no other choice.
rocket launchers should do 7000 min 12000 max with a LONG delay (12 seconds). theyre expensive enough dangit.
Good time to be an Imperial Commando Im guessing huh?
Might be cool to be a commando with an AT-ST along with you.
this is why i have 9 rocket launchers stashed away in my hidden commando batcave..
and numerous other heavy weapons to boot..
hmm "Hidden Commando Batcave"...
Yes! I endorse it. ![]()
But a Dirty Fighter/TKA can still kick my @ss!... w/omy AT-ST of course. ![]()
With my AT-ST I can grind mad FP, and unless I'm defending against a raidagainst my city, tha's about all I'd use Herr Metal Chicken for. ![]()