Commando Archive
Thread: JustG and TH...Regarding the HAR if you have a moment (incase you are lurking)
- Weaker then the FT
- Has no DoT specials
- Has same specials (just weaker) then the FT
- Has same range restriction as the FT
- Has higher HAM costs then the FT
- Most NPC's with high heat resists ALSO have high acid resists
- No AP
- The Acid Tree cost more XP to earn the the Flame Tree, yet produces a weaker, less accurate weapon then the FT...The only thing about theHAR that exceeds the FT is the HAM costs(great point brought up byAzkor's replybelow and added to this list).
Message Edited by garvin on 03-17-2004 10:57 AM
As a new commando 2,2,3,0 I cant agree more with Garvin. The HAR as it stands is justsad. I made the mistake of buying one when I made novice commando then looked at the stats and the specials and thought, gee why does the HAR cost more xps to lvl but isnt as good?
For my own smallidea just remove the HAR as it stands now and replace it with the lightning cannon. Change the lightning cannon over to a non consumable weapon and just addthe ability to use marksmen rifle specials with it with no additional specials. Simple no muss no fuss.
Might want to post feedback on the HAR, and other commando changes in this thread here:
http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=7651
Beat ya to it...![]()
I actually posted pretty much this same thing over on that thread (halfway down on page 2)...reposted here to help up the chances of it actually being seen and because I can't edit in that forum...lol...
http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=7651&page=2
I think the HAR really needs AP2 to differentiate it from the flamethrower.
What im about to say may not be very popular but im going to say it anyway. I dont think the HAR needs a DOT like the flamethrower. The HAR is too much like the FT anyway, no need to make it the FT with acid dmg. AP2 would go a long way to making the HAR a more unique weapon.
Overall im pleased with the new particle effects... it used t osound like a Cu Pa spitting but now it has more of a gun sound (tho it needs to be changed to something different... sounds too much like all the other weapons.
MochloD...it might suprise you, but most other Commandos will agree with you...The HAR doesn't need a DoT...instead most of us would prefer to see it's restrictions lowered or removed...the FT has a range restriction and long delay because of it's DoT and power....since the HAR is less powerful and no DoT it doesn't seem to make sense to have these restrictions in place...
Up the range of the HAR to at least 32m (or 64m if we get to have XMas early) and give it AP2 like you suggest and I think we'd have a pretty nice weapon...The specials would also need to change to ranged specials....
If that's not in the Dev game plan, then I agree with other's that just say scrap it and start over...it would be ultimately nice to see the HAR and FT tree's merged and a new tree sprout up...My own preference would be to see the LP get it's own tree with it's own skill mods and ranged specials...but I'm a dreamer...and that's best left for another post...lol
It's a rifle which means to me it should be accurate at long distances. My thought is make it ap3 yes ap3 with special attacks effective at 64m or scrap it and try something else. Thanx for reading
Later
SOE chose not to read or chose to ignore it altogether.
If any dev does read: WE TOLD YOU SO!
thats precisely the issue. all this concept of costumer feedback apparently was never tought to them. they do changes ignoring what feedback they've received then ask for 5 top issues or some other crapola like that (which they dont bother to reply to either most of the time), and the process is repeated again.
you know the drill.
whats your issues?
reply: issues are x and y and z
changes made (if any at all, usually half a year later): a b and c.
whats your issues?
whats your issues?
reply: issues are STILL x and y and z
changes made (if any at all, usually half a year later): d e and f.
....cycle repeats until x y and z become buried under the flood of new issues they create with the changes made without taking heed on player feedback.
I AM very surprised they did something to the HAR. But as it was discussed over and over in this very forum, even if they fix the har mods it is still a useless weapon. a laser carbine using the overcharge shot1 from a master marksman will outdamage the har, from longer range, with better accuracy... even if the har used specials (including overcharge1).
The problem is the design itself. As its been discussed to death, as its been pointed out them as being the x,y,z of the matter, as well as been handed to them all nicely chewed and digested to the devs by the correspondents. but as we both know, those of us singing in the choir have this problem of singing to the molesting priest.
On an interesting side note...just an observation...
Last night I ran into a Peko Albatross...I have heard they were pumped up a patch ago so I thought I'd test out our new HAR and our other weapons on this bad birdie...
I used EVERY single one of our weapons on this bird and not one scored a hit over 250 damage (and all of these weapons are damage sliced...some even krayt)...
I also spent the majority of the fight on my back after getting KD/Dizzy over and over by the big bird (and I have +25 def vs. kd in skill mods on top of what I get from TKM and Master Commando)...
I went through at least 2 stim B packs (30 heals each) before this bird finally killed me...And all I had to show for it was a very slight dent in it's damage...I'd say I did maybe 3% total damage to this bird...
Things might have gone slightly longer if I was buff'd (was wearing 80% base Comosite armor)...but I can tell these suckers aren't solo'able like they were a few patches ago...and I can only guess how little assistance we'd be in a group since we'd do very little damage on our end...
Conclusion from all this...Things with high heat resists SHOULD NOT have high acid resists or Vice Versa....AND...We have too little Def Vs. KD protection (as I've mentioned before)...
On yet another side note...I was able to heal myself while KD'd...is this a new thing...I've never been able to use a stim while KD/Dizzy on my back before...and I didn't see anything mentioned about it in the patch notes...anyone else notice this?
Message Edited by garvin on 03-17-2004 11:08 AM