Commando Archive
Thread: Flame Thrower on the same melee x 2x thingy as the rifle now?
I notice today (and yeah, I know armour isn't working), that mobs hit for more then double damage of what they do when I have a pistol equiped. I think carbines take 1.5x melee damage, and rifles 2x? I know they changed the flame thrower into a ranged weapon, but it being on the same table as a rifle seems kind of overkill, considering that we have to be in essentially melee range to use any specials with it.
I am a commando and fully admit our DOT on the flamer needs to be tweaked (note: I hate the word nerf!) honestlythe amount ofdamage it does in pvpis a tad rediculous.However, I think alot of people don't know how to fight a flamer weilding commando and thus we get the constant cries for the almighty n#$%. Now giving a melee penalty for weilding a flamer makes sense, but making it as stiff a penalty as a rifle is overkill. No matter which way you look at it a flamer is only really usefull in the closer range so we can use our flamer specials. Sure we do alot of damage but that comes at the cost to accuracy, our steep penalty at the edges of ranged weapons and the short range of our specials. And if we're going to bepenalizedwith a rifle level penalty why even have the unarmed requirement for being a commando in the first place?
This sucks basically, I am a TKA master and was almost a master rifleman as well but I got so fed up with mobs teleporting on me and incaping me because of the stupid 2.5 melee bonus. I droped all rifleman andwent commando and now they screw commandos. One, all you people whining that commandos are overpowered never played one. Two, they sure as hell better make the BH LLC follow the same rules. What this forces everyone to do is go to the one truly overpowered class, the pistoleer. I didnt want to do this since I am sick of all the cheap fan shot/stopping shot spamming going on. Anyone who thought that commando was overpowered should of tried to hit anything with less than flame III, and should have endured the joy of waiting 10 seconds after using a special move before you can do anything.
Aosa Asalken
Teras Kasi master
former sniper, former master surgeon, former bio engineer, former creature handler, most likely former commando
I like the 2x damge on us from melee's. Since we hit so hard we should have a apparent weakness.
Ever heard of swaping weapons? or unequiping your Flame thrower after you have fired off your sp?
Note: I am not a rocket scientist :/
to be honest, i havent seen much of this around
however, i was hit by a val npc meleer and i was delt a 220 blow just in action, which brought it down quite a bit...a bit too fast and suspiciously (out of 990 action, after that 220 blow i had around 400 something left)
Yeah heard of it. Seen it in many different games. And guess what ? This is exactly what everyone calls BAD GAME DESIGN if (to put it in more general words) you can't stick with your classes abilities in order to survive against an opponent which is way under your own level.
GalacticDarkMaster wrote:
I'm a riflemen adn I'm here to clear it up for you. YOU COMMANDOS DO 2.5 damage to us. Because for some reason your weapons register as kinetic weapons on us, lol but its ok I've been whoopin on you all lately, mind bleeds are fun to give you all, you may hit me at 2.5 the damage but I can shoot atonce per sec and as long as I can stay at about 50m away I seem to be fine.
Weused to do that but it was a bug, now we don't cause the 2.5x modifer (unless they screwed up the patch even more). This new modifer makes a commando without a pet, armor, or medic skills very difficult to play without micromanagaing.
-Maabus-