Commando Archive
Thread: You guys all sound like newspapers, come on be positive!
altimit wrote:
mmm, ever been to Geno? most things there have high heat and acid resists. most things either have high fire/acid or neither IME. dunno tho, i keep my HAR around, just for looks. Imagine if it actually worked... /sigh
same here bro...
Be positive you say... This is why we are having such a hard time getting things changed around here. You say that you are happy with the rifle as is except for specials. What about the AP0 or the fact that is does NOT do the same damage as any other weapon. I dont know where you are getting your numbers from but it is not anywhere near other profs including the FT. As far as grenades are concerned, they still miss a ton. Not only that but you just got a stack of 5 sliced. To me there is something terribly wrong with that. A stack of 5 definetely too small. An BTW, I am doing 8k with my flame cone 2 and it has a DOT. Who cares about the animation being better. If I had to chose between the animation and getting a better fun or even ANY AP for the HAR, I would have chosen the AP. I guess you might of chosen the animation. And by the way, rifleman, pistoleer, and CM just to name a few kick our butts in damage. I dont know what group you are running with.
Default damage is alright if the target doesn't posses an armor rating. Although it still bothers me just a little bit that my old DXR6's and DX2's with marksman specials can outdamage it. Specials definitely leave something to be desired. But I use that on faction missions, usually after I apply a flame. And I tend to pull it out in the caves. And use it quite often actually.
One thing I do notice though is that for some reason the AP on the acid stram launcher doesn't seem to factor in. So the heavy acid rifle with acid cone/single 2 actually outdamages the acid stream launcher on unarmored targets. Pretty strange.
I figure that if I can get the krayt tissues I need. I will have one made with a form fitting stock and a scope experimented for maximum effectiveness. I figure that should bump damage up and speed down enough to where I can use it in pvp. I don't know about you but I get tired of hate tells when you burn a person. But it shares the same limitations as the flame thrower without that ap.
Nice try devs. But missed the mark slightly. Im just happy I have another weapon I can use if the situation permits.
Nagirte wrote:out damaged by pistoleers??? Your joking.I'm not interested in statistics, numbers, or crap like that i'm here to play a game. You go in with a group into any lair, mission or battle and who comes out with the most kills? Most damage? Name one other ranged weapon with max damage of 1200? Name any acid weapon with speed of under 5 with damage in the 900's? No powerups no specials.There are somethings than can be fixed or improved but how can you have any complaints on commando overall? I did pistol xp for smuggler and I hate pistols, even doing last ditch assault all the time and I could get 1000-1200 damage with a FWG5, still hate it.
And no hes not kidding. The damage over time is higher coming from a master pistoleer/carbineer/rifleman using the DX2/DXR6/DXR6 tenloss disruptor. Sure default damage is higher. But with the time delay and lack of ap on the HAR. The HAR still lags behind those in damage.
- We have the lowest DPS of any elite/hybrid combat proffession
- Our non-consumable weapons have no armor piercing ability (and are this useless against anything toughter than Quenkers)
- Our consumable weapons are fairly expensive and have comparatively bad accuracy, in addition they are are only AP weapons, so we're kidna screwed in that area right now
- To have a chance of hitting a target with high end grenades, you have to be within the blast radius
- All of our non-consumable weapons are not efficient unless 16m or closer to a target
"I did pistol xp for smuggler and I hate pistols, even doing last ditch assault all the time and I could get 1000-1200 damage with a FWG5, still hate it."
Don't even consider bringing purely smuggler pistol skills into this argument, as they are mediocre at best (the skills.) Using fanshot I can easily pump out 1k damage every second (per target) in a 64m cone with AP1 using an average DX2 pistol - none of our weapons even come close to that (especially if a target is armored at all.)
"I'm not interested in statistics, numbers, or crap like that i'm here to play a game."
Then what the heck is your basis for all of your claims? If you dont' have any facts to back up your arguments, then please don't make them (them being the arguments), as it just tends to irritate those who have performed numerous tests in order to determine the true state of things.
Message Edited by Raptor2k1 on 03-24-2004 11:30 PM
Oh god... Commando pvp. Don't make me cry.
Try as I might, I can't get a working template with Master Commando. It just uses up too many skill points, and with a flamer you do less damage per shot than a TK against an armoured opponent and at a fraction of the speed. /cries
~kindjie
- Our non-consumable weapons have no armor piercing ability (and are this useless against anything toughter than Quenkers)
I actually wouldn't expect armor peircing from flamable fuel, acid rifle maybe.
- Our consumable weapons are fairly expensive and have comparatively bad accuracy, in addition they are are only AP weapons, so we're kidna screwed in that area right now
The costs on radiant aren't that bad, these are very fun to use. I am however having a problem these last two days as I can't actually launch my shot from consumables. They queue up in the combat queue then are skipped.
- To have a chance of hitting a target with high end grenades, you have to be within the blast radius
This I find hilarious. Especially with proton grenades sliced for damage, but I only use grenades in groups for the wow effect. Usually my flamer can dispatch my targets faster than I can fling grenades.
- All of our non-consumable weapons are not efficient unless 16m or closer to a target
I'm doing pretty good at range with both FT and HAR, just so much more efficient and speedy to run up to npc's and use flamesingle2. At range you can hit 4 to 6 shots before npc's react to a flamer, which is enought usually to seriously weaken your target. Storm Troopers are either one shot kills or close enough for me to burn the next one and wait for dot to take my first target. Initial hit damage with a flamer make it easy to take on tusken king, just keep using specials and he'll go down fast.
Are you guys talking about pvp mostly or things that shouldn't be solo'd like Krayts?