Commando Archive
Thread: Some thoughts about 'fixing' the Acid Rifle
Now I will say that I'm not a commando yet however I've spoken to many in-game so I have about as much info on the subject possible without trying it myself. And from that I can see people are really moaning about nothing in reguards to the incinerator and acid rifles accuracy as it reaches around 40-50% accuracy by lvl2 which is equal to what you see with other weapons once you master marksman and move onto the novice of an elite. While you miss a bit it's not totally diabolical unless your running around in which case it ruins every ranged fighters aim. But since incinerators and acid rifles are designed for the close to mid range stuff I don't see why you'd be running around anyway.
But I'm getting from the point here...
The acid rifle as it stands is slower and causes less damage than the flamer. Plus it has no DoT. I can agree when people say it shouldn't become another 'sprayer' but with acid damage since it'd be nice to give it a character of its own and a seperate use from the flamer so they compliment each other. In the end fire is afterall a free-flowing element which inherantly expands. Thus I think that speed should be the incinerators main trait with a lower damage output per hit than the acid rifle but an overall hit DPS. Fire is afterall only dangerous when something is exposed to it for a long time, someone can pass their hand quickly through the centre of a tall flame with minimal harm.. stunt men have been doing this for years.
Acid by it's very nature is the opposite, it corrodes on contact, it doesn't have a lasting effect plus it's generally much easier to control as it's a liquid. So the concept of a high-pressure acid throwing device would mean you're looking at traits which include phyical impact and status effects. The acid rifle should also have limited splash damage but on the whole be slower and more powerful per hit. However a lower DPS.
- Acid single1 - a focused burst of acid, causes a blinding status effect and posture down
- Acid cone1 - a spray of low pressure acid, causes blinding and stun
- Acid single2 - a powerful focused burst of acid, causes blinding and knockdown
- Acid cone2 - a powerful sweep of high presure acid, causes blinding and knockdown
By the very nature of liquid it's hard to control as pressure drops. What I'd propose is that the acid rifle be reguarded as a medium to long range weapon while the flamer is close to medium range. That is because the flames would not only cause less damage the further they travelled but also have a lower chance of catching something alight and is less accurate. The Acid rifle being pressurized liquid is aimed very well at a distance but there needs to be a risk at close range in the form of splash damage to yourself.
Thus the flamer becomes designed for close quarter work against multiple targets and is the main damage weapon for the commando. The acid rifle is typically used as an impact and supression weapon designed to compliment the consistant damage capabilities of the flamer but focussed towards induvidual targets and keeping the enemies off balance and generally at a disadvantage.
Just to summerize a typical tactic here using the changes to these weapons.
You'd first see the target at a distance, using the acid rifle you'd fire an Acid Single2 to blind and knockdown the target, as they are recovering you'd switch to a heavy support weapon and by the time the target is back on their feet you have fired a shot. This naturally deals major damage and the enemy is either advancing or has opened fire. If it's the latter they'd be struggling to hit you because of the blinding status effect of the initial attack. From here you have two possibilities... if they are firing at you then you have the option to fire another heavy weapon shot or switch to another long range weapon... if the target is advancing you can switch to the flamer and they'll be within ideal range by the time the 5 second delay from the heavy weapon has passed. Assuming that the first two shots hit they will already be seriously hurt, if it's an animal you could even switch to another weapon and using warningshot to drive them away again.
The point is though that the weapons each need to play a role in the overall plan of things. All professions have a status effect branch but commando and frankly the nature of the Acid rifle makes it the ideal candidate. Debuff, long ranged attack and then mid-close range attacks. Look in every profession and you can pick them out... except ours.
Well ultimately here you don't have many options, frankly I see a hole at the long range without consumable weapons and I see a gap where commando's need a way to debuff the enemy. The KD and posture down really isn't all that major when you consider the fact it only has the posture changes every 30 seconds. Also you shouldn't try to compare the current damage values for the specials with how they'd operate under this new idea. If anything because the specials now have a function outside of damage they'd be alot weaker than the flamers special attacks. Maybe just a x2 for the base damage with the advanced specials.
The blinding status effect is really quite logical even if they don't give the attacks posture changing abilities, afterall it's acid so when it hit something you have the acid fumes and the splash from the impact which would naturally make it hard to see (if not totally blind you). Admittedly the flamer could also have the same trait (what with the smoke and heat) however it already has the DoT so you don't want to make it any stronger.
If indeed the acid rifle is focussed towards getting past armour then it really needs to be upgraded to Ap1 in my opinion as acid vulnerability is not as common as you'd think. Plus it makes sense for unarmoured enemies to suffer a minor bit of bonus damage since they are exposed to the acid directly. I know people see KD as all powerful, but the fact is that now after the nerf its not all that great. Sure it delays the attackers but its only really any good for one use now since alot can happen in 30 seconds before you can use it again.
Yup, they have major (in some cases 100%) heat/blast resists. For the most part they are completely vulnerable to acid though. Throw a DoT or 2 on them with the FT then switch and watch the xp fly, not to mention their HAM bars.
HAR is a usable weapon... purely in a secondary role though for those high heat and blast resist mobs.
-Vercer
Commando 3/4/4/3
CH 3/2/1/1
Eclipse
You guys do realize the acid rifle will never be a ranged weapon right? Our ranged combat rests in the HPBC and the RL. I think the Acid Rifle is meant to counter armor, and such will likely become a mirror image of the BH's LLC. However at the moment its a POS and no one uses it because none of the mods affect it.
However our flamethrowers do very good damage even without the specials. We do as much as anyone with a special attacks but we can't concentrait on 1 ham bar, thats our weakness.