Commando Archive
Thread: Heavy Weapons Specials Summary
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djkav
Mon Apr 04, 2005 2:35 pm
#1
I found this information interesting 
Acid Stream Launcher:
+ Area Damage
+ Area Blind State
Flame Thower:
+ Area Damage
+ Fire DoT
Heavy Acid Rifle:
+ Single Target
+ Single Target Blind State
- Target close range then possible you get Blind State from acid splash back
Heavy Particle Beam:
+ Straight line Area Damage up to weapon range
Lightning Beam Cannon:
+ Area Damage
+ Fire DoT
+ If target is riding vehicle, then the vehicle speed is substantially reduced for a time period
Rocket Launcher:
+ Blast Radius
+ Knock Down
I cant wait to commence testing on these
Acid Stream Launcher:
+ Area Damage
+ Area Blind State
Flame Thower:
+ Area Damage
+ Fire DoT
Heavy Acid Rifle:
+ Single Target
+ Single Target Blind State
- Target close range then possible you get Blind State from acid splash back
Heavy Particle Beam:
+ Straight line Area Damage up to weapon range
Lightning Beam Cannon:
+ Area Damage
+ Fire DoT
+ If target is riding vehicle, then the vehicle speed is substantially reduced for a time period
Rocket Launcher:
+ Blast Radius
+ Knock Down
I cant wait to commence testing on these
Message Edited by djkav on 04-04-2005 11:26 PM
superchunk00769
Mon Apr 04, 2005 7:49 pm
#4
wow, looks great, im very excited about when CU goes live, im trying to think of the best other ranged profession to use with commando, since ranged abilities get to be used with commando weapons....sweet
primalspirit
Mon Apr 04, 2005 9:41 pm
#5
hrm... anyone notice that it seems all our weapons exept the har have area/radius attacks? i dont know bout others, but there are lot of times i need to hit a single target... not piss off everything within a certain radius...
Excess3
Mon Apr 04, 2005 10:34 pm
#6
if you read the actual discriptions on the weapon in game it suggests that most of those radii are pretty small. I'm not worried. I think if the creature is close enough to catch the splash damage, it was probably gonna agro anyway with the new AI.
Gatgatsugatling
Mon Apr 04, 2005 10:40 pm
#7
I still don't like what they did to the artillery weapons. Rocket Launcer and the othersholdier fried weaponshave just losttheir look and the concept change for them is also not appealing. I liked that they were the highest damage weapons in the game but their slow firing speed and the inibility to hit moveing objects balanced them. I believe they should be equipable and have no ammo or beable to have a lot more than 32 shots, but they are going to loose their flare because it will be just like the other weapons with some added effects. I still think that Commando is being shafted along with other professions because of not planing in a broad enough scope. There is still time for improvement so all I can do it TEST.
primalspirit
Tue Apr 05, 2005 10:16 am
#9
Excess3 wrote:
if you read the actual discriptions on the weapon in game it suggests that most of those radii are pretty small. I'm not worried. I think if the creature is close enough to catch the splash damage, it was probably gonna agro anyway with the new AI.
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in some cases i would agree with you ... but lately i have been getting attacked a lot by factional npcs as i enter and leave Kadaara (700m from my house). if i use any weapon other than the har after the cu it appears im going to piss off the naboo police to the point where im gonna be attacked in my home city all the time, not just when the gcw score shifts... this is the type of situation i was thinking of ... another instance would be doing a piket lair on dant... just happens to have some janta's or whatever standing there as well... gonna end up pissing off the jantas if ya use anything other than the har...so i think we are going to have to be very careful as to when we get to use these nifty new weapons.. depending on your normal hunting style it could be the har will end up being your main weapon for general purpose fighting.
JohboBocal
Tue Apr 05, 2005 10:31 am
#10
Gatgatsugatling wrote:
I still don't like what they did to the artillery weapons. Rocket Launcer and the othersholdier fried weaponshave just losttheir look and the concept change for them is also not appealing. I liked that they were the highest damage weapons in the game but their slow firing speed and the inibility to hit moveing objects balanced them. I believe they should be equipable and have no ammo or beable to have a lot more than 32 shots, but they are going to loose their flare because it will be just like the other weapons with some added effects. I still think that Commando is being shafted along with other professions because of not planing in a broad enough scope. There is still time for improvement so all I can do it TEST.
They are not consumable anymore, so they do not have a limited number of shots. They are like other wapons now.
Personally, I REALLY like there new look.
They are equipable.
IMO, we are not being shafted, actually quite the contrary.
Yes, please do test.
xPREDATORx
Tue Apr 05, 2005 11:38 am
#11
im am just so plzed with this cu despite all the whiners that seem to be appearing in the other forums all i can say is
BOOMBOOMBOOM BABY!
djkav
Tue Apr 05, 2005 2:17 pm
#12
I too became a little worried about the fact that 90% of our weapons now do area damage. I thought about how many groups might not be so welcoming to a commando due to this fact.
For example, a group including a commando are out doing the "capture commander sith mission" on dathomir. The group leader says take one sith thug out at a time because they are hard. Then the commando shoots and hits the target, but also 4 other sith thugs get hit by the area damage and agrro the group. I don't think the group will be very happy with the commando.
I know this is based on the current NPC level, and that the new post CU NPC levels and behavour could be different. I feel this is something that we should include in our focused commando testing.
comments most welcome
For example, a group including a commando are out doing the "capture commander sith mission" on dathomir. The group leader says take one sith thug out at a time because they are hard. Then the commando shoots and hits the target, but also 4 other sith thugs get hit by the area damage and agrro the group. I don't think the group will be very happy with the commando.
I know this is based on the current NPC level, and that the new post CU NPC levels and behavour could be different. I feel this is something that we should include in our focused commando testing.
comments most welcome
Merc93
Tue Apr 05, 2005 2:30 pm
#13
Whee did you get this from? I just looked at all the Heavy Weapons and didn't see any weapon effects or fire modes. I saw a post from Garvin that stated our specials have only been to weapon effects. I guess these are permenant and on all the time. The CU docs said our weapons would fire modes to switch between damage types for diffeent types of armor, ranges, and effects, etc., and none of the weapons I looked at had these options in the radial menus. Of course can't test this yet 'cause the blue frogs are mostly disabled.
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