Commando Archive
Thread: Commando Weapons that are not Heavy Weapons
Cauil wrote:
Although I know we can't test this yet, I was wondering if there has been any official answer on this.
Weapons that the commando gets, like the launcher pistol, the ink rifle or the knuckler are not technically heavy weapons. I assumed they would use unarmed, pistol or rifle mods, but is that necessarily correct? That would seem to make it impossible to be good with all of the commando weapons as we can't take both pistoleer and rifleman to cover our bases there.
Also, do thrown weapons take advantage of the general ranged mods or just the thrown weapon mods?
To answer this question you have to understand the way the new system works with Speed and Accuracy...Take notice that there is 2 forms of speed and accuracy in every combat profession...
All Ranged Professions share General Ranged Speed and General Ranged Accuracy. So the more ranged professions you dabble, the more speed and accuracy you get to use WITH our heavy weapons...Some professions will give you more speed and accuracy then others.
NOW...on top of the General Ranged Speed and Accuracy, we will have "Heavy Weapon Speed" and "Heavy Weapon Accuracy". This speed and accuracy will go into effect ONLY when you are holding a Heavy Weapon and will combine with the General Ranged Speed and Accuracy (but have a stronger effect meaning that the more you have of the specific Speed and Accuracy, the better you will be then just dabblers with less, but maybe more General speed and accuracy). The same holds true for all Ranged professions (they all have specific speed and accuracy that combines with their General Speed and Accuracy).
The same is also true for Melee professions (they have Specific and General Melee Speed and Accuracy).
So as you can see, the more you dabble, the more you can still increase your speed and accuracy, and depending on what route you go, you can focus on faster and more accurate heavy weapons OR you can focus on getting more specials OR you can focus on more defenses OR on and on...See how things just got a bit harder in template building...lol...
Now...back to your original question sort of...Which types of mods will effect "specifically" our weapons like the LP or the Knucklers...will they be pistol or Unarmed? Don't know yet, but personally I hope that their specific mods are "Heavy Weapon" so that Master Commandos are the best with them...beyond that they will utilize General speed and accuracy, so if we dabble into Pistoleer or TKA, we will also improve with these weapons....
Does that help with the answer you were looking for?
It's hard to say yet...we can see the DPS is comparable and many of our weapons now add "status" effects to their attacks or, like the FT, adds a DoT and converts the attack into an AOE. If we get the Massassi Rifle, we'll have a more powerful rifle then even the T-21.
Oback wrote:
it seems our heavy weapons dont really do that much damage compaired to some rifles carbines ect.
Helios_SOE wrote:Today...
...The DPS listed in any of the weapon descriptions is just an estimate of the raw average damage divided by the weapon speed. The final DPS output of any player will be determined by a much wider variety of factors such as special move multipliers, accuracy & skill mods, etc, etc. Of course the actual damage being done will also be modified by the skill mods and armor ratings of the opponent.Message Edited by Helios_SOE on 04-03-2005 12:02 PM
Furthermore, DPS is a very basic value (damage divided by speed) only useful to compare similar weapons to each others. For example you're browsing the bazaar and see 2 flamethrowers, one with 400-800 damage 3.5 speed and the other 500-900 4.0 speed at the same speed and wonder which one you should buy, DPS helps deciding (higher being best). But it's in no way an absolute way to choose, for example the speed formula (whatever the new one looks like) can greatly alter the speed and thus the DPS.
DPS can't be used to compare two different types of weapons (a pistol and a rifle) because different skill mods apply.
Ackehece wrote:
garvin wrote:It's hard to say yet...we can see the DPS is comparable and many of our weapons now add "status" effects to their attacks or, like the FT, adds a DoT and converts the attack into an AOE. If we get the Massassi Rifle, we'll have a more powerful rifle then even the T-21.
Oback wrote:
it seems our heavy weapons dont really do that much damage compaired to some rifles carbines ect.yeah T_T but then again those stats are a bit iffy yet. Glad to see commandos get the gun if they do get it (though I would still prefer it in my tree... ). It would add some pep and a reason for rifleman to cross with commandos. (A BIG REASON!).
We don't want the Massassi Rifle. It is about as uncommandolike weapon possible. Perhaps the proton or LD-1 Rifles, but not Massassi.
QuiJonOz wrote:I'm was rather surprised to see the Massassi Knucklers go to Commandoes rather than TK (and a little disappointed). Though it would at least give the Commoandoes a cookie for having to take Unarmed.
As a TK myself, I think that's actually sort of cool as long as the large majority of fist weapons stay with TK. When I was a smuggler, one of the big complaints was always that we had to take unarmed, yet never had any weapons or abilities relating to it. If you have to train in a line to get an elite profession, I think you should have at least one weapon/ability relevant to that line.
Vagrantprodigy wrote:
Ackehece wrote:
garvin wrote:
It's hard to say yet...we can see the DPS is comparable and many of our weapons now add "status" effects to their attacks or, like the FT, adds a DoT and converts the attack into an AOE. If we get the Massassi Rifle, we'll have a more powerful rifle then even the T-21.
Oback wrote:
it seems our heavy weapons dont really do that much damage compaired to some rifles carbines ect.
yeah T_T but then again those stats are a bit iffy yet. Glad to see commandos get the gun if they do get it (though I would still prefer it in my tree... ). It would add some pep and a reason for rifleman to cross with commandos. (A BIG REASON!).
We don't want the Massassi Rifle. It is about as uncommandolike weapon possible. Perhaps the proton or LD-1 Rifles, but not Massassi.
speak for yourself I WANT A BAYONET!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
garvin wrote:
Cauil wrote:
Although I know we can't test this yet, I was wondering if there has been any official answer on this.
Weapons that the commando gets, like the launcher pistol, the ink rifle or the knuckler are not technically heavy weapons. I assumed they would use unarmed, pistol or rifle mods, but is that necessarily correct? That would seem to make it impossible to be good with all of the commando weapons as we can't take both pistoleer and rifleman to cover our bases there.
Also, do thrown weapons take advantage of the general ranged mods or just the thrown weapon mods?
To answer this question you have to understand the way the new system works with Speed and Accuracy...Take notice that there is 2 forms of speed and accuracy in every combat profession...
All Ranged Professions share General Ranged Speed and General Ranged Accuracy. So the more ranged professions you dabble, the more speed and accuracy you get to use WITH our heavy weapons...Some professions will give you more speed and accuracy then others.
NOW...on top of the General Ranged Speed and Accuracy, we will have "Heavy Weapon Speed" and "Heavy Weapon Accuracy". This speed and accuracy will go into effect ONLY when you are holding a Heavy Weapon and will combine with the General Ranged Speed and Accuracy (but have a stronger effect meaning that the more you have of the specific Speed and Accuracy, the better you will be then just dabblers with less, but maybe more General speed and accuracy). The same holds true for all Ranged professions (they all have specific speed and accuracy that combines with their General Speed and Accuracy).
The same is also true for Melee professions (they have Specific and General Melee Speed and Accuracy).
So as you can see, the more you dabble, the more you can still increase your speed and accuracy, and depending on what route you go, you can focus on faster and more accurate heavy weapons OR you can focus on getting more specials OR you can focus on more defenses OR on and on...See how things just got a bit harder in template building...lol...
Now...back to your original question sort of...Which types of mods will effect "specifically" our weapons like the LP or the Knucklers...will they be pistol or Unarmed? Don't know yet, but personally I hope that their specific mods are "Heavy Weapon" so that Master Commandos are the best with them...beyond that they will utilize General speed and accuracy, so if we dabble into Pistoleer or TKA, we will also improve with these weapons....
Does that help with the answer you were looking for?
Yep, that's a great answer, thanks!