Commando Archive

Thread: speed vs damage flamethrower

Croaakk
Tue Sep 09, 2003 5:26 am
#1

hmmm, an interesting choice. I have flamethrower II and have two flamethrowers sliced, which one is better?


Speed: 407-808 damage,3.6 speed


Damage: 525-1042 damage, 4.9 speed


Oh, and doing TKA with Commando, nice range and melee defenses since in close quarters with my flamethrower.




Cabula Stonesmasher (Rebel Warrant Officer 1 - Lowca)
MA-IVX (Imperial Sergeant - Intrepid)

"Ever experience amnesia and deja-vu at the same time?"
CaeSmash
Tue Sep 09, 2003 6:34 am
#2

Also, meditate lets you ditch your own wounds quickly, and you can just take yer gun off if you're getting hit by a melee mob and the medic has some ground to cover to heal you.



________________________________________________________

Cae - 80% Less Shiftless
Lowca
ZombieBunny
Tue Sep 09, 2003 6:48 am
#3

If going by DPS (Damage Per Second) youll get this:


Speed: 407-808 damage,3.6 speed


(407+808)/2/3.6= 168,75 DPS


Damage: 525-1042 damage, 4.9 speed


(525+1042)/2/4.9= 159,98... DPS



Then of course theres the Specials damage multipliers... and Skill Speed bonuses that needs adding in the math. Id prolly go with the faster Flame Thrower...

Xucost
Tue Sep 09, 2003 6:55 am
#4

With normal fire the speed is better, but since the specials have an obscene delay before you can do anything again you best hope the target is dead after the attack, so the higher damage is better.


depends how you want to use the flamethrower..




Intelligent fighting > Commando....which is why Commando > 95% of SWG players.
ZombieBunny
Tue Sep 09, 2003 7:01 am
#5

Actually a smart thing to do would be use the fast one and then when you need to finish something of just switch to the slow one and use the specials and then switch back... with the 15sec timer between specials, you got plenty of time to do that
Ivoni
Tue Sep 09, 2003 7:56 am
#6

Ok. If you are in range to use your specials.

SPEED OWNS!

I have a 3.4 Flamethrower.

I have a macro that /aim (1 second) /flamesingle2.

Guess how long after my last flamesingle2 my next on hits?

8 seconds.

If I didn't use /aim it would be 7. But there's no way I'm not using /aim.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
-Krillin-
Tue Sep 09, 2003 8:19 am
#7

ivoni...have you been able to figure out the time issue with moves? Is it a hard lock independent of wep speed, or a multiplier of weapon speed? Based on what you posted you're firing base at 1.5/sec. I got that from taking your base speed and multiplying it by the .45 speed reduction we get at master. If you end up firing the special every 7 sec than the multiplier would be something like 4.5.


I'd also submit that using dps based on base wep stats doesn't tell the whole story depending on wep speed, multipliers, and more importantly DOT. In my exp, not using any real calcs, just based on exp, my higher dmg ft is more effective. The increased DOT, plus the fact that you're timer is reset the minute the mob dies, seems to make the bigger dmg one a little better. This is confessedly subjective.




-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
Riddler
Tue Sep 09, 2003 8:23 am
#8






Ivoni wrote:
Ok. If you are in range to use your specials.

SPEED OWNS!

I have a 3.4 Flamethrower.

I have a macro that /aim (1 second) /flamesingle2.

Guess how long after my last flamesingle2 my next on hits?

8 seconds.

If I didn't use /aim it would be 7. But there's no way I'm not using /aim.





Thats good but remember you cant run and aim at the sametime so you'll stop,aim,fire then you can run again.

Nevs
Tue Sep 09, 2003 8:45 am
#9

I've noticed 90% of the time when I'm running and start firing the FT I stop anyway. Plus if you're going to use a FT special you don't want the huge negative modifiers you get while running - almost guarnatees a miss.



Tobie' Nevios of Starsider
Master Dancer/ Master Image Designer
~~Dance like nobody's watching~~
Croaakk
Tue Sep 09, 2003 10:29 am
#10

thanks for the discussion, I think I am tending towards speed over higher damage. Simply for the fact that I still miss alot (even with AIM) so in my warped mind I like the idea of getting more chances to hit.


However, I do have both loaded and switch to my heavy hitter when doing more specials.




Cabula Stonesmasher (Rebel Warrant Officer 1 - Lowca)
MA-IVX (Imperial Sergeant - Intrepid)

"Ever experience amnesia and deja-vu at the same time?"
apocalance
Tue Sep 09, 2003 10:30 am
#11

I would go with:



Damage: 525-1042 damage, 4.9 speed




The best of his class at secret training grounds on Yinchorr, Kanos was an expert at the echani fighting form and in wielding a force pike. Kanos' fanatical loyalty, though, was his greatest and most dangerous weapon. Even after Palpatine was defeated at Endor, Kanos and his fellow Royal Guardsmen remained true to the Imperial ideal. As Imperial moffs and admirals began greedily carving up the Empire to fuel their own ambitions, Kanos attempted to uphold the codes of the New Order.

Bloodfin.Kir


The Force is strong with this one.
Decoy7
Tue Sep 09, 2003 11:50 am
#12

Speed over a little higher damage any day.


A 3.0 spd flame thrower with flame spec 4 attacks at 1.5 sec. Or 7 sec delay with flame single 2. Ivoni already said this buy i'm agreeing with him.




Rebel Master Sergeant
Trinaty Skepiva
Master Commando
Aasch
Tue Sep 09, 2003 4:02 pm
#13

Actualy here is a different perspective again...


I tookdamage becuase i tend ot get close to targets...hit them once with a special ... then kite them aroudn in circles letting the flame damage kill them.


This relys on having good scout skills though... not a path most commandos seem ot take.... and getting close then waiting for stuff to stop looking at me (doesn't take long actauly).Wack it from prone...stand and run. Some times I also die this way... but with the burn on things like Snorbals die really fast...if you don't miss.Also if they agro too fast i whip out the launcher pistol and posture change them onceto buy time. And I have the TKA defense trees so I take less damage. It also optimizes /aim cause using it while kiting takes some timing.


Full size Snorbal takes about 30 seconds this way...maybe less.


The small ones take about 10 seconds (Flame1, stand, back off...dot hits...i shoot right after...dead.)


Shouold get even better after I have flame2. Then I might be almost as fast as my Riflman friend... I keep trying =).



Kinda depends on your target though. I would keep both around and mess with them. If I had a target that has a range attack I would crawl close...use/cover...then lay on the normal fire with the faster speed weapon.



Aasch Housewares


"Groovy."


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