Commando Archive
Thread: Update: Our Flame Damage Has Been Increased.
That's good to hear...but it also concerning...for the very point you bring up about those visiting our forum...
Many think that our FT is already way over-powered, and many ignorant people can't tell the difference between initial flame damage and DoT damage...they tend to combine the 2 in their arguements and NERF cries...
We will need a lot of testing on this and will need to educate folks on Damage done vs. Damage Reduction (via mitigation, armor, food enhancements, etc), DoT Damage and most of all, the large number of heavy restrictions that balance our power (16m range, natural unlimited removal method, poor accuracy and speed, long delay, etc)...
If we do have more power to our FT's I for one am going to invest in some nice Krayt speed tissue...LOL...that would give the NERFhearders a bit more to cry about (for those interested it take at least 5 same serial tissues to make a FT...common thought is that it only takes 4, but it's really 5...and -.30 spd is the common krayt level...anything higher is better...)
By the way...this does raise another very important issue:
So...what do we do for the next month against 90% to 100% heat resist mobs? ![]()
RankorCity wrote:
So...Everyone's initial damage went up...Not just ours...And we still havecrapola accuracy andtissue paper thindefenses?
The more things change...The more they stay the same...
I hate to do it, but tonight I am dropping down to 0/0/4/0 Commando...There is much more I can put those skill pts to use in...
Dude...no reason to panic... We are the ONLY combat class whose main special and dot are the same attack. You will not see riflemen, pistoleers, or carbineers spamming their bleed shots, so this has no real effect on their damage. Especially considering that the damage daused by their bleeds before the patch was so minimal, that even a 50% to 100% increase would be negligable.
The only class this change really helps is commando.
Daker you are blind.
This doesn't help commandos AT ALL.
Tao
DarthTaosin wrote:
Daker you are blind.
This doesn't help commandos AT ALL.
Tao
Ok Tao, then you are an idiot...
The devs were nerfing the flame dot no matter what.It was gone. They could have just nerfed it like they originally said they were going to do.
HOWEVER, they instead dramatically increased commando damage to compensate for the loss of the dot. We didn't get a nerf....we do the same amount of damage. We just have to do it from close range now instead of kiting.
Really the only changesare that (1) our damage is now 100% subject to armor resists, unlike the way the dot ignored resists before, and (2) we have to stay close to do our damage and cannot dot and run away.
To me, both of these changes make perfect sense. Hell just last week I was soloing 100% heat resistant rancors by flame dotting, and then warcrying to prevent the rancor from hitting me. I have heard of commandos accomplishing similar feats by flaming and then jumping on their bikes and staying just out of attack range.
See this for what it is...devs are nerfing kiting (for ALL classes) not commandos. Count your blessings buddy...the devs didn't have to increaseour damage.
Not if we ask for a knockdown move
garvin wrote:
Either way, even if we got a great increase to our Initial damage when using a DoT special...it means nothing when fighting an opponent who stays outside the 16m range of our specials...it leaves us right where we were before...
Daker-Naritus wrote:
Dude...no reason to panic... We are the ONLY combat class whose main special and dot are the same attack. You will not see riflemen, pistoleers, or carbineers spamming their bleed shots, so this has no real effect on their damage. Especially considering that the damage daused by their bleeds before the patch was so minimal, that even a 50% to 100% increase would be negligable.
The only class this change really helps is commando.
I am not panicing by any means...I just...I cant see the logic in holding on to those skill points when the trees dont work. I keep hoping for a fix, so that I can use all the cool toys that I have at my disposal effectively. As it stands now, I am just wasting them. I am building this character to help my guild the best I can...I have an alt char on the same server for playing around with...
If I dump those wasted skill points, I will be able to pick up alot more combat skills and still be able to do what I do best: Light up campfires
Daker-Naritus wrote:
See this for what it is...devs are nerfing kiting (for ALL classes) not commandos. Count your blessings buddy...the devs didn't have to increaseour damage.
How so?
A pistoleer can spam their specials from any distance up to 64 meters, correct?
We are still capped with our specials at 16 meters...
The kiting continues