Commando Archive
Thread: Alternative Proposal: Increased Lower Level Weapons Damage
Name: Launcher Pistol Name: Heavy Acid RifleName: Rocket Launcher
Skill level: 14 Skill level: 22Skill level: 22
Skill box: Novice Comm.Skill box: Hvy Acid Weap. I Skill box: Hvy Incendiary Weap. I
Base DPS: 65Base DPS: 89.15Base DPS: 90.17
Action Cost: 102 Action Cost: 136Action Cost: 136
Damage Type: KineticDamage Type: EnergyDamageType: Kinetic/Heat
Range: 0-45mRange: 0-45mRange: 0-64m
Name: Heavy Acid Rifle Name: Hvy Particle Beam Cannon
Skill level: 22 Skill level: 30
Skill box: Hvy Acid Weap. I Skill box: Hvy Beam Weap2
Base DPS: 89.15Base DPS: 111.19
Action Cost: 136 Action Cost: 136
Damage Type: Energy/Acid Damage Type: Energy/Heat
Range: 0-45m Range: 0-40m
Skill level: 40 Skill level: 40
Skill box: Hvy Acid Weap3 Skill box: Hvy Inc Weap3
Base DPS: 134.92 Base DPS: 135.93
Action Cost: 136 Action Cost: 136
Damage Type: Energy/Acid Dmg Type: Energy/Heat
Range: 0-65m Range: 0-40m
Name: Lightning Beam Cannon Name: Plasma Flame Thrower
Skill level: 50 Skill level: 54
Skill box: Hvy Beam Weap 4 Skill box: Master Comm
Base DPS: 162.71 Base DPS: 185.42
Action Cost: 136 Action Cost: 136
Dmg Type: Energy/ElectricityDamage Type: Energy/Heat
Range: 0-40m Range: 0-25m
Message Edited by Ackehece on 06-04-2005 11:47 PM
Message Edited by Ackehece on 06-04-2005 11:48 PM
Sounds a lot like an idea I had to bump up our other guns and make them more useful, though I never actually posted it... I think.
The problem though, is still that we have a certain lack of non-AoE weapons totranslate out level 5 damage over to single-targets, such as boss encounters like Nekrosis. ![]()
Maybe remove the AoE on the RL (or make it so small it literally only works on targets standing on eachother), bump up it's base DPS to make it a suitable single-target DPS gun and we're all set I think, since the Proton Rifle is a master level energy gun already, this gives us a master level single-target kinetic one as well.
Just curious though, are those hypothetical base DPS values or existing ones (roughly)? Because if they're the latter... well... I have a 189 base DPS RL, hehe.
non experimented approx base dps on weapons. (experimented can get much higher)
Raptor2k1 wrote:
Sounds a lot like an idea I had to bump up our other guns and make them more useful, though I never actually posted it... I think.
The problem though, is still that we have a certain lack of non-AoE weapons totranslate out level 5 damage over to single-targets, such as boss encounters like Nekrosis.
Maybe remove the AoE on the RL (or make it so small it literally only works on targets standing on eachother), bump up it's base DPS to make it a suitable single-target DPS gun and we're all set I think, since the Proton Rifle is a master level energy gun already, this gives us a master level single-target kinetic one as well.
Just curious though, are those hypothetical base DPS values or existing ones (roughly)? Because if they're the latter... well... I have a 189 base DPS RL, hehe.
I like the concept, and I like it very much. It's something that can be done mostly transparently, which should mean leass work than asking for ne weapons or attacks. Ideas like this have a much better chance of seeing realization IMO. This as it stands, however is a little too good. Were this to be scaled back a little, from a 2.5 max, to a 2.0 max, possibly by weighting the scale a bit more towards master. Each commando damage point would in this case be worth a 1.25 damage multiplierinstead of a1.5, with 1 commando damage point awarded at the top of each skill tree, and 4 points awarded in the master box.
This idea is a really ellegant one, but it still fails to address the other issues facing the class. DOT damage and stateattack reliabilitywould also need to be scaled up if we are not going to receive full area damage. A combat medic can click on an icon, and get a garanteed flaming victim. Using a4532 F stream of fire (well, we don't know that for sure, but that's the temp napalm burns at) should get someone burning pretty easily too. This one is simple. You get hit, you burn, end of story. No area damage, but an increase of the sort of DOT damage we see now, modified by that same commando damage multiplier is in order.
Grenades- remove the stupid reuse timers on them, they're pitifully slow as it is. Even multiplied by 2, most of the DPS rates here are disgusting. and they are consumables. Imo, time to change that last bit. All states from greande attacks should last for a duration of10 to 15 seconds, minimum. There are timers that keep the same stateattack from beng used on a single target in place already. making the grenades actually do something useful will not unbalance them. Range needs to be a 6m burst on these bad boys, the same sort of attack area you get when you fire an LBC. Icons need to be placed in each demo skill box, and crafted grenades need to become "powerup" options, just as buff packs and bacta toss enhancers are now. The default would be10 seconds on states, the enhanced version using a crafted grenade would allow for as much as a 15 second state effect, and with enhanced damage.
Area of effect must also be addressed, and I think this proposalwould work very well towards that end. With the doubling of the rocket launcher's damage output at mastery, even though they remain slow, and eat action up like there is no tomorrow, we have our high Kinetic Damage. Leaving the RL as it is, with a burst not in effect, and leaving the Particle Beam as it is, not striking targets past the first, and then feeding both through a damage multiplier provides both a craftable high damage Kinetic weapon, and a craftable single target high damage energy weapon. I might humbly suggest that a stun state be added to the Heavy Particle Beam, to keep it in the same category of utility as our other weapons.
Very nice Ackehece. Thanks so much for sharing this great idea.
/wookieehug Ackehece
Acke, thanks for the effort. But i'll tell you now it wont work.
And the reason for that is simple: Commando has no special attacks.
The damage modifiers you are proposing will make a master ranged+commando (or master commando dabbling or mastering another ranged elite prof) a really high damage multiplier when used with specials from those other proffessions.
For example, sniper shot is about a 5X damage multiplier. if I shoot my DC15 rifle prone with ranged shot it hits an = level to me (lev 80) creature for about 300 damage.
Use improved sniper shot and it hits for 1500 damage.
- Provides a means for increasing the damage output of Commando in stages, without empowering other ranged professions that don't need any help in the damage department
- Armor Breach is a debuff, so it works two ways:
- The individual Commando will do more damage
- Any groupwill kill their targets notably faster ifaCommando breaches the target's armor and keeps it broken. Thus, Commandobecomes more valuable to groups
- It'svery Starwarsy for a Commando to be able to breacharmor like this
- A fun, distinctive, and practical addition to the profession
Ihope this idea can be part of the solution that makesCommandoa thundering 5 in damage dealing.