Commando Archive
Thread: 2 Suggested (Reasonable?) Changes For Our Flame DoT...
I made this suggestion in another post but I want to know how other's feel specifically about it in regard to changes to our Flame DoT:
1) Flame DoT stops when the Commando who fired it get's DB'd...no after fight related deaths....a common complaint from PvP's that they get killed even after the fight is over...Having the DoT go out when we are incap'd would be too easy (since incap'ing is easy for some professions)...they would have to incap us 3 times or DB us to get the flame out (besides just letting expiring on it's own)...
2) One Craftable item to put outa Flame Dot...but something not easy to obtain...I have been pushing for Chef's to be able to make this item...Currently Master Chefs can make something called FlameOut...and contrary to popular rumor, it does not currently put out the DoT...but if it did then the NERF Herders would have one less thing to complain about...and Master Chef's are rare on servers so FlameOut wouldn't be easily available so much that it harms our capabilities too much...I know everyone always says Water is that way to put out the DoT...but realistically, not everyone has easy access to Water or can make it to Water in time before being incap'd...and thanks to a bug, once incap'd they are pretty much dead since everytime they get back up they are incap'd immediately again (3rd time equals death)...therefore a hard to get "FlameOut" items feels reasonable...I know 2 Master Chef's on my server...so they are out there and I know they'd love to have another item to make some credits selling. I would insist that the FlameOut could only be used prior to someone becoming incap'd...it should be an item kept ready when facing a Commando...I would also insist that it be on a timer like other Medical Kits.
If these 2 suggested changes went into effect to our DoT our power would not be reduced, Dabblers would still have the same capabilities AND the NERF Herders would lose 2 points out of their main arguments...All the NERF Herders would be left with is arguments that could be defended via telling them to use strategy and "go get some FlameOut"...Those caught with their pants down (without their FlameOut) and within our 16m range would have nothing to whine about...they'd deserve death and have earned it...
Once this issue is put to rest via the 2 above suggestions we could get more attention turned to our other broken areas of our profession.
Thoughts?
I saw this earlier and just didnt spend time to post, but I think this would be fine. They wouldnt hurt me much and are reasonable.
i agree with it all expt one thing
fire stops when commando dies this makes no senc at all why would a fire stop when i die i put hous on fire i get shot house burns still
but heck i know its a big proplem with the flame dot incaping you 3 times and you die and it dos seem most commandos think their kamakizes (wich they are if they dont incap in one hit usly )
i think i like the flame incaps 2 times and stops on 2 incap ideal better then flame dies when commando dies ideal
but other then that i agree 100%
/agree
I just think once the other person in PVP is incapped then the fire should stop.
I agree there should be a craftable item, like a food, so that it can only be consumed so many times in a period of time, but the flame dot should stay on incap.
I love seeing the helpfull people that try to heal the person once they are incapped, and they stand up and then drop back down again.
fire stops when commando dies this makes no senc at all why would a fire stop when i die i put hous on fire i get shot house burns still
This isn't the RW...this is a game...and because of that, game mechanics don't have to work like RW effects...therefore, fire in a game does not equal fire to a house...If the game was based on RW mechanics how would you fit a pet and a vehicle in your little datapad? How would I be able to hold so much in my backpack and not fall over?
I am just suggesting a way to make the winner of a PvP not have to suffer....It I'm beat I don't want my Flame DoT to make the winner follow me to the clone center...doesn't seem fair to me...A strong arguement that many NERF herders use is that even when they win, the DoT ends up killing them...or...when both parties declare peace, if there is no water around, the DoT'd party typically ends up dying...If the battle ends, so should the DoT...Not talking PvE here...just PvP...to the winner should go the spoils...
I don't agree with the 2 incapp idea and the DoT goes out...That doesn't solve the problem...if I Incapp the person via TKA, then before I die I DoT them, 2 incapps and agian they follow me to the cloning center even though they won...shouldn't happen...
i got ya there but i like them following me to the cloning center becous1 resons he actuly did if i hit him with the flame that meens he was a fool and let me hit him by geting in 16m just like tks you get in 20m your ded 90% of the time thats not raely far that some one who spends 1/3 the skill points get that + if commandos are forced into 16m to do specals then they should have a + to them becous the skill point balenc
i say min 1 incap burn stops more realistick like hous it burns to ground then stops burning
now on a freaindly duel all stat afects should instantly stop after /end has ben typed
i belive there should be even difrent typs of duels
1duel frendly
this duel you fight to incap and its over and any one can heal you during this fight (and all stat efcts are gone after duel)
2duel freindly solo
you duel to incap duel over and no one can help you during this duel (and all stat efcts are gone after duel)
3 duel
you duel to 2 incaps or end duel any one can heal you or him (and all stat efcts are gone after duel)
4 duel solo
you duel to 2 incaps or end duel no one can heal or inter fier with the duel (and all stat efcts are gone after duel)
5death mach
to the death no help formothers no end duel onece started its to the death
Good post, but I see some problems with suggestion #1. The main problem being that stopping the DoT upon death takes away the disincentive for dueling a commando. The only people that SHOULD be getting hit with the DoT are melee types, and I'm guess most of them could take us out within a few seconds of the DoT being applied, thus there is little to no damage done to them. Any melee class would fight us all day long with the knowledge that there is little chance that they will suffer any consequences from their actions.
That being said, I don't think that the DoT is wonderful in its current state. But, rather than removing the DoT effect after death, just apply the same rules that have been applied to bleeds:it takes you down to 1 health, but no incap. I think that equitably solves the problem of being killed after the duel is over. As for point #2, I'm in 100% agreement that there needs to be some sort of item that puts out the flame DoT, be it doctor or chef crafted (but we can always hope that the devs throw the chefs a bone on this one).
How bout we don't make the flame dot weaker because without it what u plan on using? Remember commandos cant do anything besides use a flamethrower.
its fire, look for water.
I think the dot should go out upon incap, period. The fire WILL incap you so just dueling someone to get incapped is retarded especially if a covert rebel is nearby and just runs by and DBs you, not the smartest thing.
What they SHOULD do is make it possible to put the fire out by tumbleing once or twice. No foods that magically put the fire out, no fire magically snuffing out when the commando dies. Tumbleing to reduce the damage and eventually put it out. PERIOD.
Another suggestion is that the fire dot incap you, then DB you next tic, giveing either just the commando the fp or no fp for anyone, loss or gain. Or the fire dot can bring you down to 1 health, and then every tic it checks to see if you are incapped, if you are then it dbs you.
I disagree. If my lunacher pistol had some speed mods and specials. If the H.A.R speed and accuracy mods stacked properly I might agree
My point is that before we nerf we should balance. The flame dot is all the commando has really. The LLC the BH's uses produces FAR more damage at FAR greater speeds. The damage over time is the only thing that intimidates peoplein PvP. And also, the only thing as of now that the commando is good for.
There is absolutely nothing wrong with how the flame currently works. I have been on both ends of the flamethrower. It's just part of PvP. You can expect some guy to come in flaming. I have watched groups deal with it very well and I have watched groups crumble at the site of if.
Don't wanna get flamed? Then pick up some Pistoleer/Fencer and dodge like a mojo.
Or how about this: I dueled a guy the other day and missed him litterally 10 times in a row with flameSingle2. Why? He has +168 ranged defense. With a combination of Rifleman/Fencer and skill tapes.
There are current ways to beat/avoid the flame. It works fine as it is now.