Commando Archive

Thread: Heavy Acid Rifle... why?

Wolve44
Fri Sep 12, 2003 11:06 am
#14

Flamer vs Acid


Mob is 100% resist to Heat


Use Flame Single 2 w/Flamer = dead mob no xp


Use Acid Single 2 w/HAR = dead player no xp



The Flame Bleed does not take into acocunt the resists..it ticks and ticks thus outdamaging the HAR in no time. Even if the mob is 100% heat resist, you still kill the mob FASTER with the flamer than with the HAR.


Why use the HAR? I Don't, someone else will have to answer that.


warlockiii
Sat Sep 13, 2003 12:12 am
#15

The HAR is a piece of junk. With the current accuracy and speed problems (I am at master and get a 15 second delay!), I won't touch it. Even on a 100% heat resistant mob, the flame thrower is better. The rifle needs to have AP1 and have the bugs fixed.


Arabell Esniek


Master Commando, Starsider

Rauko
Mon Sep 15, 2003 10:29 pm
#16

Why not use both? There's no penalty for switching between weapons in combat. Granted, I'm new to commando...but I've been using a tactic of 2 flamesingle1, then switch to acid to add a little extra damage against mobs with high heat resist but no acid resist. They burn to death while the acid speeds them along their way.
Ivoni
Mon Sep 15, 2003 11:47 pm
#17

Har is broken.

Not AP1 - unlike all other acid weapons in game

Broken speed modifer - whatever is listed on the gun is what you will shoot. +45 speed will not make you shoot faster

Broken speed modifier on specials - all HAR specials take 20 seconds to cooldown because of the previous problem.



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)
JuntSmoka
Tue Sep 16, 2003 1:27 am
#18

Give the HAR the AP1 it deserves, and a longer range than the flamethower and it will come into its own, as will the flamethrower. The HAR and flamethower really need to be separate guns for separate situations. At a longer range, I believe the Heavy Acid Rifle should be the choice at a longer range (well, it is a rifle), and at a shorter range the flamethrower should be king.



Muhammad Al-Zaki : Bria
Rifleman/Ranger, Leader of GOP
Tavinureel
Tue Sep 16, 2003 2:22 am
#19

I'm going to have to agree with the majority of the posts...



Are you really going to use flame on a baddie with 50% heat resistance just so you can use that DOT when that same baddie is vulnerable to acid?


I have to agree with the above poster in that, in large groups I switch off to HAR just because it doesn't lag the melee guys. There's nothing worse than lagging out a TKA master just because you used an LP instead of a HAR.




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misterbadmonkey
Tue Sep 16, 2003 5:55 am
#20

you guys need to level up. jesus, more commando noob sheep.


try fighting a kimogilla or a krayt dragon sans acid rifle. have a fun time standing and watching your buddies get all the xp while you peck at it with a launcher pistol or chuck 1,000 frags at it.


misterbadmonkey
Tue Sep 16, 2003 5:57 am
#21

i think they should make acid rifle burn through armor . its *acid* right? yeah so, make it do that acid thing and have heavy armor piercing. medium at least. yeah. good solution.


Nodion
Tue Sep 16, 2003 8:33 am
#22

I tried using HAR whenever I see mobs with heat resistance. problem is I miss more than hitting with the HAR especially with the skill usage.

I'm finding the HAR to be inaccurate even at close range compared to the flamer.





Ryden (Master Commando) @ STARSIDER
Eightaces
Tue Sep 16, 2003 9:39 am
#23

Until it gets fixed, I break out the HAR for one thing, to kill lairs after I've slaughtered whatever was around it. Keeps the wear and tear down a little on the Flamer.



EightAces Dave


Smuggler/Commando/Creature Handler





WoWing it up since SWG Beta II (also known as the CU)

Eightaces - Dark Lord of the Sith, Emperor of the known Galaxy
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