Commando Archive
Thread: Acid Rifle DoT
I dont think the Devs will ever fix the HAR expecially not giving it LLC type range and fire rate specs, because then Commandos could use it at any range then when someone closes they can switch to FT and DOT them.
The only counterbalances I can see with commando weapons is the inconvenience of use, FT/HAR specials being short range and the range mods being horrendous beyond that, and the expendables being, well, expendable...
Id really love to have a HAR weapon to play with, just not thinking they'll every make it different, only a clone of the FT so that you cannot switch weapons around to avoid the penalty of one vs the other in mid combat.
the acid rifle needs a use... right now, it doesnt have one. I think it should have a DOT, like the flamethrower. I'm not saying make it an exact copy, give it something very different... how about low dmg, but high speed. Kinda like a heavy repeater or something. give it rifle drawbacks like 2.5x dmg modifier, and you need to kneel or go prone to use it. Keep the flame thrower as a close range weapon, but please dont give it the 2.5x dmg modifer make it fair, make it 1.5 like pistoleer. and for long range we have our cannons... which should have great long range accuracy, but crazy long delay times, like 10sec speed.
Just imagine that we are storming a faction base... who is gonna take out the turret? the commando..with his long range rockets ( mortar like)... who is gonna clear out a room full of storm trooper? the commando with a flame cone... who is gonna lay down suppression fire on pets and faction pets? the commando with the acid rifle
i'm not saying that we should make the commando super powerful, just make em very efficient at what commandos do. we are master marksman, we should have weapons that corespond to all ranges. Also give us our drawbacks too.. i know we use alot of skill points, but make it so we would have trouble hunting alone. give us the support role that a commando deserves.
Cenan01 wrote:
As I understand it all acid weaopns, except Heavy Acid Rifle, get AP1. If this is a HEAVY version of an acid weaponwhy shouldn,t it have AP3 similar to the T21?
I think it should least be AP2. And the blaster pistol AP1.
I would like to see my acid (rifle?) weapon's eat thru 300,000credit suits of armor and melting flesh off and limbs falling to the ground as it really should beso we would really be versatile in weapons. Then we would be a force to be reckoned with especially if we are supposed to go against AT-AT's and turret's etc..
The acid should be having a major impact on the condition of the armor after they tangle with someone shooting acid. As it is now............well. Dont you guys think acid should do major damage to your armor ifthe armor doesn't have high resist's for it? If this were the case it would make sense to have a dot with it. After all, acid doesn't just burn out orgo away,it doesn't take agame developerto know this and that at least should be realistic.
Bizzaro,
Commando, Bloodfin
My idea is to get rid of the whole HAR tree and add a Heavy Blaster with armor piercing abilities.
OgeeMan wrote:
My idea is to get rid of the whole HAR tree and add a Heavy Blaster with armor piercing abilities.
I like it. What kind of blaster do you mean? Pistol based? Carbine? Do tell.
It's simple. Keep the Flamethrower fairly limited to close range combat, as it is, but tweak the Acid Rifle so it has a DoT but isreally only effective at longer ranges. This way we have a pretty good long range weapon we can use while closing in on our enemy, and then switch to the flamethrower and burn our enemies close up.