Commando Archive

Thread: Running the numbers on the new AT-ST and rocket launchers...

BobbyJack
Thu Aug 28, 2003 4:10 am
#14

Actually I take my question about the KD back. I'm pretty sure that when something is knocked down and hit while down that whatever is displayed in the combat window is the total damage. I say this because I always notice a significant increase in the combat window with whatever shots I use vs a mob that is knocked down compared to normal.
Riddler
Thu Aug 28, 2003 5:02 am
#15

With a 75% dmg reduction shooting at a player with a rocket launcher(which does have harsh HAM penalty for each shot) it wouldnt be worth it at all and you would be dead cause of the super low dps.




As for the ATST you got to remember that if the commando was one on one with it chances are the ATST will kill the commando in one hit . Now in a group battle situation it could get ambushed while its attacking another target and there were other commando's shooting at it(cause its a random pool),but the samething can be said about any other multiple combat classes ganging up on another player(strength in groups).

-Krillin-
Thu Aug 28, 2003 5:13 am
#16

Okay....how does the AR3 of the ATST relate to the 70% blast protection? I don't think AR3=70% blast protection so don't you have to multiply your final answer by .7 to get your true dmg potential??



-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
CommanDOH
Thu Aug 28, 2003 5:16 am
#17

I think we should be bale to kill an AT-ST with three rocket blasts if lucky.


how much weaker than two swinging logs can a rocket blast be? if an ewok can take out an AT-ST why can't a well equipped non-primitive do it. hehe.




Commando/TKA
CommanDOH
Thu Aug 28, 2003 5:18 am
#18

would kickass if some forms of vehicle combat came out and you could shoot a grappler at an AT-ST and circle it like luke did to teh AT-AT on hoth in ESB. would be fun and give you a chance too.



Commando/TKA
Mister_Heavy
Thu Aug 28, 2003 7:04 am
#19

I'm just woried now that every rebel out there will have to take at least novice commando just to deal with the AT-ST threat.


With any luck, AT-STs will still get nerfed, and won't require a commando to deal with. No doubt commandos will be the most efficient and effective way to go, but since any imperial can get an AT-ST, any rebel should have some method of countering it.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
DrRuffleburg
Thu Aug 28, 2003 7:13 am
#20






BobbyJack wrote:

I guess my point is that we'll probably have to use the rocket launcher in a surprise fashion in a lot of cases, especially against other players who might see us take a knee and just decide to move 10-20 meters to the left or right, whatever the radius is and return fire on us while we're taking a knee still or trying to stand up.






The damage is done before the animation even starts so thats not a problem, being blasted away while we put away the rocket launcher is however a problem, but one I'm fully capable of dealing with given the destructive nature of our class.



roar?
BobbyJack
Thu Aug 28, 2003 7:15 am
#21

Mr.Heavy
Kazlok Sizrith
-Teras Kasi Master-



Actually I'm thinking a Tera Kasi may be just as important as a blast weapon in defeating a ATST. You ever tried knocking one down?

pyclone
Thu Aug 28, 2003 8:02 am
#22

I thing heavy weapons should have the only true knockdown, i mean a rocket laucher heck ya i'd knock you on your back if your too close.


ilcoz




Zocli a ilcoZ
Killer Doctor t Jedi Crafter
SteveFett
Thu Aug 28, 2003 8:18 am
#23

Mister Damage:

Lets say that 70% of combat classes have just their prerequisite line of a ranged combat, and ranged support.

To get novice commando, they would need to spend an additional 69 skillpoints, just to use the rocket launcher with 0 accuracy, 0 speed.

Not to mention that this also requires specialist unarmed, which is now mind numbing without vibroknucklers, and the 40,000 combat exp.

I say if they spend that many skillpoints and that much time to fire a rocket launcher poorly, let them do so.
Ivoni
Thu Aug 28, 2003 8:20 am
#24

That's been our assumption with this class.

Yes we will get the big boom.

But unless you commit fully to the class, or at least the line, you won't be any good at it.



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)
-Krillin-
Thu Aug 28, 2003 8:26 am
#25

I kind of agree with Steve on this one...some ppl will do it, most likely smugglers or TK's since they've already ground thru the unarmed tree, but doing unarmed without a vk will slow things considerably. Master marksman is very quick by comparison, but does steal the combat exp. so the 40k grind takes some time.


The uber kiddies will likely pick it up since they can solo and lvl all day (though school's now opening. ).




-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
Amu
Thu Aug 28, 2003 10:00 am
#26

The atst is a LIGHT SCOUT VECHILE with very LIGHT ARMOR , it should not even be able to take a rocket... if a rocket hit an asts in the legs or right dead in the hull , it would be gone... but we cant do that beacuse it would not be fair , so 3 rockets is good .
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