Commando Archive

Thread: Final Rocket Launcher Math BOOOM!

StarNick
Sun Aug 31, 2003 4:46 pm
#14

big balance issue:


rarest gun in the game


most likely 1 in 5 commandos will even have it...




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Daizon
Sun Aug 31, 2003 5:15 pm
#15

You ever hit a hardened bunker with a rocket launcher?


I have. 1 shot kill is exactly what you get. Why shouldn't it be able to take out a small turret in 1 shot?




Taelon
IOI
pyclone
Sun Aug 31, 2003 5:35 pm
#16

DOn't get to excited about the slice, heavy weapons rarely are made up to potential, and the slice percentage depends on the make of the weapon. So most rocket launchers made by master will be pretty average for a long time so the slices will be more like 15%, still nothing to laugh at, too bad power ups don't fix on heavy weapons





Zocli a ilcoZ
Killer Doctor t Jedi Crafter
ZelerianIA
Sun Aug 31, 2003 5:52 pm
#17

So, rebel commando now have a meaning.....but what about Imperial commando. I wish rebel would have something we could shoot





--------------------------------------------------------------------------------------
Stay Sharp, Shoot First.
Zelerian Roanok
Imperial Army
47th Imperial Expeditionnary Forces
1st division, 1st Batallion
Delta Squad
Imperial Commando 3/3/3/1
pyclone
Sun Aug 31, 2003 6:03 pm
#18

Bases and battlefields if you dumb imps would ever go out to one



Zocli a ilcoZ
Killer Doctor t Jedi Crafter
Wruath
Sun Aug 31, 2003 6:08 pm
#19






NerfedTooMuch wrote:
Dotn forget to add up the general ranged weapon aiming mdifier. Its 25+ aim to all ranged weapons. So all togeter with /aim it would be 115 aim. Heheh!





Actually...using logic from the bazaar and powerups I think this does not apply.


Ranged weapons powerups DO NOT work on heavy weapons...
...AND...
The bazaar has separate listings for ranged, heavy, and special heavy weapons.


My server (Valcyn) has no RLs at the moment and I had to buy one from recruiter for 4500 fp (10% discount from underworld smuggler tree) and it came with 25 shots so I havnt been too eager to waste them...so if someone else knows better please post


But I think this is how it is




Y Lyn-Me Y
What If The Hokey Pokey Really Is What It's All About?
Galaian
Sun Aug 31, 2003 6:09 pm
#20

No, I don't think these will be the rarest. Remember, they are also changing all the resource requirements for the commando weapons, just to make them MORE available.


I also have two weaponsmiths currently grinding their fingers to the bone and their wrists into casts getting ready for the changes. Once they go live, all they will do is crank out the expendable heavy weapons, until my PA has at least 5 for every commando we have. Once we're all armed to the teeth, we're going AT hunting.




"Would you like that extra crispy or carbonized?"
Xucost
Sun Aug 31, 2003 6:14 pm
#21

Why do people fail to bring up the delay BEFORE shooting? Especially if you use aim, your sitting there for some time, if they are stupid enough to leave you alone for that long while your aiming a rocket launcher they deserve whats comming. RLs will SUCK in 1 vs 1 because of that, any person with a knockdown will easilly kill you even with the 30 second rule. Commandos will need to form small teams if they want to use RLs effectivly, that way if the 1st rocket misses hopefully the next will hit.



Intelligent fighting > Commando....which is why Commando > 95% of SWG players.
Set-Harth
Sun Aug 31, 2003 7:50 pm
#22

Xucost, why dont YOU realize that a Commando is not made for 1 on 1 pvp combat while using a Rocket Launcher. HA! A rocket launcher in itself isn't made for single target combat. The only reason one would be using a RL in pvp is to take down large structures, vehicles, or groups. If you fired a single RL shot into a group of PC's standing in close prox. it would incap them all. Fire it at one dude, and your ass will be flat on the ground DB'd before you know whats what.


A Commando in this game isa Heavy Weapons Support character. You support at medium to long range destroying specific targets efficiently. A Commando isn't like a pistoleer who can hit at a rate of 1 all day long. Get your head on straight bud.



Isskashuu

Xucost
Sun Aug 31, 2003 7:54 pm
#23

Set reread my post after you have taken some basic english comprehension courses. I wasnt complaining, i was stating. Did i say the commando WAS a 1 vs 1 class? nope in fact repeatedly i stressed that it was not a 1 vs 1 class but in fact the commando was designed for small groups. Did i say the RL was ment for small targets, nope in fact i said 1 vs 1(which would be vs a player AKA a small target) the commando would be at a great disadvantage if he used the rocket launcher.




Intelligent fighting > Commando....which is why Commando > 95% of SWG players.
Azmodean
Sun Aug 31, 2003 8:26 pm
#24






Daizon wrote:

You ever hit a hardened bunker with a rocket launcher?


I have. 1 shot kill is exactly what you get. Why shouldn't it be able to take out a small turret in 1 shot?







Because it sucks to waste that many faction points on a defensive structure that's unable to move and is permanantly destroyed afterward. Sure you can take out a bunker in real life with a direct hit from a TOW missile or something similar... but militaries in real life aren't too incredibly concerned with balance. The fact is, I ordered my PA not to place any turrets for the time being because they're nothing but a waste of faction points. Even if they increase small turrets to 70 range, turrets are worthless if they can be destroyed in one shot by anything. And if turrets are worthless, bases themselves are worthless, because without turrets, a lone individual can take out all the guards in a base (it's happened several times to our forward outpost).


I realise this is a much deeper issue than the power of the rocket launcher alone... but overpowering the rocket launcher first and then waiting a few weeks to bring the bases and defensive structures up to par isn't the answer. The fact is, bases should not be raidable by anything less than 10 people per base size, and that's 10 maxxed out people with uber weapons. You should never see a single rebel or single imperial with three pets sitting outside an empty base of the opposite faction and killing guards as they spawn for 6 hours straight. Taking out a turret should be a commando's job, I'll give you that. But it should be a commando's job due to 5 commando's taking out a turret in 3 shots each while every other class would take 80 or 90 shots to kill a turret... not one commando taking one shot. Turrets need to be formidible, semi-permanent structures that can hold their own for several minutes of constant attack and inflict heavy casualties, and commandos should be the only ones who can change that, but not change it like flipping a switch.

Gray03
Sun Aug 31, 2003 8:37 pm
#25

Just a point to consider for those screaming that the "delay" before firing it will somehow balance it in pvp.


With the KD/posture change timer what exactly do you think the opponent can do to you while you /aim and /use RL ??? I pvp regularly now and absolutely nothing short of a Rancor (or similar pet) or AT-ST can possibly incap me in the time it takes to fire one shot. Even if they KD you on their first shot, you've got 30secs of immunity to just fire back from prone.

rexrobinson
Sun Aug 31, 2003 8:41 pm
#26

I dont agree at all about the turrets, if you dont want commandos taking them out fastthen have a sentry posted and watch for commandos who are getting in range, there will be quite a delay in firing a rocket launcher and plenty of time for an alert sentry to fire on him and alert the base, thats how base protection works, its layered with levels of security.


You just cant rely on turrets to protect the base, keeping an eye on the perimiter with people is always the best form in game and in real life.


but maby they will make the turrets stronger soon too.




31 proffesions mastered 1 force sensitve slot unlocked May 27. 2004
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