Commando Archive
Thread: Is this math right? New RL vs T-21
Kreistor wrote:Couple things...
Rifle move costs HAM, RL does not. Not costing HAM is a bonus......
While I agree with some of the stuff you said I have disagree with you on this point... Rocket launchers DO use ham to fire, all lefthand weapons (charged weapons, grenades, RL's, Particle cannons etc) use their ham values when you click off the charge to fire. The rocket launcher is no exception, it takes a considerable amount of ham to fire it.
I'm sorry but this is utter bs. I'm a master marksmanand well on my way to master pistoleer. Just to confirm to myself that I wasn't nuts I bought a new good carbine (on a par with the level of pistols I have been using), with a good 30% speed slice on it - and a crate of +33% speed powerups..even just with master marksman level skills I can do more damage with the carbine easily...its all in the weapons you use.
Carbine's effectiveness is in its cone effects. In terms of raw damage against multiple targets, nothing beats a carbine. Against a single target over time, the pistol is quite nice. Pulling off a 3500 damage shot with a DX2 is so very very sweet.
Alright let me throw this out here. A commando with a rocket launcher should be able to take down an npc quicker than a pistoleer/carbineer/rifleman, or whatever. But this is only true on the occasion when a commando fires a rocket and actually hits an npc. In my opinion, the damage on a rocket launcher should be higher than a T-21, but it should have much worse accuracy (unless there's some sort of heat seeking infrared targeting mechanism on the rocket launcher) and it's speed should be slower also. If, in reality, a rocket launcher could take down soldiers quicker, easier, and more accuratelyand was more practical to use than a rifle, then the United States Army would all be running around with SMAW's and other anti-armor and anti-tank weapons hoisted up on their shoulder. In SWG, my opinion is that commandos should not use a rocket launcher as a main weapon, and should just pull them out to use against at-st's and tanks like that. On the other hand,commando's other weapons, such as flamethrowers and acid rifles, should be very effective against npc's. Just think about it. If someone lights you on fire and welds your skin to your bones, then i think your gonna be pretty dead. Same with the acid rifle, if your hit with a large amount of dangerous acid, it should burn your skin and scar you up pretty good. If flamethrowers and acid rifles don't do as much damage as rifles, carbines, and pistols, which looks like it's gonna be the case, then they should cause massive, and i mean massive, wounds to your health and action pools. To get the best weapon balance in SWG, we need to think realistically, and that's what i'm doing. Well, more or less.
Ar'thurr Dent, Master Marksman, Unarmed Specialist, CH 1100
Bloodfinian Rebel Lance Corporal
Wolf - the increases damage when using an AP1-3 weapon against AR0 IS NOT WORKING on live currently. There have been dozens of tests done to show this. SOE claims that is how it is "intended" to be, but it is not working atm.
You can easily verify this if you use AP 1-2 weapons (there are many) with similar stats to an AP0 vs some basic newbie AR0 critters. (Make sure the damage type/resist is the same though)
Once this is "fixed" so that it actually works properly, you will be seeing nearly 4x base damage hits from rocket launchers.
Ixibat, thanks. I didn't know that (mostly because they have never existed on my server).
Gray03, The singleshotkill of the rifle is why they have lower DPS. That's something Riflemen tend to not understand. Like everyone else, they want their cake after it's eaten.
Gray03 wrote:
The second nasty point (which no rifleman wants to hear) is that rifle damage is vaguely unbalanced atm. Yeah yeah they take penalties for it, but they are hiding behind flawed DPS calculations to justify their current damage. (Because there is effectively NO delay on anyones first shot, regardless of the weapons speed - which given the number of things rifleman can effectively one-shot makes DPS a very silly way to measure their abilities. And thats without even getting into the fact that slicing/powerups and speed skill ALL favor slower/higher damage weapons - because the slower the base speed, the more the 30% slice and the 33% powerup take off, even before the speed skill is applied)
Flawed DPS calculations? it's funny that even the dev agreed to that, but in your infinite wisdom it's not right. First shot means crap unless you're at 60m and proned to make sure you actually hit the target.
The day you take a 2.5 melee multiplier and lose mind for all of your specials(which can't be healed, so we're killing ourselves to do that "flawed" damage), feel free to bash riflemen, until then, stop trying to belittle other classes and BS people.
Ahh another rifleman with the famous, 'We're not the nerfs you are looking for" line...
"First shot means crap unless you're at 60m and proned to make sure you actually hit the target"
This just cracks me up - I cannot begin to list the number of times I have watched a rifleman set up at 55-64m from a camp and sit there oneshotting the entire spawn in sequence. (Since 99% of the time even humanoids won't group aggro when the first shot kills the target)
But obviously you are correct - rifleman need to have outrageous damage rifles that can one shot white cons, while they point their fingers at pistoleers and scream nerf because of DPS...(Hint here folks only reason pistols have higher "DPS" is because it takes pistols 6+ shots to kill the things that rifleman one-shot)
specials included or no?
as in, say I have a scout blaster that lists 50-150 dmg
normal attacks will then be 100-300 dmg?
and then kipupshot, (has a 2.5x dmg mod)
will then do 250-750, which is 2x mod then the 2.5x mod, totaling a 5x mod
or is this a left hand weapon specific thing?
re-doing all the math on it & testing some stuff in game here as well just attempting to clarify this out
I must say, this 1 attack-per-second cap is ruining everything. All attack speeds should be doubled or something, because it is to the point where when your master pistoleer or master rifleman speed really doesnt matter because you'll be doing 1 per second anyway... Pikeman get pretty dam close to 1persecond and TKA and one-handed (supposed to be much faster) are doing the same speed and much less damage per hit...
Kinda an aside from the post, but being on the second page already i figured there was enough critisizm and there is nothing i can say but "looks cool" and "good job"