Commando Archive

Thread: Is this math right? New RL vs T-21

Bleda
Sat Aug 30, 2003 1:02 am
#14

The dose of reality is that a rocket launcher is CLUMSY and has POOR accuracy for anti-personel warfare. The accuracy on the thing is terrible especially at the shorter ranges that we fight at. A rocket launcher is NOT effective for anti-personel not because it lacks power but that its too big and slow to be effective, thats your dose of reality. The rifle isn't the best for anti-personel either, its a balance between heavy hitting and clumsiness, the best is the pistol for its speed and higher DPS (it does indeed have a higher DPS if you use the standard dps formula of (Max+Min)/2*speed). If you actually hit someone with a rocket launcher yes they go boom, but the whole problem is going to be actually HITTING someone with it. SWG Dev's aren't morons they realize a well placed rocket = insta-death, hence the accuracy is so poor against moving targets and the fire rate is obscenely slow.
-Krillin-
Sat Aug 30, 2003 4:55 am
#15

The other dose of reality is RL's are going to be friggen expensive. On my server (naritus) I suspect the master weaponsmiths will not sell them to non-guild players, same as was done with the T21's. The long standing master weaponsmiths will be the ones with the reserves to craft rare-component weps and they all know the economics of supply and demand. When available to the public, I expect them to start at 150 to 200k minimum. You won't be using a wep with poor accuracy and 2k/shot on NPCs unlessyou are nutso.



-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
Ibixat
Sat Aug 30, 2003 5:36 am
#16



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.



Elida & Elina Stotri - Gorath Server
deadnewbie
Sat Aug 30, 2003 5:55 am
#17




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.




Imperial Minister of Information
ArthurrDent
Sat Aug 30, 2003 5:58 am
#18

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




"The Purpose of all war is peace."
-St. Augustine

"Se vis Pacem, Para Bellum."
-Flavius Regetius Renatus

"Party on!"
-Wayne from Waynes World
SwissArmyWolf
Sat Aug 30, 2003 7:29 am
#19

When you said a rocket launcher can do up to 2x dmg of listed amount i was wondering something....Did your rocket laucher get the ap heavy rating attached to it during the big patch. I know mine did. That means that it is ap3 and your probably shooting at ap0 targets thus doing 1.96 times the listed damage.
Gray03
Sat Aug 30, 2003 8:11 am
#20

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.

Bleda
Sat Aug 30, 2003 8:51 am
#21

The flamethrower IS devastating against NPC's, it has the same DPS as a REALLY good pistol (about 100) plus the specials and most important of all, the fire damage over time. It puts you on equal or slightly below footing with all the other groups of people for unarmored target damage, but you still can't expect to compete with a master rifleman or master BH for dropping a single target quite as quickly. The commando's 1 on 1 abilities aren't very impressive, they are average which isn't a bad thing, but its not your strength, which is to destroy targets of varying degrees of armor more efficiently and effectively than any other group.
Kreistor
Sat Aug 30, 2003 10:08 am
#22

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.




Ub-ick Esava
----------
Bria - Working towards Master Dancer one fall at a time

Lowca - Master Dancer Extraordinaire
*CENSORS* Cantina, Honor's Keep, Corellia,
vvornth
Sat Aug 30, 2003 11:55 am
#23






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.



Gray03
Sat Aug 30, 2003 1:52 pm
#24

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)

insecure
Sat Aug 30, 2003 2:48 pm
#25

are you saying all shots fired automatically just get a 2x bonus?

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



-=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=-


Each day you live in rebellion, you there by guarantee yourself another day of freedom.
Another to live and another day to choose who your gonna be.
The only thing they can't take away from you is your will to survive.
Today's rebellion is tomorrow's freedom
DrAwesomePhD
Sat Aug 30, 2003 4:26 pm
#26

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"




Spike Spiegel - Starsider
Second novice commando, first with heavy weapons, first to be gimped!
Page 2 of 3