Commando Archive
Thread: How cool would this be?
this would be awesome, it'd be a great addition to the game, the acid rifle... crap *pukes* theyre horrid
man i'd love to see that, i'd be so fast. think of 5 commando's fireing them at same time........ thats alot of blastter fire
0.5 speed yes
damage hihg no (same as launcher pistol is good)
armor pericing? at least AP1
the idea for not bein able to move with it is a good idea too
makes the game have good idea to have suprise attacks by lureing ppl out and the commando opens fire
since it fires fast, the blasts would be super hot..so a high min damage...
id say at least 80-100 mind and 150-200 max..no AP tho
OR
80-150 (or less)@ ap 1
since remember, fwg5's can get to .5 either now or in a later release (forget), same with all pistols..and even post-nerf fwg5's are generally 60-175 in dmg..with a powerup, even more
e-webs like all hvy weapons wouldn't use powerups, plus the fact that we're stationary is a major drawback..no mobility, and an easy target
but we'd get a great rate of fire, medium damage, and good accuracy - and maybe a bit more protection
Whats wrong with high damage/high ap expendables that do huge damage and (if it works right) area damage, being expensive? They should be. It keeps you from using them on all ocassions, which seems right. Expendables, like RLs really aren't that expensive. If you are using them like crazy, and the cost is adding up, than they must be worth the price????
Wez
Bria
This weapon would be worthless in PvP.
Opponents could simply keep out of your 64m radius, then run in real quick, pop off a high-HAM cost, high-damage special, and run back out of your fire radius. They could sit outside your radius and heal or do whatever else they needed. Lather. Rinse. Repeat.
Granted you would get in maybe a shot or two because of the .5 speed, but it would only do about 100 damage at most with the 75% PvP damage reduction.
It wouldn't be worthless in PvP, it would be situational. As I stated earlier, specials would focus on covering a broad area with blaster fire in attempts to surpress enemy advances. You wouldn't use something like this solo, so having them pop in and try to use high damage attacks wouldn't be as much of an issue, since you would most likely be supporting your own troops by giving them cover fire as they advance. It would be designed for group situations. By forcing them to skirt your covered area, you succeed in stopping them from advancing and pinning them down. It would have more of a tactical purpose really than being designed for the independent PvP'er.
I'm not sure where the disposable weapon posts are coming from, this wouldn't be disposable. It would be just like any other gun, except youwould be forced into a stationary position when using it, and it would take some time to unpack/pack up whenever you needed to move it.
Raptor2k1 wrote:
With .5 delay LP damage would be way too high. You'd here nerf cries faster than you'd get owned by a jedi master in a duel. 100 would probably be a good max for highly experimented weapons.
Good point
Maybe the specials should focus on things like dizzy, stun, intimidate etc. but AOE and maybe a KD at high levels allowing the personnel you support to advance. Low damage high fire rate is a great idea and adding some good support specials as you go along would be great. Instead of the constant HAM cost, maybe a HAM cost to take it out and put it away, this make it so you have to be in a well protected area to use it. Also keep you from moving from place to place often.
Yes, you absolutely would be a high priority target. Just like in real life, a machine gunner position is always a high priority target.
As for the comments about the enemy being able to stay out of range, That is the point of a suppressive weapon. Simple military strategy, you don't have to kill the target if you can suppress or neutralize it. If you can prevent the enemy from completing their objective, or at least make them change their mission, then your mission is accomplished.
A.) Suppression of a target limits the ability of the enemy personnel in the target area to perform their jobs.
B.) Neutralization Knocks a target out of action temporarily.10% or more casualties will neutralize a unit.
C.) Destruction puts a target out of action permanently.30% or more casualties normally will render a unit combat-ineffective.
(NOTE: These are artillery definitions, not infantry. I believe the infantry definition of destruction is 100% casualties.)
Imaginea fewE-WEB heavy repeaters placed strategically around a base, the troops inside would be trapped with no way to escape the advancing infantry.
Didnt the game book say that we comandos are te only ones to be able use gun "Implacements" on the battle field?
Where are they?
Good idea.
heh
this could work in PvP..and make battles very interesting
however, this would REAAALLY work well in cities and urban style combat..and the devs want to get the fights out of the cities =/