Commando Archive

Thread: uick round with launcher pistol and flame thrower

s_ripper
Thu Aug 14, 2003 11:24 am
#14






Kensar wrote:

those flame 2 hits do good damage.. but there is atleast 10 secs between each hit. plus you have to consider that is a master commando skill.







Flame single 2 is at flamethrower specialist IV, flame cone 2 is at master commando.


There have been a lot of fixes to assembly and experimentation, and I think the bug with advanced components not adding experimentation correctly has been fixed as well. I havent seen any newly crafted heavy weapons since the patch, but the stats should be much better now. My current flamethrower does 33-260 every 5.7 and my Acid Rifle 66-167 every 5.4. One weaponsmith told me (sorry, cant find the link) that with the bug fixed the Acid Rifle should have +40 min, +80 max, and somewhere around 1.8 lower on attack speed. That would be a 106-247 damage 3.6 speed (unsliced) HAR, a big improvment.Anybody tested the specials on the Acid Rifle yet? I heard that the recovery time was just as high, but I havent heard any specifics on damage and time.




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Scistuie Dylan, Starsider


Novice Pyrotechnic Artist... er.. Commando
s_ripper
Thu Aug 14, 2003 11:36 am
#15

As will I, but thats assuming they still have the necessary resources to make them. Kiirium steel went away with the last turnover on my server, so I dont know if I'll see anymore any time soon. Those fixes also apply to the flamethrower, PBC, LBC, and all the other weapons that require advanced components.



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Scistuie Dylan, Starsider


Novice Pyrotechnic Artist... er.. Commando
Warlock_The_Darkone
Thu Aug 14, 2003 11:39 am
#16

/agree



Tewls or Malock Razorblade(ALT)
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Stelsvik
Thu Aug 14, 2003 11:42 am
#17

What's the AP rating on the flamethrower? I'm still irritated that the HAR AP=0 while a DX2 AP=1. The LBC = 1 elect. dmg. which puts it on par w/the BH LLC AP = 1 elect dmg. but the LBC's disposable and had no attacks.




(This space intentionally left blank.)
s_ripper
Thu Aug 14, 2003 11:44 am
#18

The flamethrower itself has AR0, but I have tested flame single extensively on At-ST's. The initial blast in extremely reduced by the AR3 on the AT-ST, but the dot isnt effected by it, its only reduced by the heat resistance.



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Scistuie Dylan, Starsider


Novice Pyrotechnic Artist... er.. Commando
Oracle_Centuria
Thu Aug 14, 2003 1:46 pm
#19

Gray your 1.3 speed scout blaster is an utter waste. Anything below 2.0 speed is capped for speed and can only receive speed improvements via your Pistol Speed Skill rating.



This is something I see over and over again that people dont seem to understand. Take a pistol that is 2.0 speed and put it up against your scout. Not only will the 2.0 speed attack at exactly the same speed, it will more then likely hit harder because (and this is just a guess here) your scout was probably speed sliced where something in the 2.0 - 2.4 range is more then likely damage sliced.



Another thing to note concerning weapon speed:


Weapon speed has no bearing whatsoever on Special Attacks. If you dont believe me pick up a FT, use a special 2 times in a row while timing it. Now do it again with normal shot. I guarentee you the normal shot was based on the speed of the weapon while the special took considerably longer. This applies to ALL specials on ALL guns....with the exception of the first shot, which is a gimme me (front loading damage).



basically if you spam specials with a pistol you are ahead to go with something around 2.5 - 2.8 and pray for a damage slice over a speed slice.



For normal attacks you should use the fastest speed you can get, up to 2.0 speed.


Understanding the above has huge effects on the launcher pistol. Alot of ppl complain about the speed of the launcher and think that they are not getting the bang for their buck. Just so everyone knows, a WELL crafted launcher has higher Damage then any other pistol type in the game. Now if you can get something around speed 3.0 - 3.5 and get a damage slice, your specials will be EXACTLY the same speed (possibly a slight bit slower if your over 3.0) as any fwg5 or scout on the market. In addition your specials will be hitting for alot more damage over the same amount of time since the Launcher a bigger high end damage number (assuming you dont get crap rolls everytime.).


That being said there are2 pistols out there that will give the Launcher a run for its money.


DX2 - acid damage against a mob with high resists to energy, blast and heat is your best bet. It has a tight damage range meaning the diffrence between the low and high damage numbers is relatively small. This means your damage numbers will be somewhat more consistent over time then you willl see with a fwg5 or launcher.


SR Combat Pistol - AR1. That alone is basically a 25% Damage increase if the mob has an AR rating of 0. If the mob has an AR rating > 0 it is STILL a 25% damage increase over any other pistol simply because it will have 25% less penalty then any other pistol.





Oracle Centuria (RR)
Rebel Rousers
Ahazi Server, SWG
Breezer95
Thu Aug 14, 2003 2:26 pm
#20

The damage over time you will receive using Flame Single 1 or 2 will still never match that of other guns and professions currently at all. Just about every 4 seconds with my Launcher Pistol I do 1000-2000 damage using Stopping Shot.. I can either use this.. or switch to my flamethrower and risk getting up close to my target and firing off a special move that has a HORRIBLE hit ratio due to ideal range issues and other things.. this shot if hits may only do 150 damage.. it may do up above 1000 damage.. huge range. The fire damage is decent.. sometimes low but usually is not.. can get off another 600 damage to my target with the DoT.


There there is something I brought up in the thread I made.. there is no reason to use our flame single shots more than once. The DoT does not stack, so its useless to fire this more than once anyway. Currently I will just continue using my launcher pistol because I see absolutly no reason to use my other weapons at all.... I literally average over 1000 a shot with my launcher pistol and with 3 skill boxes in flamethrower I am still netting refire times on it near 12 seconds after using a special. I miss rarely with the LP, miss often with the flamethrower.. always hit for a nice amount of damage with the LP, sometimes hit extremly low with the flamethrower and waste my time even though I did hit.


Just a lot of issues floating in the air here and I hope they really would address us again on the issues soon... I'd like to actually find a use for becomming a Commando.

Breezer95
Thu Aug 14, 2003 2:33 pm
#21

btw for those like myself that were reading from the bottom up and may hit this thread first - go up top and read Holo's latest post - might make ya happy

Gray03
Fri Aug 15, 2003 12:49 am
#22

Hmm eclipse must have some better resources and/or crafters then..I've been using an unlsiced Flamethrower thats 5.8spd 49-263 damage for over a week now..the speed is okay, but I can dwarf it with my pistols.


My launcher pistol is sliced, 3.0spd 63-243 damage - rather nice actually..but still not as good as a really tweaked fwg5 (and way worse in DPS than my 1.2spd scout blaster..)

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