Commando Archive
Thread: Method for destroying At-St's
Yep, and that's exactly why you won't see us imperials (even us human smugglers) bothering with AT-STs anymore... at least when they nerf factional pets versus PvE targets.
Why spend all the faction points on a 3 story tall target sign for all the Smugglandos out there?
what servers are you getting these RL's on? all the ones i see on Tarquinas are 1-3k every 6-9 seconds... and then i look at the damage and it gets so spread out that its hardly even a scratch.. and btw last time i attacked and twice before that i had Heavy Weapons IV, so .... what is it?
Got to agree, once the atsts are blast vulnerable the launcher pistol (combined with last ditch or fan shot) will be the way to go. Might take a second or two longer then using rockets, but it won't cost you anything (unlike a rocket launcher), a miss isn't a big deal with a quick refire rate, and with the pistol you won't have a huge bullseye painted on your chest like you would if you used the rocket launcher.
Two or three commandos this way should be able to take down an ATST even quicker then the flame DOT currently does.
Well once blast vulnerability is implemented....my 77-363 Krayt Launcher pistol might do well with my smuggler Last Ditch shot, doing 2k per shot every round. :-) Launcher does blast damage, with a good special to multiply the damage it shouldn't be discounted. It shoots mini missles. :-)
El_Oso_pardo wrote:
what servers are you getting these RL's on? all the ones i see on Tarquinas are 1-3k every 6-9 seconds... and then i look at the damage and it gets so spread out that its hardly even a scratch.. and btw last time i attacked and twice before that i had Heavy Weapons IV, so .... what is it?
The reason you're seeing such bad damage right now is because they haven't implemented blast damage vulnerability to AT-ST armor yet.
Right now, AT-STs have level 3 armor and 75% resists to everything but stun. So a 3000 point RL hit will do only 750 damage. Once they make AT-STs vulnerable, they'll be treated as having AP0 and 0 resists to blast damage, so a 3000 point RL hit will do 3000*.25*.25*.25 (3 levels of AP vs 0 AR) = 5,859 damage.
Absolutely right. My RLs (on Chilastra)are 3.2 speed with a base damage of 1900-4000 damage (sliced), but it is AP3, so that base damage is really WAY lower than the actual damage I can typically expect.
The LP is AP0, so any armor is going to put a serious dent into the base damage it does. The Rocket Launcher still has a place therefore.
Not all Heavy Weapons are AP3, btw, just the RL and Particle Beam Cannon. If I recall correctly, the Acid Stream launcher is AP2 and the Lightning Beam Cannon is AP1.
Tamrael wrote:
You're forgetting the other modifier, Heavy - There's a hiddenmultiplier with heavy weapons, as far as I've seen. - go take aRL and waste a shot on a Chuba and see how much damage you deal. You should pull about 10,000+ with a decent rocket launcher. At 4k-ish max damage on the weapon itself times the 1.953 armor multiplier (for three levels above enemy armor), that comes to 7,813 maximum possible damage without some other multiplier - a multiplier of about 1.3. Consider also that a damage-sliced RL should end up pulling more in the neighborhood of 13,000 max damage in a shot (10k is more of an average), and that multiplier looks more like 1.67. The same tests with a Particle Cannon should reveal about the same results - I've not tested with Acid Streamers or Lightning Cannons yet....
You're right, but I think the hidden modifier applies to all weapons, not just HWs. I can't remember what the exact multiplier is, but I think you have it about right. I had forgotten about that.