Commando Archive

Thread: The answer to all the HAR's problems

RazerWolf
Fri Mar 12, 2004 4:52 pm
#14



Guile_DeVerde wrote:

"still its a 64m move that kd+dizzys"

Yeah but your whole point was that carbines don't shoot fire... well this special doesn't cause fire so...






Not according to the description of it.



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maddogs
Fri Mar 12, 2004 7:16 pm
#15






Guile_DeVerde wrote:

"still its a 64m move that kd+dizzys"


Yeah but your whole point was that carbines don't shoot fire... well this special doesn't cause fire so...







no true it dont but its just the thought that fire can go 65m and kd some one +dizzy them but a flame thrower cant go 16m and kd+dizzy them


and torsol shot gos 64 and dos hit health pool only + sets on fire


but commandos only get 2 typof specails threw the hole profesion cone and single thres so much they could have given us but ensted they spent as litel time on it as they could with harly any crativity at all and handed us 2 of the lamest specails in the game


same with the llc theres so much you could do with a gun that shots lighting like lighting chan attack or lighting blind attack (lightings bright and can tempralerly blind your enimy )


but they just threwHW in and gave them crapy specails



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Daniel' Judson-Leonheart

jd2134
Sat Mar 13, 2004 12:14 am
#16

just said that the rifleman acid rifle is better then our heavy acid rifle. i mean the rifleman rifle has ap 2. i think that putting the ft and the har into the same tree and giving the har ap 2 and a acid dot will fix it. just said that a rifleman has a more prowerfull acid rifle then a commando HEAVY acid rifle


nagyt


Yrega
Sat Mar 13, 2004 1:50 am
#17

Look at it this way, we were gods about a month, 2 months ago... Then came the time of the rifleman. Remember when the riflemen were the redheaded stepchild of the devs? the devs even stated they hated riflemen. Guess what, we're what riflemen used to be. Though, a fix is in sight, at least I hope



-Yrega Darkstrider


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Yrega Darkstrider
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ShakariPsy
Sat Mar 13, 2004 1:50 am
#18






mochloD wrote:


The Heavy Acid Rifle, its our red-headed stepchild next to the flamethrower. It shares the same specials but lacks the flame's DOT. I say thats not such a bad thing but the HAR needs something special. But what? What could seperate it from the flamethrower in such a way that its functional and at the sametime unique even tho it has the same specials?


Before i answer the above, we need to address another problem... lack of armor piercing weapons indoors. Heavy Rocket Launcher, HPBC.... only able to fire those bad boys outside.


So lets kill two birds with one stone and give the Heavy Acid Rifle Medium Armor Piercing. This isnt such a stretch of the imagination either. A Republic Blaster does Acid dmg and has Light AP, makes sense that a Heavy Acid Rifle could do AT THE VERY LEAST, Medium AP. With Medium AP on the HAR, we would have a weapon with medium armor piercing that can fire some very decent specials and not be totally overpowered. Plenty of targets have acid resists but many do not.


We could finally have a weapon that we can use indoors in some of the tougher dungeons where the flamethrower is nearly useless against the Enhanced Kwi's that are running around.





A Republic Blaster does Acid dmg and has Light AP?? no a republic blaster does energy dmg actually and has terrible accuracy modifiers lol



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