Commando Archive
Thread: New Weaponsmith schematics *Updated*
The lack of "heavy" damage is the main issue. Was hoping we were the answer to the death of the AT-ST.
Also, these are the numbers they were worried about? Sigh.
Not a single one of them using max damage is higher than 100 DPS.
Sure we'll hit hard, but not often. So when you break it down to when we hit again, it doesn't equate compared to the other combat classes. In fact, since they have specials and we don't, they do more.
These numbers would be awesome if they were all AP3. But they aren't.
Thank the lord almighty. Well at least thank the devs....
Cant wait to see some actualy damage done with the flame thrower and stuff. The charge weapons will do so much damage i dont even wanna say. Can you say 2 hit kills?
Excellent, excellent work, though! Thank you greatly!
There was no update to the Launcher Pistol that I know of....Popo would know of course.
Really the only thing it needs is AP1 since it fires rockets an all
my $.02
The ar ratings on the commando weapons are unacceptable. First both the flamethower and HAR have 0 ar while the bounty hunters lightning rifle has ar 1. Next does it make any sense that light lightning cannon(BH) has the same ar as the heavy weapons lightning beam cannon. The lightning beam cannon has no abilities associated meaning no additional dmg mods, it has more than twice the attack speed, has far more restriction in range mods, and on top of that it uses charges. Why do the devs insist on making other classes better commandos than the commando class.