Commando Archive

Thread: No More DOT Fire stacking...

Belce2
Fri Jan 23, 2004 6:23 pm
#14

What has been missed is that this can actually improve how dots work. Before the target would determine which flamedot would apply, I shoot flamesingle2, you shoot flamesingle2 and only the best would apply to the target, the lessor flamesingle2 would not apply any burn damage and therefore a wasted shot. With this change, 2 commandos can now apply the same burn to the target and have each one stick. Each individual player can now select their best dot and have it apply against any target without having to worry if another player has already done so. Just think, 5 commandos will each be able to stack flamesingle2 on a target and have it apply.


What this does is make group play easier and more efficient and makes solo play against things like rancor dens less feasible.


Also the only mention of resists playing a role in reducing damage due to burn is for ATST's and nothing else, any other target, regardless of resists, will still <should be> 100% affected by burn damage based on initial hit, just as it is now. This includes PvP and PvE.


I expect FE's to be very expensive and time consuming to use, just like combat medic mind heal is. Yes people will use it and it can shift a win to a loss, but the player will most likely pay with a large ham cost and time delay. When we talk about FE's it should be to push them towards being used after a successful fight to avoid further damage and reduce wounds inflicted, not something you use for no cost, short pause in a fight and then back in it. There can be other aspects perhaps, like reduced defense while you are unable to do anything else along with huge time delay and ham costs, maybe including mind wounds that would more than discourage a person's use of these during an ongoing fight. The idea being here, I have won, I am safe, I can now reduce the penelty associated with having had a fight with a commando,less chance of an incap after a successful fight with a commando.


Some people will say that this forces group play at the expense of solo play. What ishappening here is to place certain targets back to intended, being group killable only while still leaving many other targets available for solo play.
Sicsempertyrannis
Sun Jan 25, 2004 1:28 am
#15

Unfortunately Belce, it doesnt say anywhere that a group would be able to stack the same dot more than once at the same time so that part is pure speculation.....
tacwraith
Wed Jan 28, 2004 9:16 am
#16

actually, its no more flamethrower in pvp.


fire dots dont stack


fire dots dont work well against atst


chef food flameout = 85% damage reduction on the first 3 shots (read: here comes commando, drink flameout, that flamespecial does nothing to you, as the fire dot is tied to the initial damage, initial damage is reduced by pvp by about 70% from pve damage, now this is a further 85% reduction, so those 500 damage flamer shots we used to put, vs a nonarmored target will hit 85% less so the flamer will hit for 75 INITIAL damage with this chef food, and the dot is dependant on the initial hit, so our dots will now be..around 50 pnts id say. cute no? oh and if target has composite, with that 50% or higher heat resist, youll be ticking them for a nice 20pnts. you'll be better off firing a marksman health bleed shot with your launcher pistol now.








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