Commando Archive

Thread: Doable commando fixes

SuperTurbo
Mon Mar 01, 2004 12:09 pm
#14

Vote to make HAR = AP3. They can keep the speeds, and damage range. I just want AP3.



SuperTurbo, DO
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RazerWolf
Tue Mar 02, 2004 12:52 am
#15

I personally think AP2 is more reasonable. I've got a thread a few weeks back with some Maths showing how AP2'd be about right.



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JohboBocal
Tue Mar 02, 2004 1:00 pm
#16

I think that APanything would be great, but I would ask for AP3 due to the fact that it is a HEAVY Acid Rifle, and the Riflemen have been given an AP3 acid weapon. Therefor logically, at least to me, it would seem like AP3, and nothing less, would be appropriate.








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Raptor2k1
Tue Mar 02, 2004 4:37 pm
#17

I'm not positive, but I think the Rifleman one is only AP2. AP3 still makes sense though, as you said, it's a HEAVY acid rifle. Which also comments on how it's ranged abilities should be engineered in comparison to how they are now...



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Devir92
Tue Mar 02, 2004 6:05 pm
#18






Raptor2k1 wrote:
I'm not positive, but I think the Rifleman one is only AP2. AP3 still makes sense though, as you said, it's a HEAVY acid rifle. Which also comments on how it's ranged abilities should be engineered in comparison to how they are now...






The new disruptor rifle is ap2. Ergo the HEAVY acid rifle should be ap 3. I'm not even gonna go into the fact that the heavy acid RIFLEacts more like a sprayer, by being a clone of the FT with no DoT.



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Sauron1080
Tue Mar 02, 2004 6:51 pm
#19

good stuff


To compensate for commando's low range i have taken rifleman, wasting a lot of skill points in the process.


It would be great if commando just did what it was supposed to



Mephistox


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StarNick
Tue Mar 02, 2004 8:23 pm
#20

You have the support of the entire community behind ya Hellshot, keep up the good work!


And for that excuse about requiring lots of new code..art...dmg types..etc..etc..i consider this a load of Bunk..


Look at the new weapon schematics..NEW! and a few are even variations! (ie featherweight Fwg5) and a few are totally new weapons! (ie that krayt nasty 2 handed blade..Tenlos disruptor rifle..which btw is the coolest looking rifle in the game atm)


The tenloss...its brand new..and its one hella cool gun..yet its for rifleman..who already have a cool gun! Nevertheless, its still special and limited...but its still a gun..still new art, new code, etc. We're paying them for more content, and contiual support of this game over all..."out of the question because our art department cant handle it" is to me BS....alot like the Rebel Armour... (cone heads anyone?!)


Anyways...point being...see that nifty little thing in stats for weapons? the Variation of: <weapon>....i think that is there for a single purpose: easy addition of new weaponry...


For an AR..devs should slap on the tenloss disruptor rifle gun graphic, keep its damage stuff or change it to blast for more in line with LP...take out HAR, or just replace it with HAR and rename the mods...the devs dont have to totally design a new gun from the ground up...





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