Commando Archive

Thread: publish 7 fixing the acid rifle

La-grange
Sun Feb 29, 2004 4:27 am
#14

You know. A big step in making the HAR functional would be to get the mods to stack. You can enhance the weapon all you want. But unless your actually hitting the target, its just a waste of ham and effort.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
Wolfmann31
Sun Feb 29, 2004 6:11 am
#15

babysteps...


1 babye step...


2 babysteps


AAAAH!


Runs 3 adult steps back.



We'll be nerfed again...I bet.







RK-31
In memory of Stormtrooper Detachment Epsilon

We will not become a shadow of our former self

When the Star Wars world ends, my reason for being here ends. Thank you Helios_SOE for making that clear to me
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DeusManus
Sun Feb 29, 2004 7:37 am
#16

no, we will get nerfed if the har gets any ap at all. because, god forbid comandos be able to do good in pvp. nope, cant have that.



Morauz
Plasmaboy
Sun Feb 29, 2004 8:16 am
#17

Well I am looking forward to this as I will be able to finally see how much an improvement the skills mods will make when using the HAR.



"This class MUST have balance and MUST have penalties......" Wolve44
Tepic_Sand
Sun Feb 29, 2004 8:26 am
#18

How has anybody here got the cheek to whine at the devs about the HAR? for months we have gone on about how the skill mods dont stack and how damage is naff. Compared to how the acid rifle is now, it has very much been fixed. I feel we have been ignored in the past and sure we still need some more changed but look back at the top 5 problems page, about 99% of the answers had the HAR at number 1 in the list. The way i see it the dev's have taken notice of this and deicided it to be the most important thing to us, so they fixed it first.


They have taken notice of us at last and this change just stopped me dropping commando for rifleman We need to keep being positive now and we will get more changes made to better ourselves





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DeusManus
Sun Feb 29, 2004 8:32 am
#19

yes, at long last, we finaly have some things to be postive about.



Morauz
La-grange
Sun Feb 29, 2004 2:43 pm
#20



DakOveran wrote:


La-grange wrote:
You know. A big step in making the HAR functional would be to get the mods to stack. You can enhance the weapon all you want. But unless your actually hitting the target, its just a waste of ham and effort.


You didn't read the thread do you?




Actually I did. I was saying that it's nice to want that AP1 or increased damage but Im happy with the skill mods stacking. Goes a long way in impovement on weapon performance.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
NightRaider
Sun Feb 29, 2004 3:59 pm
#21

I look at it this way. A change means they looked at us and thats a good thing.



Eogo Sheiba
~Elder Smuggler~

"Do I have to kill you?, What if I was to kick the s&%t out of you, then do I get the money?"

"Make offers to my vendor 5860 6353 outside kaadara"


drunkengeko
Sun Feb 29, 2004 5:36 pm
#22

while i am glad that they are finally fixing the HAR, it does not hide the fact that it should have worked 8 months ago when the game came out.



at this point we should be getting schematics for new 'modified' weapons ala modified rep balster, the new acid gen rifle and the enhanced carbine, we have been jipped from any upgrade to our weapons because of a fix that should never have had to have been made.






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Free Boourn
"They got the guns...but we got the numbers. Gonna win, yeah we're takin' over...."
BobbyJack
Sun Feb 29, 2004 5:52 pm
#23

The acid HAR would be worthwhile if it was just an acid version of the bounty hunters light lightening cannon. That means better accuracy and much faster than it currently is. It would be mostly worthless in PVP, but still good for PVE that way
ElrohirSoR
Mon Mar 01, 2004 2:29 am
#24

Tepic, why drop commando for rifleman? You can master both I did.



Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
ElrohirSoR
Mon Mar 01, 2004 2:31 am
#25

Upon reading your sig i saw you are also a TKM. TKM and Rifleman are both a great combo for commando. Either way if you get tired of tkm, try rifleman/commando.



Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
SupaPook
Mon Mar 01, 2004 9:10 am
#26

Hey i never whined about the mods stacking. I wanted the bloody thing gone from day one.


I remember before anyone told me it was bugged, going...hmm, i better do acid rifle first, before i do flame, cuz i do all my grinding on voritors.


Did one box of Acid, then realized i was using my flamethrower to get xp to train acid rifle boxes, and went well screw that.


Dont get me wrong, i think the grenades have a limited use, the heavy weps rock against turrets, and the flamer... i love my flamer. She's my baby.


But the acid rifle? Just get rid of the bloody thing, i dont want it, and i bet a lot of us dont either.

Gimme some LP attacks in field tactics, and give me the E-web heavy repeating blaster.

Failing that, delete the HAR and give me a rail gun. Or i dont know... something new.



I thought i was gonna choke on my dinner when i was reading the forums and read TH say, blah blah blah, puttin new gun in makes for new artwork, new damage, new blah blah blah too hard.


Then they make a new pistol, and a new rifle.


Oh and the new rifle? Its acid, and AP2.


Hmmm.

So the riflemans acid rifle goes WHAM WHAM WHAM WHAM WHAM, and until pub 7 mine goes pfft pfft pfft.


The Riflemans rifle goes.

2200 dmg 2250 dmg 2275 dmg 3100 dmg.....

Mine goes
900 dmg, 750 dmg, 660 dmg... you are out of range of your target, you are out of range of your target.... etc etc.



I mean come on, the acid PISTOL has more AP than the HAR. TWO OF THEM as a matter of fact.

A republic blaster or DX-2 can outdamage a HAR.


Theres one big problem with commandos..... WE ARENT commandos.


A commando is an elite soldier, capable of accomplishing missions that lesser trained soldiers would wet themselves thinking of.


The only people wetting themselves in this game, are my enemies wetting themselves from laughing too hard when i shoot them with my flamer.

I cant wait till the fire blanket, i may actually score some kills when they fall out of their chair laughing at me.



The other day, i was pvping, was doing pretty good. Saw a guy run in with full comp, was gonna flame him, then realized, whats the point? And went full TKM on him.

Its rare when i actually USE the commando skills.

I used to be a commando/smuggler/pistoleer, but pistols are wimpy, and i want to FEEL like a commando. THe thing that made me feel most like a hybrid elite soldier, was picking up TKM.

Maybe instead of a new weapon, they can do something with us, like they did with bounty hunter. BH's get pistol and carbine mods that are killer, almost as good as the true pistoleer or carbineer profs.

How about giving us some unarmed attacks? Im fine with no vibro knuckler, but some cool melee attacks would be nice, and help a lot, especially considering that i have to be within 15m to attack anyways.
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