Commando Archive

Thread: Plasma flamethrower no longer AOE?

CyberData4
Sun May 08, 2005 9:26 am
#14

Excellent starnick, I was thinking maybe the CU scared you away ^^



SpunkyKuma
Sun May 08, 2005 11:30 am
#15

I can still do AOE in a cone radius, I still manage to root/mez multiple targets in my viewing direction, but the damage in AOE isn't working properly.



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
DarthMercilous
Sun May 08, 2005 12:43 pm
#16

Yes I made that unfortunate discovery yesterday while taking a friend hunting who still has some grinding to do. I got us both killed cause the grenade timer kept me from doing anything save watch us die. Aslo I have an e11 mark 2 and a plasma thrower both with a dps just shy of 500, however where as with my mk2 I can hit for up to 2.5k depending on the special etc, the most I seem to be getting out of my flamer is about 700 and the DoT is all but useless. On average it goes off once, if at all and does maybe an additional 100 - 150 points. What's even more disturbing is I can equip my laser rifle, which I'm not even trained to use and hit for a max of about 1.5k depending on the special, and with a heat DoT that works more effectively, yet again, it has proved to be a better weapon.



Govannen Darkstar
Elder Ranger - Elder Commando - Elder Squadleader
13th Black Order Division
Click here to see my SWG Dev Proposal to make SWG the best Sci-Fi MMO!
Ternque01
Sun May 08, 2005 2:17 pm
#17

I notice this as well. It is good to see the devs are at least aware of the situation.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
StarNick
Sun May 08, 2005 2:59 pm
#18

Well this entirely began when the devs played around with HW AoE damage....after that, it was hit or miss on some weapons constant on others, and generally made a mess of things. My greatest hope is that we'll see full AoE damage (or at least 75-90%) introduced to realize our HW damage. Only limiting our AoE damage will reduce our "Hvy Damage" since there are pistols out there that can have MORE damage than our weapons in stats, and can do MORE damage as a result to a single target with specials. The only thing that would seperate us from that in true Heavy Damage, would be mass damage to an area of targets at once with ANY special - now that would be a truely awesome sight, and something no one else can touch (therefore perserving our role).

Helios hears us, we just gotta give him more time!



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

LecheHombre
Sun May 08, 2005 3:21 pm
#19

One thing I've noticed is that I have one flamethrower converted to plasma from pre-CU, and one made since then. The one made post-CU has a note with "radius: 6" in the stats, and does seem to apply some elemental damage to targets in that radius. My pre-CU plasma FT seems to not even apply elemental damage in an area, only hits the target I'm aiming at. I'd have to test this more fully to get concrete results.

Grenades are my biggest concern with CU Commando, followed by the AoE damage on our other weapons. Grenades seem like they would be a hell of a lot of fun if they were semi-low DPS, but big front-loaded damage in a large area (the area is good currently), and the cooldown timer on them only applied to other grenades. I bought several crates today that claimed to have a base speed of 7-10, but then they jump to 100-110 when I pull one out of the crate. Not much fun chucking a grenade and then not being able to do anything for more than a minute...



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


PyscoJuggalo
Sun May 08, 2005 4:51 pm
#20








StarNick wrote:


The only thing that would seperate us from that in true Heavy Damage, would be mass damage to an area of targets at once with ANY special - now that would be a truely awesome sight, and something no one else can touch (therefore perserving our role).

Helios hears us, we just gotta give him more time!







That's exactly whatwe should be.



The Dev's actually did a good job at making every other profession extremely useful(I have two full combat templated characters so I know that atleast- Rifleman, Carbineer, BH, Half of Pistoleer, and Half of Smuggler are extermely worth while combat wise), now all they need to do is make us the AOE Juggernauts we are ment to be.



I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
Latenighter
Sun May 08, 2005 10:18 pm
#21

Nick,

If Helios needs time to make the fix, how about suggesting that SOE extend the "respec" period until they finish balancing the professions?

If we aren't working the way SOE intends yet, there is no harm in extending respec until 7 days after they finish balancing. Give us a chance to play the way they intend us to be before we are locked in.



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
Page 2 of 2