Commando Archive
Thread: Plasma flamethrower no longer AOE?
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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.
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.
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.
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!
Helios hears us, we just gotta give him more time!
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...
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...
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.
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.
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.
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