Commando Archive
Thread: Commando Assignment: Verbatim Take Two
This should be fixed by having our DOts stick 90% of the time and tick for damage. Allowing us to stick different dots at once, like flame, shock, and acid. OR
Duel wield weapons, or have the opportunity to have a smuggler, retrofit our HWs so that I can combine my RL with my PFT. (ie. grenade launcher on M-16.)
When weapons are combined, they avg. SAC then add 20%, with no cool down timer. Allow the commando at time of retro fitting to decide the primary weapon and secondary weapon. So I am shooting my PFT 2-1 over RL. Every second PFT shot comes off with a RL shot. Or vice versa.
Commando Issue 2: Broken AOE
Just fix it so that I can hit all targets in cone for the 1143 PFT + /adv headshot damage
Commando Issue 3: Lack of diversity in our weapons
We have variety, however with the lack of master level weapons, why would I ever use my Beam rifle? There needs to be MORE clear situational uses for weapons.
Commando Issue 4: Grenades
I will take this solution, it may be crazy but oh well. Force us to unequip our weapons first. Then we can throw them with only a 5 second cooldown. Fix the damage and state effects. Then allow our RLs to become Rocket/grenade launchers. YOu drag the grenades onto your RL. It then gives it the next (x) shots (grenade stack count) on the RL but you have the added range of the RL.
Commando Issue 5: Power-ups and Cybernetic Arms
We need our own PUs, like "Plasma Temperature Infusion", that allows the DOT to burn hottter therefor more damage.
Commando Issue 6: The Proton Rifle
AoE, make it a stun state, line of fire.
Commando Issue 7: The Crafting of Heavy Weapons
Make them better first, then paying price and crafting time is worth it.
Commando Issue 8: The Melee Component of Commando
This should be optional either a. take it out, or b. let us use the specials like leg sweep while our weapon is equipped.
Commando Issue 9: Sniper Shot and the Plasma Flame thrower
I AM A RIFLEMAN too, and sniper shot should only be usable with a long range weapon. I concede this one.
I like your ideas overall. I think I understand the Mortar Cannon concept but would like some clarification on purpose if it cannot be moved. Does that mean someone in Anchorhead could be hitting me in Bestine for example? WouldI know where the shots originated from? I think I would prefer a more mobile version that only allows movement with timer restriction like Burst Run. Also, would greatly hamper/hinder movement when being placed so as to not allow the players to continue to scramble across a battlefield. I dunno, having a limited number per side is all well and good for balance but folks will be unhappy if they are not allowed access to it, meaning it should not be owned by a player per se with that restriction. I could see folks being upset that they have to wait for such and such player to log on.
On another note, with grenades in mind. Is the only difference between Zick Bug Bomb and Glop the radius? No damage consideration for the increased power of the bug bomb?
Overall, great post. Thanks, and yes I have seen it before but always take time to read ![]()
Xak Tsaroth
He who learns also teaches...
Commando Issue 1: The inability to produce damage within our own profession
How should we get our damage, and live up to our role of damage dealer? How does this apply to Issues 2-4? Would it be balanced if we got a boost in damage, and these other issues fully fixed too?
What good is a high damage weapon for a commando, if others can take that weapon, and use their specials with it and outdamage the commando? By this I mean that our weapons should not be powerhouses in the damage department, but that we as other damage dealing and combat professions should recieve specials that add the lack of damage on our weapons. If possible, make it so the weapon effects only kick in if it's a commando with the apropriate skill box using the weapon. Remember, a layman might be able to use a flamer, but a Mandalorian knows how to use that flamer best.
Commando Issue 2: Broken AOE
Will this ever be fixed? How should it be fixed? Limited or 100% AoE?
What good is 100% AOE if our weapons get reduced damage because of the raw damage the AOE adds? Sollution, add a skillwise increase of efficiency in AOE. Make AOE count for 10-20% for non commandos using non commando specific weapons, and commandos in training get add to that within their skilltrees (up to 100% when using certain specials like Rangedshot and "Fire Assault", but max 50% on most specials.), as in recreating the training to use the weapons efficiently. A layman might be able to hit a few with a flamer, but a Storm Commando burns em all to crisp.
Commando Issue 3: Lack of diversity in our weapons
How should we bring a form of flexibility/variety to our weapons that define us?
A Specforce Trooper can use regular weapons as good as a layman, but he can't use a rifle as good as a sniper, unless he has sniper training. Commandos like Specforce and StormCommandos, always have state of the art new weaponry, that they are the first to recieve and train extensively on those. This means that anyone can use their weapons, xept for a few prototypes(commando weapons), but only commandos have the skills to shoot em like a champion. This is where the AOE skill comes in, Weapon effect training comes in and the tricks(read specials) come in. A layman might be able to use a rocketlauncher and blow up an AT-ST, but only a SpecForce knows how to hit the AT-ST so that the crew is disabled and the vehicle can be repaired.
Commando Issue 4: Grenades
Note: Im interested in hearing some of your solutions regarding this! We're a creative forum by heart, lay em on me!
Everyone can use grenades, from the low Imperial Navy trooper to the Rebel pilot who got shot down over Yavin 4. But only a Commando has the skill and training to toss them where it hurts, or not hurt, depending on what the grenade can do. He is also the one who recieves the first batch produced of the new X-27V4 Proton Ultimator grenade. So again, skills with effects and AOE (earned in the commando trees) and using the biggest boomers, is what the Commando knows. A layman might be able to toss the Imperial Detonator, but a Storm Commando slides it down your pants, taps you on your shoulder and asks "is that a grenade in your pants, or are you happy to see me?" Before he retreats out of the blast zone and barrage of blasterfire.
Commando Issue 5: Power-ups and Cybernetic Arms
Should these work? Should we get our own power-ups?
Ofcourse a Mandalorian Commando knows how to get the best performance out of his gun, be it modifying it, adding attachments to it or just by adjusting the power cell. It's in their training to hit hard, with the best equipment, modified to their personal preference, and then get out. A layman can attach a scope to his rifle from time to time, but a Mandalorian does that to every weapon he owns, just like the sniper does with his rifles. And when did the loss of an arm slow down a Mandalorian? Just like the laymen, they too have the cybernetics as a option to retirement.
Commando Issue 6: The Proton Rifle
Non-AoE or AoE? Elemental/Innate state or none? Ways to improve? etc
A Commandos arsenal consists of weapons that deal precise damage and weapons that spreads the damage. The Proton Rifle is one of the precise weapons in the Commando arsenal. It's the Assault rifle of the commando that needs to hit hard when he must, without setting off the fueldump he is trying to demolish. (Ofcourse, he wants to get out there alive, not blow up with it). But the commando also knows how to use the Proton rifle to its fullest when he is not in a fueldump. (AKA specials.) The Proton Rifle is crafted by the best weaponsmiths in the business, custom made for each and every Commando that requires one. (Crafted, and damage and speed between rifle and carbine. Specials added to commando skills and commando skills is what gives him the 5 in damage dealing)
Commando Issue 7: The Crafting of Heavy Weapons
Solutions to making our weapons more affordable? Should they be?
Many weapons in the arsenal of the Storm Commando is factory made in batches so large, you need a ISD taskforce to store 1 months production. But he also uses weaponry that are so fresh from the drawing board, that the production isnt quite there yet, and the weaponsmiths spend long time on each weapon.
Commando Issue 8: The Melee Component of Commando
Solutions of how to make our melee pre-reqs reflect in the profession!
A Storm Commando knows how to sneak up and cut a throat when needed, but his strength is in getting to his objective thenhitting hard with his assault rifles, grenades, rocketlaunchers and explosives before retreating out, as despite their skills with weaponry, they are not equipped for long and defensive fights. Thus, a commando is trained in ranged weaponsry, explosives and stealth, hand to hand, is individual. (drop melee and give us something that is for what we do. Melee can then be a choice for those that want it)
Commando Issue 9: Sniper Shot and the Plasma Flame thrower
Solutions to make this a reality and balanced? Is it balanced? Does it hinder our meshing with rifleman?
A Commando might be the drill sarge when it comes to army operations (AKA God), but even he can't drill a hole in the enemys forehead at 60m with a flamethrower. However, give him one of his assault rifles, and he might do it, altho not blindfolded as the sniper can.
Edit: Don't have to include the italic stuff underneath, they're for you!
Message Edited by StarNick on 09-17-2005 01:24 AM
Since as long as heavy weapons ahve built-in AoE, its destined to be limited...so I'm pretty sure most of you guys would want AoE specials to retain their own 100% AoE property rather than be overridden with "our" AoE.
Message Edited by StarNick on 09-28-2005 12:02 AM
Commando doesn't do noteworthy damage. As per the Combat Upgrade Docs the devs themselves have released, Commando and Rifleman were supposed to be rated "5" in damage, highest of the ranged professions. Commando doesn't do that. Rifleman also to an extent, but not as badly as Commando. Also, Commando weapons seem to only specialize in crowd control. Carbineer, Pistoleer, and Smuggler were supposed to be Crowd Control, but Carbineer ranks among the highest in damage output.
How to deal with this? Several quick ways.
- Increase damage capability of Heavy Weapons by a large factor.
- Slight increase in damage capability of the Flamethrower types, but increase the DOT.
- Or Commando Specials with inherently high damage multipliers. The high damage can be balanced out by long delays, or long weapon delays / speeds. It is further balanced by Heavy Weapons' inherently high SAC.
I am willing to live with the loss of most of our ability to land states, as long as the damage output is there, so we can live up to the "5 Damage Rating."
Issue 2: Broken AOE.
Our Correspondent has been hot on this issue. I can't add anything further useful for it.
Issue 3: Lack of Diversity In Weapons.
Master Commando needs to be able to have access to several different weapons that can still be useful for him. Whether these Weapons are Master Certed, or slightly lower CL50. As it stands now, Master Commando only has 2 viable Master weapons, the Proton Rifle and Plasma Flamethrower. And the Proton Rifle is a loot weapon.
Issue 4: Grenades
They're worthless. They're expensive, time consuming, negligible states, and only 5 of them per stack. Fix 'em! How?
- Increase grenades / stack.
- Less time consuming for production.
- These weapons are consumeables... give them high damage output and better ability to put mayhem on the battlefield.
- Would it be possible for a Grenadier / Commando to be able to pick a spot to throw a grenade to?
- Cut down on the throw timers!
Issue 5: Powerups and Cybernetic Arms.
If other ranged professions can use Cybernetic Arms, why can't Commando?
As for the Powerups, why can't we use them?
No need to make special Commando Cybernetic Arms and PUPs. Just enable these items for use with Heavy Weapons.
Issue 6: Proton Rifle
Since this is one of our 2 Master Weapons, it is a loot weapon with Heavy Weapon-esque SAC (extremely high). I don't mind the SAC and speed, and the wonderful fact it relies on Hvy.Weapons Mods, but the damage output is surpassed when that Carbineer comes around with his E11 Mk.II or Elite Carbine. I prefer it to remain Non-AOE.
Issue 7: Crafting Of Hvy.Weapons.
I dont' feel knowledgeable enough in the Ways of the Weaponsmith to Comment, but from what I understand, the Rocket Launcher is STILL a pain in the rear to produce. And it's not even a Master Commando weapon.
Issue 8: Melee Components Of Commando.
I haven't tried any of the Elite Melee Professions with the advent of the CU. But the fact that Commando still requires Unarmed IV as a Prerequisite is still there. Additional Melee Mods need to be put in Commando, whether it is scattered or in one tree. But, IMO, the core of Master Commando is its ranged weapons. This'll be a tight rope to walk.
Issue 9: Sniper Shot and the Plasma Flamethrower.
The Plasma Flamethrower has a short range. Sniper Shot has a 20m minimum range and a long windup to balance out the high damage output. Heavy Weapons + Sniper Shot should be no problem in balance, since Hvy.Weapons are inherently slow, high in SAC, and the fact that Sniper Shot already has a long windup timer. No balance issues. You will NOT see Commandos Sniper Shotting Heavy Weapons at anywhere near a "Speed Cap." Rifleman can't even do this.
Issue 10: Heavy Weapons and Area Specials.
AOE Specials need to override Heavy Weapons' innate AOE. Full Auto Areas would be a very nice addition to Commando attacks. The damage output isn't high compared to using Adv.Critical Shot, but it affects a wider area.
Also, I would somehow like to have the ability to control the "stream" of Flamethrower attacks. Something like the Pre-CU days with the FT. Something like "Flamecone 1 & 2" for conical attacks for affecting a wide area, but with less damage. Also having something like the old "Flamesingle 1 & 2" where the Commando can focus the stream of the FT onto one target, for higher damage / DOTs, but not affecting an area.
Message Edited by Warmaker01 on 09-28-2005 02:52 AM
To add my 2cr:
Our DPS is roughly the same as other classes, and the only real "advantage" is that our weapons have inherent state effects and AOE. However, these two abilities are of, IMHO, of limited utility.
First, with State Effects, they have an EXTREMELY low chance of sticking (less than 20% by some accounts). Other classes have specials that stick state effects 90%+ of the time. Other classes do states better and more reliably than commando, so this is more of a disadvantage than an advantage. Additionally, the fact that each commando weapon has a different state effect leads to a weapon switching NIGHTMARE. Other classes can stick several different effects just by using different special moves (all with ONE weapon). We have to actually switch weapons several times to accomplish this. Pair that with the fact that many state effects have a very low % of sticking, and you get a coordination nightmightmare because (1) you have to watch carefully for the state to stick, (2) then quickly switch weapons, rinse, and repeat, and (3) by the time you get the 2nd effect has actually stuck, the first has expired. No other class has to go through such hassle (as their state effects stick 90+% of the time and their state specials now work with every weapon).
I think all commando weapons should be split into 2 classes:
(a) General Heavy Weapons - Have ONE group of effects for ALL heavy weapons that I will call "Blast Radius" for the purposes of this thread. Every mob that is hit (i.e. damaged) by a commando heavy weapon is within the "Blast Radius" and has a 25% chance of being blinded, stunned, dizzyed, knocked down, fired, armor breaked, etc. (a separate 25% dice roll for each one). None of the effects may stick, some may stick, all might even stick (highly unlikely, but possible). No matter what weapon a commando uses, there is a chance that multiple, or no, effects will be applied.
This would allow commando to use ONE weapon per encounter (likely chosen by damage type and/or DPS) but have the opportunity to apply several state effects through multiple shots on the mob. After 4-5 shots, chances are the mob will be effected by multiple states. This is the same effect as the current system WITHOUT all the annoying weapon switching.
(b) Grenades - Should be modified to have a 90% - 95% chance of causing ONE (and only one) state effect. This would be the commando's option when they want to be sure a certain effect gets applied. Gives grenades an actual purpose, without pure redundancy with other weapons. (NOTE: the delay on these suckers also need to be cut in half).
StarNick wrote:
Hey guys, I kept forgetting to add in the last issue about heavy weapons + AoE specials to our main issue's thread (Im surprised someone hasn't bonked me for that, I forgot to add it twice), and now have added it here...
Since as long as heavy weapons ahve built-in AoE, its destined to be limited...so I'm pretty sure most of you guys would want AoE specials to retain their own 100% AoE property rather than be overridden with "our" AoE.
Message Edited by StarNick on 09-28-2005 12:02 AM
You know StarNick....you just gave me a great idea...
I have been saying that we need more control over AOE and when it is used. Currently there is a "melee attack" and "ranged attack" in the game that works with the respective weapons. What if we got an "Area Attack" at novice commandothat works (1) just like ranged attack only with AOE, and (2) ONLY works with commando weapons.
Then we could (1) autoattack AOE, (2) autoattack something else and use AOE periodically as desired, or (3) not useAOE at all. The combinations are endless, and it gives us total control.
Commando Issue 1: The inability to produce damage within our own profession
If our DoT's and innate effects had an almost guaranteed chance to land the first time (like a CM) but made them harder to stick the second or third time, this would help our damage a lot. An offensive buff (like beserk or aim) would helpaswell.
Commando Issue 2: Broken AOE
It would be nice if it was fixed at all, however, putting most of the damage from our weapons into elemental might be a good workaround (see diversity below)
Commando Issue 3: Lack of diversity in our weapons
Changing the damage of some of our weapons such that the majority of the damage comes from Elemental damage would greatly diversify our weapons. Do you use a PFT (mostly Heat damage), an LBS (lightning) or a Proton Rifle (Energy or Cold)? Of course some weapons could still be majority Energy or Kinetic damage (such as the HPBC, Rocket Launcher, LP, Corellian Destroyer?, or Proton Rilfe?). A master level Rocket Launcher would be great, as it would restore one of Commando's most iconic weapons.
I think a good way to impliment an increase to Elemental Damage is to have the standard damage on affected weapons to range from 1-(old max damage- old minimum) and have Elemental Damage equal to the old minimum damage-1. Since Elemental Damage is guaranteed to hit at it's stated value, replacing the minimum damage of a weapon like this would have no impact on the weapon's damage range but accomplish the desired diversity in our weapons. Changes to the way Heavy Weapons are experimented on are detailed below.
Increasing Elemental Damage to effectively replace minimum damage on our weapons would in a way "fix" our AOE bumping it up to a good level expecially if Elemental Damage benefits from a special's damage multiplier.
Give the HPBC a low level armorbreak and fix (or widen?) it's AOE so it's useful.
Commando Issue 4: Grenades
Allowing the DoT or Effect durations to be experimented on such that they last more than or equal to the timer of the grenade is sorely needed to make Grenades useful again.
Some cool things would include reducing(not completely removing)LoS restrictions on grenades while keeping their range limited would go a long way to making this a very tactical weapon. Also, replacing the proton grenade with a proton charge that is set on turrets and or vehicles would remove a repititous grenade (Why two grenades with a fire DoT?). Increasing the stack size to 10 or allowing experimentation on the stack size would also go a long way towards fixing grenades.
Commando Issue 5: Power-ups and Cybernetic Arms
Yes on both working with All of our weapons. It's not overpowering.
Commando Issue 6: The Proton Rifle
Leave as is but remove the AOE so it's useable with AOE specials form other profs.
Commando Issue 7: The Crafting of Heavy Weapons
First and foremost, half or quarter the resource requirements for the CL22 Rocket Launcher so that a CL22 weapon is no longer the most expensive to make resource wise. Also, introduce a master level RL with the original resource requirements.
Reduce complexity of grenades and allow experimentation on stack size as well as increasing the DoT/State effect.
Modify the experimentation damage multiplier for Elemental Damage and actual damage on weapons that are proposed to have primarily Elemental Damage (PFT, LBC, Acid, etc..) while leaving the experimentation damage multiplier as is for unchanged weapons (such as the LP and the new Rocket Launchers).
Commando Issue 8: The Melee Component of Commando
Allow melee specials with a heavy weapon with a 5m maximum range limitation. Scale the damage to make it comparable to melee weapons(or slightly less).
Commando Issue 9: Sniper Shot and the Plasma Flame thrower
Balanced just fine, even with a working AOE. The SAC, long timer, minimum range restriction, and position requirement at such a close range are more than enough to balance this IMO.
Commando Issue 10: Heavy Weapons and Area Specials
I say work as normal with the AOE special overriding our weapons and not the other way around.
Leave weapon damage alone and give us specials. If SAC is left as is then our specials should be more powerful then anyothers to justicfy the SAC, if it is lowered like to that of rifles then our specials should do the same damage as rilfemans specials.
Remove the AOE from the weapons and give us an AOE special that is 100%.
We need a better mix of energy and kenitic weapons. Make each weapon have a specific purpose or built-in feature that makes it usefull in combat. Example: the acid stream launchercould have a basic armor break.
The damage needs to be increased, the stack size increased, crafting made simplier, and the DoTs/States need to be reworked so as to be useful.
All power-ups and cyberarms should work on all of our weapons just as they do on others.
This either needs to be made craftable or a quest reward. If a quest reward then the damage needs a boost and the SAC needs to be brought down to cap.
Leave the crafting difficulty and instead give them a HUGE boost in damage and make them consumable again. The limited use and difficulty will ballance out the damage.
I think it should be removed and changed to the explo branch of scout.
Considering the short ranged nature of a flamethrower I don't think you should be able to use Sniper Shot with it, this won't matter if we get our own specials that are more powerful.
Again, remove AOE from the weapons and give us AOE specials.
How should we get our damage, and live up to our role of damage dealer? How does this apply to Issues 2-4? Would it be balanced if we got a boost in damage, and these other issues fully fixed too?
One with a reasonable amount of common sense would say we should get our damage from our weapons. In order to combat the negatives they thrown on the commando theyre going to have to up the damage if they want this class to be a part of this game. After seeing what was done to this class I used a respec and went rifle/BH. If the BH class isnt unbalanced(I think its probably the most balanced class in the game) then I dont see how any kind of reasonable boost to our damage output and fixes to the below issues would make the commando class unbalanced.
Commando Issue 2: Broken AOE
Will this ever be fixed? How should it be fixed? Limited or 100% AoE?
Commando Issue 3: Lack of diversity in our weapons
How should we bring a form of flexibility/variety to our weapons that define us?
Weapons have been a bug up my butt for a long time. We need weapons with different functions, ranges and damage. These need to be various level ranges so we have an option to chose froma s do other classes. Right now Im with everyone else, Ibe got 2 proton rifles(which niether work at all and that was 4 million down the tube and will never be fixed or able to be used) and a plasma FT. Thats it out of the commando line. Im more apt to use my rifles from Master Rifle than I am my commando weapons. I dont see the point or logic behind having the weapons we do be so spread out and pretty much worthless through the various levels of commando. Either upgrade what we have or make improved versions at the top of each block or at master.
Ill use BH as a perfect example again. LC, scatter pistol, proton carbine and a rifle drop from Nec all have master BH requirement and all work very well. 4 different ranged weapon types all with master requirement.
Commando Issue 4: Grenades
Note: Im interested in hearing some of your solutions regarding this! We're a creative forum by heart, lay em on me!
Grenades.........Lets start with damage. Increase damage and then make it a diminishing return, Further out of a circle the target is then less damage it takes and actually make it work that way. Give the things some form of effect, root, stun, snare, knockdown or a combination as they should have. If our weapons are going to be our specials then so should these since they are a part of our arsenal.
Commando Issue 5: Power-ups and Cybernetic Arms
Should these work? Should we get our own power-ups?
If our weapons worked properly and did the damage they should we would have no need or use for either of these.
Commando Issue 6: The Proton Rifle
Non-AoE or AoE? Elemental/Innate state or none? Ways to improve? etc
I'd be happy to have one that works. As I said above, Ive bought 2 of them and neither work and from the looks of it will never work. For those that do work I think the commando needs and weapon without AOE and with some form of range on it. Not all situations call for AOE or warrant it and we should be able to use something without it.
Commando Issue 7: The Crafting of Heavy Weapons
Solutions to making our weapons more affordable? Should they be?
Well heres an idea, lets have them made like every other stinkin weapon in the game is made for any other ranged class.
Commando Issue 8: The Melee Component of Commando
Solutions of how to make our melee pre-reqs reflect in the profession!
I never could and never will see how melee of anything fits into a commando. We arent about stealth, so we dont and really cant sneak up on someone. With sac costs of our weapons we should be about putting out as much damage as possible in a short amount of time. Theres a reason there are actual melee classes.
Commando Issue 9: Sniper Shot and the Plasma Flame thrower
Solutions to make this a reality and balanced? Is it balanced? Does it hinder our meshing with rifleman?
I am a rifleman/commando. I dont see how it would even be possible to be able to to sue a flamethrower with sniper shot, sorry. I like the concept of using these 2 classes together but there has to be a line. I use my various rifleman specials to the point where the target gets within range of my flamethrower then swap weapons. However I do think if the protonrifle is fixed/changed so it does some form of effect as does the FT or Acid rifle then that might be the variance that gives us something special when using rifleman attacks.
For instance. Say our proton rifle does a blind as our other weapon does. We use hide, hidden shot and the effect sticks. We then maybe get 1 or 2 extra shots before were uncovered.
Commando Issue 10: Heavy Weapons and Area Specials
Should our own AoE override the Aoe of Specials, or should these specials work as normal?
I think this is one of the major problems or conflicts the Devs dont want to play with. If our weapons worked properly and anything that was in front of us within a certain radious then we wouldnt need aoe specials.
THats just my 2 cents. If/when/ever we get a respec and these issues with the commando do not get fixed I will be going back to Master Rifle/BH. Even if they nerf bh into the ground the diversity over the commando will still be far more than I need to actually play and enjoy playing the game. Right now I would rather go kill anything in space over having to try and not pull my hair out on the ground.
[quote]
Commando Issue 9: Sniper Shot and the Plasma Flame thrower
Solutions to make this a reality and balanced? Is it balanced? Does it hinder our meshing with rifleman?
I am a rifleman/commando. I dont see how it would even be possible to be able to to sue a flamethrower with sniper shot, sorry. I like the concept of using these 2 classes together but there has to be a line. I use my various rifleman specials to the point where the target gets within range of my flamethrower then swap weapons. However I do think if the protonrifle is fixed/changed so it does some form of effect as does the FT or Acid rifle then that might be the variance that gives us something special when using rifleman attacks.
For instance. Say our proton rifle does a blind as our other weapon does. We use hide, hidden shot and the effect sticks. We then maybe get 1 or 2 extra shots before were uncovered.
[/quote]
I should have explained this better about my example. I know blind doesnt work as an actual blind as I stated above.