Commando Archive
Thread: Passive Armour Break or Mass AoE?
Great ideas....![]()
The truth is that I himself cannot even decide on one of three options, so , whatever will be the option that you choose, surely that will be the correct one...![]()
If we can get option C, then great, else I think AoE may be the better choice?
Has there at all be talk of having AoE effectiveness tied to a skill? 10% splash at novice, 75% at master?
Message Edited by JoKen_Jash on 05-13-2005 12:15 PM
Message Edited by Akimari on 05-13-2005 07:41 PM
All this and i forgot post my choice lol, i wouldvote for C !
Message Edited by Akimari on 05-14-2005 09:58 PM
the problem with our specials being in our weapons, measn that we dont USE our specials once we reach master due to low dps of those weapons and the delay in switching weapons.
i like option C, but ONLY if we get master versions of all (or at least most) our weapons, making them truly useful at master level.
for the aggro from theAOE to be worth it, we need to hit for a MINIMUM of 50% on the AOE. 100% would be best for the pft, because you are just spraying flames all over the place.
Raptor2k1 wrote:
Perhaps we should situationally do both, let me explain:
If we go all AE, then we have the issue of commando not being worth all that much good against a single target when stacked with another profession. On the other hand, if we add innate armor break we'll own against single targets, but our AE will go back to being more of an annoyance.
Then again, that coudl be considered a balancing factor - since we'll be able to blast the focus of the attack into oblivion, while dealing reduced damage to his surroundings, which would be an interesting twist on the design philosophy of being so powerful we have to control firepower.
If push came to shove, I'd personally go for innate armor break, since it would make commando a more viable profession to stack with others even against single targets, but if I could have my way I'd make select heavy weapons have the innate armor break, and leave others doing full AE.
Armor Breaking Heavy Weapons
- Rocket Launcher
- Launcher Pistol
- HAR
- Acid Beam
- Particle Beam (If it can pass through multiple targets, it can sure as heck pass through armor)
- Proton Rifle
Full AE, but no Armor Break
- Flamethrowers
- Lightning Beam Cannon
- Grenades
If we took this approach of select weapons getting the innate armor break skills it'd make our profession more interesting and diverse, in addition to creating different reasons to dabble in various commando lines (which is a good thing).
My proposal here would be that weapons that logically wouldn't punch through armor, but would pretty much zap everything in a given area retain the ability, at the expense of not being able to punch through armor.
Conversely, the heavy armor-piercing weapons would opperate as expected, punching through and doing a lot of damage to the main target, while causing a bit of collateral damage as well.
This makes commando more diverse, so you have good reason to use different weapons in different situations. Surrounded by enemies pack together? Use an area-affect weapon to great effect. Need to take out a well-armored (or high hitpoint) target? Pull out an AP weapon and hit 'em where it hurts. This would make it so the concept of our weapons being our specials actually makes sense standing alone, since we'd in effect have "AE specials" and "AP specials".
And for purely naming convention proposals, I propose calling any armor-break'esque ability we getArmor Piercing.
Edit: And for the record, I'm coming from the view that this "armor break" ability will be something that's applied on a 'per-shot with a given weapon' basis, rather than being a state effect that's applied. Otherwise, we'd simply apply the state while everyone else goes to town on the target, out-damaging us yet again (not to mention the balance issues with being able to apply an AE armor break that sticks to whole crowds with a single shot).
Message Edited by Raptor2k1 on 05-12-2005 04:44 PM
Message Edited by Raptor2k1 on 05-12-2005 06:02 PM
We'll see how it goes when (or if) I get a response from the devs...hopefully Helios directly. If we can get some more advanced weaponry, then Option C is a perfect choice and probably the most balanced of the three if we can get the devs to give us advanced versions of our RL and LP. Its a ton to ask for, and may not happen (hence Option A/B may be more feasible). Ill look into every possible form of getting this implented in the most beneficial - yet balanced - form to commandoes...advocating advanced weapons, and diversity in our weapons involving AE/AP...or if that gets denied, the other options. Until we get some responses, everythings up in the air and we'll keep an open mind
Thanks for all the feedback too folks
Especially you tacwraith...sent your post on giving some weapons an AP quality but no AoE and others AoE but no AP quality up to HQ
Message Edited by StarNick on 05-13-2005 04:59 PM
There is no point to armor break if the weapon that carries it out does only 1/2 the dps of your other weapons.
Message Edited by GlanocRunningstrider on 05-13-2005 04:59 PM
StarNick wrote:
Well if it was an ability, most likely some form of the AoE would still be in...but it could be limited and still be acceptable to the community. Basically making this passive, represents the Hvy weapon nature of the commando.
An example I gave to the devs...
With a passive ability like this...our Rocket Launcher will blow the our target to hell and back
Without it, and with just good AoE...we'll do the same damage as a pistol can but just be able to do it to 5 targets rather than one.
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jot damn armor break on commando weapons. i like that idea. takes alot of wants into consoderation here. i came back to commando cuz of the CU and im loving it. oh and thanks to starnic on my posting help
anywho. maybe a mild AP with a slight increase in dmg could be achived. i just want to rule on the phase 4 village quest for my melee defense in 12 weeks
so keep it up star your doing great!!