Commando Archive
Thread: Issues With the Heavy Acid Rifle
You need to look at these guns in the context of their damage and our other weapons. First, the flamethrower should be AP0 because its a ball of fire, not a projectile, and therefore cannot pierce armor. Second, it provides an unmatched DOT that can be used as an opening attack and combined with attacks using the launcher pistol (bleeds and targeted shot). With regards to people who say that the HAR should be AP2, the more I think about this, the less I agree. Right now, you can do about 5-6k of damage with a good damage sliced HAR using acidsingle2. That is twice the max damage of a acid launcher, our consumable AP2 weapon. If you give the HAR the same AP as this weapon, everyone would use the HAR and then we would complain about the acid launcher, saying that it needs to be bumped up in damage and ap (which it should anyway, but thats another story). I think giving the HAR AP1 would make it useful for most situations, while reserving the integrity of our consumables. Assuming they become more craftable and the mods are tweaked.
ElRapoSuave wrote:
As commandos, we are lucky if we even get the short end of the stick.
The HAR should be better than the LLC. Bounty hunters are only dabblers in heavy weapons. We are the real deal.
I think the flame thrower should have AP1...and the HAR should have AP2.
Skeptic666 wrote:
HellShot you do realize you suck right? RIght now The BH from what I understand have not taken a Fire Dot nerf. Ive seen the BH torso shot out burn my Tics on more then one occasion so PFFFTTTT
ANd I think we should get our old dot back!
I'm not an Commando yet, but i plan on becoming one just cause i'm fond of the profession. I've always heard the issues about the HAR, and thought i'd add my idea.
I think a truly lethal implementation of the HAR outside of AP2, would be an Armor Effectiveness DOT. Of course this would render some armors useless or near useless over time. A percentage drop of say 5%-10% per tick over a 20-40 sec duration
Even special acid resistent armor would be rendered into bad shape over time, just slower than most armors.
Just adding what i think could make a useless weapon sumthing to fear.
Xinn Valuja - Mayor, Horizon Isle, Rori (Starsider)
Master Commando, Teras Kasi Master
erikAceman wrote:
Easy Fixes
Give AP3
Make them faster, by default
Give a Acid Burn Dot
Give it unique specials
ROFL HAHAHAHAHAHAHHAHAHAHAHA
![]()
oh god that made me laugh.
I agree with this statement, fire peirces armor through the seams. Think about it, if flame was shot at a person wearing armor it would penitrate the seams of the armor, burn anyone inside, then it would also choke its victim due to fire consuming the oxygen iside the armor. Painful and torturing dont you think?
jol69 wrote:
Hellshot wrote:
You need to look at these guns in the context of their damage and our other weapons. First, the flamethrower should be AP0 because its a ball of fire, not a projectile, and therefore cannot pierce armor.
Yes, but if the flamethrower can cook what is inside the armor, that's just as good as piercing the armor, if not better. Flamethrowers make excellent anti-armor/anti-vehicle weapons in real life since they have a tendency to set off ammunition and fuel in the vehicles. Metal conducts heat reasonably well, at least it did the last time I checked. I'm not saying you are wrong, I am just stating that if a weapon can destroy an armored target without piercing the armor just as well as an armor piercing weapon, then for all intents and purposes, it is armor piercing(that is, it should not be AP 0).
- I personaly would rather have the HAR turned intoa rifle - tone it down a bit, give it ap2. Basicly making it a dxr6...when you think about it. I would love to have a ranged acid rifle than a ranged energy rifle. ( why not both? )
Message Edited by thepunisher286 on 05-03-2004 08:52 PM