Commando Archive

Thread: For the Love of God, Why Are Launcher Pistols Also Subject to the Ranged Melee Penalty?

terpfan1980
Wed Oct 15, 2003 10:20 am
#27

Tacwraith - you're line about the wannabe CH with the big Zippo cracked me up.


The rest of the post is just too true.


Armor is basically useless. You get pummeled either way, and the armor just gets ruined thanks to the modified damage.


This change has killed Commando as a playable class, and other than adding benefit to the armorsmiths who can hopefully earn credits for selling you more armor (or charge for repairing the armor you have if you are lucky), and perhaps adding into the pockets of the weaponsmiths who make consumable weapons that you might be lucky enough to hit a creature with, there have been no positives.


Oh wait - before I say that, the nerf did shut up all the whiners that were pointing atCommandos jealously and screaming 'nerf it, nerf it'


Now the screams will start focusing on Creature Handlers, and oh the fun that will happen once they get nerfed to hell again.





tacwraith wrote:
"that is all you need the 80% composite will be exactly the same damage as before patch if you had 50% kinetic.

100 damage b4 patch with 50% kinetic translate would be 50 damage


100 damage after patch with 80% kinetic would be 50 damage


OMG there is SOOOO much difference after this patch i just had to buy some new armour WOW!!! stop your crying you guys make me sick."


Wrong.


Dothistest for your own education: Face a creature that does around150 damage every 1.5 seconds (thats for newbie, starting planets creatures, aka fynocs, vynocks, etc).


Take off armor.Lets say you have 1000 ham.


Creature hits you for150 damage... 2.5x penalty modifier kicks in.. 2.5 X150 you get hit for375 pnts of damage. You die in3 bites (1125 dmg). You are down in 3 X 1.5 seconds = 4.5 seconds.


Wear your 80%kinetic composite armor.


Repeat


Creature hits youfor 150 damage.80% kinetic resist kicks in... thats 30 pnts of damage.. then damage penalty kicks in, 30 X 2.5 =75. You die in 13 bites, or 19.5 seconds.


In this case, your extremely expensive armor works.


Now repeat test against creatures you face in missions set for the difficulty level of your flamethrower (aka around lev 35+ difficulty, not the lev 8-15 difficulty mission creatures you faced in previous test).


Those creatures will hit an average of250 to500 damage per hit, at 1.5spd. Lets just use the middle ground,350 damage points (damage a baz nitch usually does) for this example.


No armor, 350 damage X 2.5x penalty= 875 damage. You die in 2 hits ( 3 seconds).


With armor...


350 damage - 80% resist = 70 pnts damage, then 2.5 penalty kicks in, 175 damage. You will die in6 hits (1075) (9 seconds).


And most creatures out there have AP1 or better attacks, making the light armor rating be ignored.


So tell me again, how are you soloing the same stuff you killed before WITHOUT using a rock beetle pet? Without using something not found in the commando or master marksman or unarmed4 trees?


I mean, im sure you spent all those points in commando trees to become a wannabe CH with big zippo lighter.










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Yay!! decay on PvP deaths is gone, now how about in Creature deaths?!
ScootieJoogab
Wed Oct 15, 2003 11:18 am
#28

Number of points I have to say. Firstly, and the most on-topic one, is that yes it is ridiculous not only that we'd have a 2.5x damage modifier at all, but that it would also affect our launcher pistol. What could have been an opportunity for the Devs to encourage tactical play has been wasted. Had the LP been exempt from the damage modifier (and the flamethrower specials cooldown timer), switching to it after shooting off a flamecone2 to continue your volley would have made for a little fun interactivity, and the necessity to pay attention during battles and to use good timing in battles.


Instead, well. We just suck hard in PVE. Which is kinda sad, since (possibly unlike the average commando, and definitely unlike the average commando dabbler) I greatly prefer PVE to PVP for a number of reasons.


Moving along. You say 80% composite armor is the answer? Well, jesus. If the average player could find, afford, and manage to wear a suit of 80% composite I guess we'd all be fine. However, as it stands, that's one of the stupidest comments I've ever seen.


The rifleman has always had this same damage modifier we are just now getting, yes. But there are some very important things about this that you are overlooking. The rifleman is a long-range comat class. Their weapons have accuracy bonuses at long range, they have specials at long range, and they have skills that are designed to keep melee enemies from closing in, such as concealshot. When their entire combat identity is based around attacking from a great distance, a melee damage modifier isn't a) very crippling or b) out of flavour for the profession.


Right now, Commandos use the flamethrower almost exclusively in battle because it's the most powerful and cost-efficient weapon they have. The flamethrower gets accuracy bonuses at close range. It has specials which can only be used within 16m of a target. It is the most close-range ranged weapon in the game. Thus, to give it extremely steep penalties for getting close to it's target is completely illogical.


And as for laughing at riflemen who got killed by the old flamethrower melee damage bug, if you read this board you'l see that the majority of the posters here considered it to be an unfair bug and requested that it be fixed.


It's all been said before, but it bears repeating I suppose.




Scootie Joogab - Modern Pirate - United Pirates - Kettemoor
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The first Master Smuggler on Kettemoor named Scootie Joogab
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