Commando Archive

Thread: Commando Researchers- I need Your Help

MasterSynn
Sat Oct 11, 2003 6:37 am
#27

Wolve44... If you want to address general commando issues, please post elsewhere. This thread is for statistical questions and answers. There are hundreds of other commando threads in which to discuss general issues or express your opinion.



~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
InquisitorPayne
Sat Oct 11, 2003 7:39 am
#28

The best rifleman special is "Flushing Volley" or "Headshot 3".


Both do about 1.200 damage using a DLT20a every second (without using powerups). Compared to the 11 second Delay on an average unsliced Flamethrower we see the max of 9.000 Damage every 11 seconds from a damage sliced Flamethrower using Flamesingle 2 to 13.200 damage every 11 seconds at a range of 16m (FT) compared to at least 24m (Rifle). Seeing that a DLT20a is not even the end of the damage line it is most obvious that our damage is dwarfed both in range as in raw damage by riflemen.





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


BaronJedi
Sat Oct 11, 2003 4:27 pm
#29

Actually our best special is Strafeshot2. Like 1400-1600 damage with a good DLT. If you use a stronger weapon though the HAM costs become a problem.




Draxx Py're | Master Rifleman | Master Squad Leader

)D(ark )F(orce )R(ising
Frauda
Sat Oct 11, 2003 5:39 pm
#30

Be sure to point out that it takes near double the skill points for a Commando (an Elite profession) to reach Master than it does for an Advanced combat class (ie: Pistoleer, Rifleman, etc.) to reach master.


Funny how most people forget that when they whine about Elite professions out damaging Advanced professions.

InquisitorPayne
Sat Oct 11, 2003 5:50 pm
#31

Update on the rifleman damage:


Strafeshot2/Flushingshot2:


Area of effect, 1.300 to 2.600 damage once a second (if you are master marksman as well), range 64m


so stats are:


Flamethrower (11 seconds, using Flamesingle 2): 9.000 max


Rifle (Laser or T21, 11 seconds, using Strafeshot2 or Flushingshot2): 28.600 max (but high mind drain)



Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Jeren_Sehn
Sat Oct 11, 2003 5:55 pm
#32





Maabus1999 wrote:

This is from the Pistoleer forum on their best specials right now:


As a Master Pistoleer (+74 speed) with a 2.0 speed weapon:


BodyShot3: Speed =(2.4 * 2.0) - (2.4 * 2.0)(74/100) = 1.25 seconds.2.5 damage / 1.25 seconds= 2.0 Health Damage per second





I hate to sound dense but I don't understand the formula above. Is it suggesting that BodyShot3 only averages 2 points of damage per second? That's not possible. Can someone clue me in to what I'm missing? Does that mean that BodyShot3 averages 2 times or double the normal DPS?
______________________________________________________________________________________


Just to respond to your speed question, the "2.0" means that pistoleers would do "2.0 times the base damage of their pistol".


Under the assumptions above, they get one shot off every 1.25 seconds, but Body Shot 3 does 2.5x base damage every time it hits (though Body Shot 3 is no where near the best Pistoleer attack...). If their pistol averaged 100 base damage every shot...their average damage per second would be(100/1.25) x 2.5


That is, 2.0 times their (average) base damage, every second, assuming they hit....


(BTW, using the same assumptions, Fan Shot would get a Pistoleer 3.2x their base damage per second.)


Theses are PvE numbers, of course, and ignoreAP, ARand resistances.





(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

(ggggggggggggggggggggggggggggg8WX
nnn][[[[[[[[[[nng)
Wolve44
Sun Oct 12, 2003 4:10 am
#33






MasterSynn wrote:
Wolve44... If you want to address general commando issues, please post elsewhere. This thread is for statistical questions and answers. There are hundreds of other commando threads in which to discuss general issues or express your opinion.





Actually the comment you made by saying we are forced to fight in melee range and we are getting ourbutts kickedis what I am referring to. As the Commando correspondant you should know better that that is absolutely not true as we have many other weapons BESIDES the flame thrower that help us from having to get into melee range.....and this is the perfect place for it as you are trying to gain information to help your argument on this.


This class MUST have balance and MUST have penalties......ask yourself WHY so many ppl are carrying a flame thrower since the Commando patch??


I mean if you want everybody in the game to be a commando then you are on the right track....this will be my last post here..I tried to help you understand the importance of balance in our profession..I hope you get the message.


StrayCat
Sun Oct 12, 2003 4:18 am
#34

I've played this game since release,


Stat ...the "fun" ( only important stat imo ) has been nerfed 100%.


Fact ...I havejust 1 option,find something else to play.



peace

InquisitorPayne
Sun Oct 12, 2003 7:51 am
#35

Wolve44:


Oh, wise master, then please name me ONE weapon that does not place us in melee range using our specials and that does not cost Money to use and has an accuracy above 60. (btw, did you realize Mission payouts got nerfed?)


Dogg


P.S.: Let's make this a bet! If i win, you shut up in this forum for the rest of this month. If you win, i will do the same in return. Deal?





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


MasterSynn
Sun Oct 12, 2003 1:17 pm
#36




EcadMistflier wrote:
Once again Wolfe you show what a dolt you are. Change your call sign and go back to the Rifleman sludgepit you crawled out of.



Ecad, please be polite. Everyone has a right to express their opinion. That's how I determine what you all want. I only ask that opinions are expressed in a mature manner, with no personal attacks and that they are expressed in the right thread. I'm trying to keep this thread dedicated to weapon and skill statistics. That way, I have easy access to them when needed to form an articulate message to defend commandos or to get changes made.



~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
MasterSynn
Sun Oct 12, 2003 1:23 pm
#37




Wolve44 wrote:


{snip}


This class MUST have balance and MUST have penalties......ask yourself WHY so many ppl are carrying a flame thrower since the Commando patch??


{snip}





I'm trying to respect your opinion, really. That would be much easier if you would post your opinions in the poper thread, as I have already asked you to do. Please keep this thread on topic. If you have relevant statistical data to post here, such as weapon information, feel free to do so. If you want to debate possible changes to commando, choose one of the threads dedicated to that. If not, and you continue to argue issues in this thread, then I can only assume that you're just trying to cause trouble. At this point, I'll give you the benefit of the doubt and assume that you just have strong opinions and will look for a better thread to share them in.






~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
MasterSynn
Sun Oct 12, 2003 1:31 pm
#38

Next question:


What are the ranges of Pistoleer and Carbineer specials?


It's been a while since I used a pistol or carbine, but as I recall, their specials went all the way to 64m. Do Pistoleers and Carbineers have any specials that have a range shorter than 64m?




~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
FURY_Chaser
Sun Oct 12, 2003 2:42 pm
#39

pointblank single and area


do you want Marksman skills only ? if so then those are the only 2 and they are not pistol specific, but ranged specific

Page 3 of 6