Commando Archive

Thread: We are SOOOOOOOOOOOOOO gonna get nerfed...

Zoltah
Thu Sep 04, 2003 10:11 pm
#27

I think the damage on the FT is ok. The problem is FS2 and the fact that the FT is a melee weapon. If you want to see some big numbers have someone KD a rifleman and then FS2 him. I guarantee you that the hit is over 4k.
Dwarf-hamster
Thu Sep 04, 2003 10:15 pm
#28

lol, I got extreamly lucky shot tonight {10400 or something, i'll try to post it later}. I know we are pretty strong now, and the only thing I can suggest is make it so we don't nearly hit as much as any other {pretty much like it is now, just keep it that was}. As a swords man with the first skill, I can do as much as 8k+ damage in a little less time.



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Centurion81
Fri Sep 05, 2003 1:26 am
#29

Just stock up on flamethrowers now, so that when they balance it, you will still have pre-nerfed ones and will still own everyone in pvp forever.
Nishu
Fri Sep 05, 2003 2:09 am
#30

Here's my thoughts.


Lefthand weapons (HPB, LBC, etc.) WILL get nerfed in PvP, they are much much too powerful in PvP right now.


FT, HAR, LLC look to me to be as intended. As someone stated, put some damned armor on. Put on good resistant gear and suddenly things change.


Do you really think they would have taken THIS much time working on it only to nerf it a day later?


Commandos need to master an entire profession and 1 tree, BH 2 entire. Heavy Weapons are SUPPOSED to be feared. With 15second specials delays, very low maximum ranges, low speed/accuracy modifiers.. this is the balance.


If you go one on one with a Master Commando or a Master Bounty Hunter as a non mastered single tree elite class, you are GOING to get hurt.


Enjoy the fact that you've finally gotten what's coming to you and stop worrying about nerfs.


Besides if they decide to nerf just go buy up more weapons *shrug* Honestly there is no reason to nerf anything outside of lefthand weapon PvP damage.

ANeef
Fri Sep 05, 2003 2:37 am
#31

I've been hitting for that too, got 9600 out on a stormtrooper once, killed it 1 hit.



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Billiz
Fri Sep 05, 2003 3:01 am
#32

I havent tested the damge but... think of this..


we dont have ham specific attacks or any knockdown skills at all.. so if your uber damage it is devided on all 3 bars andit will take a while to kill in pvp.. and they need to think of this when they balance it..






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TeflonDon
Fri Sep 05, 2003 3:01 am
#33

kitrinia what is your name in game?



TeflonDon

Starsider Character: Milo (Master Smuggler/Pistoleer)
elorei1
Fri Sep 05, 2003 3:43 am
#34



Kitrinia wrote:


enpearalsolger wrote:

ok think about it we are a heavy wep class i would think that a flame would do alot of damage and the dev's looked at this for 3 weeks




I'm seriously convinced that some DEV just threw random numbers on the weapons and pushed them to test center. There is no way these weapons should have gone Live as powerful as they are. I am a Commando, don't get me wrong I want our class to be good and FIXED. But the changes they pushed are so stupid that 2 seconds of testing could have brought them to light. Seriously when is the last time you saw any player hit for 8000+ damage? Or one shot another player in PvP since they implemented the 755 reduction? I was hitting players for 1500+ damage with Flame Single II tongiht.




i get one shot by carbiniers, combat medics, rifleman with the 75% damage reduction, plenty.
elorei1
Fri Sep 05, 2003 3:47 am
#35

oh, and PS, if you havent noticed you "swing" at your opponent, so yeah, there is a bug that counts us as melee damage, which multiplies ALL damage to rifleman by 2.5

here is where these massive hits come from. i have NO IDEA how they accidentally made a flamethrower do heat based melee damage, but they did. maybe that ball of flame we see shooting out is really a TKM midget wearing some kinda stuntman fire suit. who knows.
TarionBesbald
Fri Sep 05, 2003 3:54 am
#36

stop the crying, use knockdown, use buffs, use armor



no more onehits.



but agreed, flamer delay should be set to 10 seconds and not 4,5 seconds for normal shooting as well as for styles




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OwenAbraxas
Fri Sep 05, 2003 3:57 am
#37

Well with the 75% PvP damage reduction, the honestly best counter I can think of to the nasty commando damage is actually to stay at longer range. Since the specials can only be used at close range being at max or longer range reduces their damage to less lethal amounts (although that fire DoT is positively EVIL). Of course, for some bizarre reason alot of players seem to feel this need to rush towards their opponents with their guns. For meleers its understandable of course, and I'm really hoping meleers get a good huge defense bonus to compensate for their inability to fight at range. Overall I like the position commandos are in. Hell, I got my ass kicked by a commando today and was quite happy about it oddly enough.
GoldSstar
Fri Sep 05, 2003 4:07 am
#38

just STOP the **edit**ing whinin' up.


it's redicolous that u think that a wep (yes it MUST oneshot or so) that have 15 secs delay on spec. moves , that have to be into 17mt range ,have not to deal that amounts of dmgs.


Commandos haven't specials , haven't skill-mods , haven't kd-posturechange stuffs ...they just got the HIGH damage..


So leave u'r noobish pvp style and begin to MOVE ON when u c a commando rushin' at ya..and u'll see that none will hit you NEVER with his FT , HAR or whatelse.


I don't think devs will nerf anythin' , they tested so far..and don't really think they will re-fix something that is now working as intended...


They will not listen to u'r stupid whines , we needed thousands and thousands of threads to let em to understand that commandos weren't working..now that we , finally , are a PROFESSION , just play with u'r own and **edit**.

blackspanish
Fri Sep 05, 2003 4:47 am
#39

Any nerf to our weapons should go through the same six months testing process on the TC.

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