Commando Archive
Thread: Woo, we've got a Proton Rifle! And a bigger Flamethrower!
Helios_SOE wrote:
CurrentFlamers will convert to Plasma Flamers and will be pushed to master certs. This was done so the krayted FTs in production don't gethit withmore of a nerf than necessary.
Both Flamers are craftable.
The Proton Rifle is a single target, master level weapon with stats to match.
The Plasma Flamer does less AOE damage, but does more direct damage overall.
The regular Flamer does more AOE damage, but less direct damage overall.
Helios_SOE wrote:
Tanks wrote:
Helios_SOE wrote:
Insidius wrote:
Where's the Proton Carbine going?
Master BH, right?
*wraggles eyebrows*
If I told you, then you wouldmiss out on the magical road of discovery. And how fun would that be?
I don't know, it would get rid of my anxiety and hearburn to have an officialword about it.
I don't have any fight left in me. . .
It's currently slated for MBH.
Thank you. ![]()
/cheer
Gatgatsugatling wrote:
Helios_SOE wrote:
CurrentFlamers will convert to Plasma Flamers and will be pushed to master certs. This was done so the krayted FTs in production don't gethit withmore of a nerf than necessary.
Both Flamers are craftable.
The Proton Rifle is a single target, master level weapon with stats to match.
The Plasma Flamer does less AOE damage, but does more direct damage overall.
The regular Flamer does more AOE damage, but less direct damage overall.
Has the Idea ever been considered to not have the Light and Advanced weapons of the same type but just Have the damage based on level?
A player needs the certification to use the weapon but also the weapon based on its stats has a level requirement, so if there is a problem with a crafting bug where players can make over powered weapons the weapon's level would reflect that so if it is too powerful no one will be able to use it. One simple Idea is just have the level based on the weapon's DPS. Please consider this as a option.
I think a key part of this is that the difference between both weapons isn't just damage and speed...it's damage OR speed...this makes having BOTH weaponsand the use there of a "strategic choice"...If we had one weapon that just got better as we leveled, we'd lose the strategic option that comes with multiple weapons that have different pluses and minuses...
As an example (that I brought up earlier), I currentlyhave 2 Krayt FT's in my Action Bar...One has very high damage and medium speed...the other has very high speed, and medium damage...I use each weapon strategically for different situations and (before the Weapon Delay went in) actually frequently switched them out during a fight (even had macro's that combined different specials with different weapons).
So basically, I love the idea of having "High AOE/Low Direct" as well as a "Low AOE/High Direct"...The only thing that would make that better would be to have a "High AOE/High Direct" but that's not likely to happen (as it is overpowering). Imagine how life would be now if we had 2 FTs...one with a "High DoT Damage/Low Initial" (the Pre-Publish 7 FT)and the other with "Low DoT Damage/High Initial" (the current FT)...We'd be pretty well set...so these 2 versions are close to that premise (except it's AOE damage instead of DoT damage).
Message Edited by garvin on 04-07-2005 04:09 PM
garvin wrote:
Gatgatsugatling wrote:
Helios_SOE wrote:
CurrentFlamers will convert to Plasma Flamers and will be pushed to master certs. This was done so the krayted FTs in production don't gethit withmore of a nerf than necessary.
Both Flamers are craftable.
The Proton Rifle is a single target, master level weapon with stats to match.
The Plasma Flamer does less AOE damage, but does more direct damage overall.
The regular Flamer does more AOE damage, but less direct damage overall.
Has the Idea ever been considered to not have the Light and Advanced weapons of the same type but just Have the damage based on level?
A player needs the certification to use the weapon but also the weapon based on its stats has a level requirement, so if there is a problem with a crafting bug where players can make over powered weapons the weapon's level would reflect that so if it is too powerful no one will be able to use it. One simple Idea is just have the level based on the weapon's DPS. Please consider this as a option.
I think a key part of this is that the difference between both weapons isn't just damage and speed...it's damage OR speed...this makes having BOTH weaponsand the use there of a "strategic choice"...If we had one weapon that just got better as we leveled, we'd lose the strategic option that comes with multiple weapons that have different pluses and minuses...
As an example (that I brought up earlier), I currentlyhave 2 Krayt FT's in my Action Bar...One has very digh damage and medium speed...the other has very high speed, and medium damage...I use each weapon strategically for different situations and (before the Weapon Delay went in) actually frequently switched them out during a fight (even had macro's that combined different specials with different weapons).
So basically, I love the idea of having "High AOE/Low Direct" as well as a "Low AOE/High Direct"...The only thing that would make that better would be to have a "High AOE/High Direct" but that's not likely to happen (as it is overpowering). Imagine how life would be now if we had 2 FTs...one with a "High DoT Damage/Low Initial" (the Pre-Publis 7 FT)and the other with "Low DoT Damage/High Initial" (the current FT)...We'd be pretty well set...so these 2 versions are close to that premise (except it's AOE damage instead of DoT damage).
excellent point sir.
garvin wrote:
Gatgatsugatling wrote:
Helios_SOE wrote:
CurrentFlamers will convert to Plasma Flamers and will be pushed to master certs. This was done so the krayted FTs in production don't gethit withmore of a nerf than necessary.
Both Flamers are craftable.
The Proton Rifle is a single target, master level weapon with stats to match.
The Plasma Flamer does less AOE damage, but does more direct damage overall.
The regular Flamer does more AOE damage, but less direct damage overall.
Has the Idea ever been considered to not have the Light and Advanced weapons of the same type but just Have the damage based on level?
A player needs the certification to use the weapon but also the weapon based on its stats has a level requirement, so if there is a problem with a crafting bug where players can make over powered weapons the weapon's level would reflect that so if it is too powerful no one will be able to use it. One simple Idea is just have the level based on the weapon's DPS. Please consider this as a option.
I think a key part of this is that the difference between both weapons isn't just damage and speed...it's damage OR speed...this makes having BOTH weaponsand the use there of a "strategic choice"...If we had one weapon that just got better as we leveled, we'd lose the strategic option that comes with multiple weapons that have different pluses and minuses...
As an example (that I brought up earlier), I currentlyhave 2 Krayt FT's in my Action Bar...One has very high damage and medium speed...the other has very high speed, and medium damage...I use each weapon strategically for different situations and (before the Weapon Delay went in) actually frequently switched them out during a fight (even had macro's that combined different specials with different weapons).
So basically, I love the idea of having "High AOE/Low Direct" as well as a "Low AOE/High Direct"...The only thing that would make that better would be to have a "High AOE/High Direct" but that's not likely to happen (as it is overpowering). Imagine how life would be now if we had 2 FTs...one with a "High DoT Damage/Low Initial" (the Pre-Publish 7 FT)and the other with "Low DoT Damage/High Initial" (the current FT)...We'd be pretty well set...so these 2 versions are close to that premise (except it's AOE damage instead of DoT damage).
Message Edited by garvin on 04-07-2005 04:09 PM
Thanks Garvin I was wondering about that but it may just be a good precaution so if the system ever does brake it will prevent a need for a major overhaul.
GenericTSS wrote:
Hey guys,
Damn, just saw the new changes I must say I'm impressed. Also, when I saw BH armor is craftable, I just about pissed myself; I'm getting a suit ASAP once the CU hits live.
Been a master commando for months, will be a MC/MBH after the CURB; all I can say is we've got some damn fine action ahead of us =)
Still a bit skeptical ona tiny bitof the CU stuff, but it's melting away pretty quickly now =)
Jeb
its not craftable....you can just get it off the the blue frogs (along with RIS)
Damn.... I'm very disapointed to hear this
Helios_SOE wrote:
Tanks wrote:
Helios_SOE wrote:
Insidius wrote:
Where's the Proton Carbine going?
Master BH, right?
*wraggles eyebrows*
If I told you, then you wouldmiss out on the magical road of discovery. And how fun would that be?
I don't know, it would get rid of my anxiety and hearburn to have an officialword about it.
I don't have any fight left in me. . .
It's currently slated for MBH.
JoKen_Jash wrote:
Alright, here's an idea: Give riflemen the proton rifle, and multi-cert the proton carbine between carbineer, commando, and bounty hunter.
Or better yet, multi-cert all the proton weapons (cept the nade) between the professions. That way, everyone's happy with what they get, and we won't be complaining about it.
Could we get some dev input here? I know the carbine corr has been pushin for multi-certs...
great idea!