Commando Archive

Thread: How to deal with the 2.5x melee mod. From a Rifleman, I know.

MerlinusZealot
Thu Oct 09, 2003 10:57 pm
#27

SanTsu,


The problem is that we are getting nailed by mobs while we use our flamethrowers which are our primary weapons until the acid rifle gets fixed and the limited use weapons get cheaper or have more charges.


We simply can't get within 16m of a high level mob to use our flame specials without getting hit by the mobs, especially now that the mobs started "teleporting" again...


Krath Skyray


0-0-4-0 Commando


0-0-2-4 Bounty Hunter


1-1-0-0 Creature Handler

SanTsu
Thu Oct 09, 2003 11:01 pm
#28

What you do is make a macro that equips the flamethrower fires the special then unequips the flamethrower that way while you are waiting to shot again you arnt taking the nasty damage. I switch off between my Flamethrower and my LP that way I always have a weapon and when my LP fires once I can hit the macro again and get off the next flame special.


You can do this with unarmed if you have TKA and take even less melee damage.




______________________________________________________
The First Smuggler Correspondent (retired)
Johny Longshoot
Master Smuggler/ Master Gunfighter/ Teras Kasi Master
Who needs hokey religions and ancient weapons just give me something to smuggle.
maddogs
Thu Oct 09, 2003 11:45 pm
#29

sory nightwolf read some one else post and thought it was yours



===============================================================


Daniel' Judson-Leonheart

Billiz
Fri Oct 10, 2003 1:15 am
#30

watch out melees! next patch they vill move all melee weapons to range!!



TSA
The Swedish Alliance
http://www.tsa.nu
nvoigt
Fri Oct 10, 2003 2:12 am
#31

if the melee penalty modifier is, then I'm at a loss to see the logic of it.




The logic behind it is pretty simple. If a rifle is so cumbersome you cannot defend yourself up close, an acid rifle, rocket launcher or flamethrower ( or Light Lightning Cannon even ) would be just as encumbering if not more. It made no real sense before. Whether this penalty is good or not is debatable, but if weapons do get this penalty, heavy weapons make most sense.


( I'm rifleman... you need a tissue ? Still have a pack handy, take one )


Beware of warping mobs... even a mob of chubas can gnaw you up pretty bad if they warp on you with 2.5x



PoeDime
Fri Oct 10, 2003 2:54 am
#32

I got an idea let us use are specials from 64m I think that sounds fair .



______________________________________________________________________________________



Poe Dime- Master Commando Scylla


Still The Resident Destroyer Of All Things Imperial (just takes abit longer now).




_______________________________________________________________

Poe Dime frillless Sig maker K.O.T.O.R
&
Ithmossa
Surdanis
Fri Oct 10, 2003 3:42 am
#33

Ha... I knew it.... I knew it!


Devs, whYyyyyyyYYYY? I'm a rifleman, too! Oh, god, why???? Do you hate me? Did I do something wrong? Why do you insist on giving commandos the pain of 2.5 dmg? It doesn't make sense! It's not even logical: It's downright idiotic. Unlrealistic. Unfair. And makes for another broken class... Sigh.


When will they ever learn?




Ha-Jin Katsu Zenari
Surdanis
Fri Oct 10, 2003 3:44 am
#34

Illogical if we're... (paraphrasing Dev quote):


MEANT TO BE EXTREME CLOSE-RANGE FIGHTERS!


I'm going to start a petition to stop this nonsense now!




Ha-Jin Katsu Zenari
Trystan1969
Fri Oct 10, 2003 3:46 am
#35

Here's what ya can do, ignore the Dot attack. Why sit around for 15-18 seconds for the dot?


Go to 64m, kneel. At Flame I most mobs would be a -7 to me. Overchargedshot 2, if they're still alive and you want a dot, switch to LP, Healthshot 1 and 2 (you are a pistoleer too right?). Good shots can get close to 1000 dam.


G'luck. Oh, and OC2 will eat your weapon up pretty good. So unless you're rich, use it sparingly. Ittakes about 6 con off my FT every 3-5 shots.


BTW, for a cool effect, use suppression shot with the FT.


As for you rifleman that are laughing. Think for a minute. You have a highpowered weapon that shoots every few seconds with a couple of decent specials that have a range of 64m. Commandos have only 2 specific flamethrower specials which much be used at close (melee pretty much) range.

junpai
Fri Oct 10, 2003 4:13 am
#36

Im really, really sorry our curse has spread to you. As a Master Rifleman, I know quite well the pains of the 2.5x mod. I would not have even wished this on BH's........ but the devs do not like high powered classes. Just learn to deal with it. Oh, and for the guy who said our 64m range was justification enough to have the 2.5 damage mod placed on rifleman.... Come on. Thats a cop out. It was there to offset our high damage output. Looks like the devs decided to play the same card.This will make you a stonger force I believe. The whiners wil give up and move to the next template of the month, and the true commandos will stick it out. I look foward to seeing more true commandos on the field.



Junpai Al'war
Melee Bothan
ATXTs
Thalimon
Fri Oct 10, 2003 5:45 am
#37






nvoigt wrote:

if the melee penalty modifier is, then I'm at a loss to see the logic of it.





The logic behind it is pretty simple. If a rifle is so cumbersome you cannot defend yourself up close, an acid rifle, rocket launcher or flamethrower ( or Light Lightning Cannon even ) would be just as encumbering if not more. It made no real sense before. Whether this penalty is good or not is debatable, but if weapons do get this penalty, heavy weapons make most sense.


( I'm rifleman... you need a tissue ? Still have a pack handy, take one )


Beware of warping mobs... even a mob of chubas can gnaw you up pretty bad if they warp on you with 2.5x









While I certainly see sense in your post, I must point out that first of all, the Commando is a hybrid profession with both melee and ranged requirements (Brawler Unarmed 4 and Master Marksman as I am sure you already know), whereas the Rifleman is an elite profession with Marksman Rifle 4 as a prerequisite for membership. With this is mind, then, I take issue with the concept that a Commando should suffer a melee damage penalty with heavy weapons equipped, as theymust beaccomplished melee warriors to begin with, whereas the Rifleman in and of itself has no such requirement. In my mind this goes against the very role the Commando is designed to fulfill in battle. There really is no comparison between the two professions, as theirniches are different from one another. The Rifleman is a focused specialist who attacks from a distance with surgical precision, whereas the Commando finds his place in the thick of things with brute force, so to speak. Suchis the nature of a hybrid profession and therefore the Commando, for these professionsrequire more skill points to acquire than the elite professions by far. They are a bit more flexible due to the broad range of skills they must possess, and as the Commando is a truly blend of melee skill and ranged specialization, I find the melee damage penalty a faulty concept at best. What good was allthe effort the Commando devoted to developing melee combat skills in the first place if he does not know how to handle his weapons when subject to a melee attack?


Quite frankly, it takes quite a bit more to become a Commando than it does to be a Rifleman. This is not a potshot at Riflemen - it simply an observation based upon common sense. I first had to become aBrawler, schooled in the basics of all forms of melee combat.I then had to spend hours upon hours grinding unarmed XP (without the aid of vibroknucklers)to completethe melee requirement of my calling. In addition, I had to become a Master Marksman, making me eligibleto join*all* of the elite ranged professions as a result. In my mind, the ranged specialization + melee specialization of Commandos nullifies the melee combat penalty.




Altaan Z'Draalic, Elder n00b
Thalimon
Fri Oct 10, 2003 5:53 am
#38

Arg, some typos there, but wherever I stated "melee combat penalty", insert "melee damage penalty."



Altaan Z'Draalic, Elder n00b
MrValentine
Fri Oct 10, 2003 5:59 am
#39

Trystan,


I hate to break it to ya but overchargeshot2 doesn't work with a Flame thrower. The only specials that do are the single, cone, and /aim.

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