Commando Archive

Thread: Should the HAR be AP2? Maths inside. Please vote. (Necro, still unfortunately valid.)

Tal-N
Sun Feb 15, 2004 7:41 am
#27

The HAR might become useless in PvP because of acid resistance however that is why you have a variety of other weapons to use, we don't have just two weapons folks .We have well over 20 to pick from, not all of them are suited for all situations. You wouldn't take a rocketlauncher into a close range battle now... and you understand that so you don't ask for it to be altered to work better at close range. The same goes with the HAR, it's designed as an alternate to the flamethrower not as a superweapon in it's own right.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

JEAUX_ZUF
Sun Feb 15, 2004 8:36 am
#28

i think the HAR shold...


-have ap3


-the specals usable at 0-45m (its an acid RIFLE)


-5 sec recharge time instead of 8





Jeauxzuf
TKO - Sensei GAT Quarterspondant
No, no, no. You walk up to them and say: "Nice shoes...wanna f*ck?" - Graflex3 - I Support Annoying, Pointless Bandwagons. You can too!

Brikk-Valcyn
Wed Mar 03, 2004 2:09 am
#29

The HAR is just fine... When the call it a HEAVY Acid Rifle, they don't mean it's powerful... It just weighs a lot... :/



/sarcasmOff





Brikk, Master Commando
Werkzeug, Master Weaponsmith
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Brikkette, Teras Kasi Master Doctor
Kootch, Master Artisan
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PhantomSnipa
Wed Mar 03, 2004 8:25 am
#30

Pulls out HAR Acid cone 2 ..... doh im sorry i spilled my Kool-Aide on yah


AP2 would be nice, do not forget it is considered a heavy weapons which my way of thinking should be atleast AP2 possibly 3 considering you can get around 90% resist on comp armor



Onaeveim Reeco
SuperTurbo
Wed Mar 03, 2004 10:37 am
#31

Like I've stated in many other threads, the HAR should be AP3.



Our heavy weapons are suppose to do more damage that rifles. The new Tenlos DXR-6B rifle with AR2 is pretty deadly, not to to mention very accurate. A master rifleman with it's speed cap can spam specials fairly fast. It's DPS easily goes above the HAR's DPS even at AP2.





SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
VXXXJesterXXXV
Wed Mar 03, 2004 11:41 am
#32

Ok, just a long winded rant coming on. Yay, we have a large amount of weapons to choose from. However, why should I be forced to use a consumable when something has a high heat resist. I mean out of the 20 weapons we can choose from only 3 are non-consumable, I see a problem with that. I mean I pay around 15k for a average FT and probably 15k for an HAR. Yet I pay 25-30k for a rocket launcher that after its charges are used is done, gone. Same with grenades, price might be different, but I'm not sure, I have NEVER seen a weapon vendor carry them. I feel if we are only going to have 3 non-consumable weapons to choose from they should be at least equal or close to it. As it stands the FT is leaps and bounds above HAR.


Truth be told the only reason I have ever used the HAR for was to see what it was about and I was way less than impressed. If they add AP to the weapon it makes the commando class much more balanced as a combat profession and if they choose to make it a ranged weapon, thereby living up to its RIFLE name, it really makes our lives better.


The few times I have done PVP was against a TKM friend and I had no chance. I mean this is even including the time he stood still so I could hit him with a rocket, which did just over 900 dmg in the combat tab. Which unless I'm mistaken is prior to resist and any other defense mods. Then god help us when we have to be within melee range of a TKM, its over before it starts. I would like to see a viable alternative to the FT that can be used outside of melee range. This in my opinion should be our HAR. Hopefully the devs will decide this as well, all we can do is hope and continue asking for their attention in matters. LordSI know you have been fighting for the commando cause as well as Garvin off the top of my head. You guys as well as the rest of us just need to stay adament about our concerns and ideas, so everyone keep up the good work. That beng said I do still enjoy commando, with the exception of being owned in PVP...lol. Oh well Rant over.



Jester Aeweok
Wanderhome
Shooting for
Master Swordsman
Master Pikeman
Master Brawler
Ranelaen
Wed Mar 03, 2004 11:59 am
#33

Most high level armour i have seen has around 87 resists to all. So in the end the AR will do less overall damage than a FL because right now rifle mods dont stack, so its speed is way to slow. If they do give it ar2/3 it will make the commando incredibly powerful in pvp cause most AR do upwards of 40% wounds. Take 5k damage reduce by resists, still like 500 damage of which 40% is wounds. I would like that change, but i fear we would have such an overwhelming cry from non commandos screaming for nerf. Especially if we could do that every 5 seconds, seeing as rifles(in marksman) would give us a huge speed when stacked with acid tree. But seeing as most pvp people have around 3k hp, this wouldnt be overpowered in my eyes.


Ranelan


zenixoda
Wed Mar 03, 2004 2:51 pm
#34

if that acid rifle gets to it would make more sence to me for it to be ap3



***********************************************************************************************
George Carlin "Think for a moment about flamethrowers. The fact that we have them at all. What it indicates to me is that at some point, some person said to himself, "Look at all those people across the road. What i wouldn't give to set them on fire. But i'm much to far away. If only there was some device that would shoot flames on them"
Tepic_Sand
Thu Mar 04, 2004 1:45 am
#35

I have an idea for the HAR that would truly make commandos stand out and once again bea feared opponent in pvp. Currently the HAR has no DoT, well i propose that they give it one that works in a very different way to the flamer, and would provide a new way to tackle opponents, especially the wookiee class like myself.


My idea is to give the HAR a DoT that doesnt damage the person, but causes damage to the persons armour, really focusing on the acid properties of theweapon. This would provide a new and exciting angle to pvp as those people who go out guns blazing in heavily protected composite armour will have to think about battles beforehand, and devise strategies to get around the problem.


Seeing as the gun is so bad for pvp anyway, it would be interesting on using the gun to hurt your opponent in other ways


PS - i have non-wookiee chars too so dont just think this is a wookiee rant about having no armour



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RazerWolf
Tue Jul 13, 2004 1:54 pm
#36

/bump

So, 4 months and very little change. Most of the HAR issues I mentioned were fixed, but only the ones which were actual bugs.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

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Ster
Tue Jul 13, 2004 1:58 pm
#37

Still a good thread.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
StarNick
Wed Jul 14, 2004 2:44 am
#38

My 3 cents:


1) Devs actually telling us what they're planning on changing in dmg/spd formulas


2) HAR being Ap 2 (brilliant post btw)


3) Delays toned down a bit....


It may be great that the HAR with ap2 can give us a 25% dmg increase in PvP...but thats useless if we can never hit the dang PvPers! Or die before we can



--Stern Synex-- --Master Commando-- --IDI Forces--
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We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

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Midlight
Wed Jul 14, 2004 3:02 am
#39

I like this, not only does it work, it takes into account the devs unaccountable disinterest in substantial solutions to our profession, nice job RazerWolf



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Turo Idarn - Master Commando/TKM - Chilastra
Tsaru Mecis - Master Medic/Novice Fencer - Lowca

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