Commando Archive

Thread: From the TC Flamethrower info

ucav
Sun Aug 24, 2003 4:03 pm
#27

The weapon is obviously *not* fixed. In case none of you Devs has noticed, classes like pistoleer, smuggler, etc SPAM their special moves constantly (if you are one ofthese and dont, please look into food/spices, you are really mising out, heh).


This means that the pistoleer with a sliced DX2 (acid/AP1), a +30% damagePowerUpand body shot 3 is doing 1-2k per hit *to a single pool* every couple seconds (easily, I'm being conservative) throughout the battle. A smuggler doing last ditch is hitting even harder, although slightly slower. We can't even USE PowerUps on anything but our @#$% pistol. Lets not get into the fact that our pistol isn't even AP1...


Oh, did I mention that they also have knockdown? And DoT? And multi-target shots? And Stopping Shot (3x damage)? And great defence bonuses? And... And... And...


What will it take Devs? Do you want screen caps? Combat Logs? What do we need to give your team to prove that the flamethrower and acid rifle are useless? For god's sake guys why is our "primary" *heavy* weapon a @#$% pistol?!?!?!


Riddler
Sun Aug 24, 2003 4:04 pm
#28

Its the lack of special moves with the weapon that makes it so weak. Now If only the HAR and flamer used the mastermarksman skills that we HAD to get we would se much better results.
Mcsha
Sun Aug 24, 2003 5:23 pm
#29

Thanks Lambeau for all the great posts.


To the devs, these dammages are still worse than just being a novice <fill in any weapon expert>. I hope these are still being looked at, and will be greatly improved before the next patch.


Mcsha

Ivoni
Mon Aug 25, 2003 8:17 am
#30

Also, does the Flamethrower work at 64m?

Popo posted some max range stats that were confusing. Thought it was 50m max.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Gamble
Mon Aug 25, 2003 8:52 am
#31

Well that damage is just sad. I'm a fairly low level TKA (0,1,2,1) and I hit for around 350 avg in about 1.5s. When using specials I hit for over 1000 with a delay of around 2-3 seconds. Granted this is comparing ranged to brawler and I DO think brawlers should have a faster dps but that is very skewed compared to other ranged from what i hear. Whoever gets fanshot (pistoleer or smuggler) is hitting for around 2k with an fwg at a pretty fast rate. At the moment this is fairly useless. I guess I'll just keep my novice skills and continue upping my TKA.



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Lambeau
Mon Aug 25, 2003 8:54 am
#32






Ivoni wrote:
Also, does the Flamethrower work at 64m?

Popo posted some max range stats that were confusing. Thought it was 50m max.




Yes, you can do a "normal" attack at 64m. Only the special is restricted to 14m. But, based on the stats the % to hit seems to be way lower at 64m than at 50m.



- Lambeau
Kreistor
Mon Aug 25, 2003 9:05 am
#33

Well, Gamble, I don't presonally think that a Master Entertainer/Master Medic/Master TKA should outdamage a Master COmmando. The TKA has spent less than 1/2 of their Skill points on Combat. The Master COmmando has spent more than 3/5ths of theirs on combat.



Ub-ick Esava
----------
Bria - Working towards Master Dancer one fall at a time

Lowca - Master Dancer Extraordinaire
*CENSORS* Cantina, Honor's Keep, Corellia,
-Krillin-
Mon Aug 25, 2003 9:18 am
#34

wow...that's totally pathetic. I thought the dmg we were going to be doing was "so impressive" according to Holo. As others have stated, sounds like I'm still WAY better off using a dx2 and pistol specials.



-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
HaploRamirez
Mon Aug 25, 2003 10:33 am
#35

Well thats despressing....my specials are doing more before the patch........well can use from 64 Meters thats something atleast now lets see some change in the special timing and AR values on certain weapons.
Stylletto
Mon Aug 25, 2003 2:58 pm
#36

this is got to be the biggest joke ever! They say they are fixing the commando class and special attacks etc. yet there is still a 15 second delay on flame special attacks... the dots suck.. the dmg sucks.. I mean i do 1800 dmg per hit with my launcher pistol and stopping shot! a level 3 pistoleer shot yet a master commando cant kill a falumpaset solo !!?!?!?!? my hell people! honestly my hopes for the commando gettin fixed properly just flew out the window! The devs lame attempts of "calming us down" with cheap and unfinished "Upgrades" to our class specials and such has made me more the angry! When are we goiing to get the proper attention we deserve????



Who ever is in charge of the commando class should be dragged out in the street and shot! Thats after he has been sacked! hell shoot him then sack him then shoot him again! Thats if anyone is even working or being payed to work on the commando class... It seems this class has been on the backburners on simmer (If that) For FAR TO LONG! Get with it Devs!!!!




Amnor Amnell
"The Vindicators" PA
Bloodfin Server
Rudekid
Mon Aug 25, 2003 4:31 pm
#37

This are my personal opinions, i've been a commando for a while now, got novice two weeks after the game came out.


First i think is stupid, and i mean **edit**ing stupid that the ft special has a 14m limitation, instead of using the full range of the weapon itself, wonder who came up with that. I bought a ft as soon as i could but it's been in my backpack ever since due to the poor range, low damage (compared to my lp) and poor specials.


I wouldn't understimated the lp, i can take just about anything with and have plenty of ham left. I can take timid vir vurs (lvl 12) to ravenous tortons (lvl 24) to sulfur pool mynock's (lvl 30) in less than35 sec. on the last two of course. I do admit to using pistol skills (only got novice for the bleed 2) but nevertheless that's hw xp i'm gaining.


I'm still gonna work towards master commando, with the hopes of maybe having a working class in the upcoming months.


I do have one question, do the acid rifle have any bleeds?

Amu
Mon Aug 25, 2003 5:40 pm
#38

Just remember that if you get a 20-30 % slice on there , yoo're flame single 1 will be dealing a 1500-2000 damage and will be dealing heavy DOT burning maybe around 500-600 per 8 seconds , thats isnt amazing for a 15 second delay but it is alot better then it is now .. Now if you put on a heavy weapon upgrade that gives another 30% damage up you will be hitting for 2300-2500 and you will dot around 1000 per 8 seconds or whatever it is , now alot of this is top of the line stuff but its not that bad , better then what we have now..
Ageofme
Mon Aug 25, 2003 10:27 pm
#39

Forget FanShot... I am working on some commando line but can hit Stopping Shot for -1600 dmg per second and Stopping Shot has a speed penalty but bonus's take it down to 1.0.


As an aside, I can Stopping Shot at 1.0 with a 4.5 speed CDEF pistol with the bonuses... doesn't add up to me but the combat log timestamps are the bible when it comes to these tests.


In any event, I have high hopes for Commando because I think getting hit with a flamethrower ought to be a little more wounding and killing than some pistol shots... well, I guess you're dead either way but it just seems like being on fire would have a dizzy, stun, etc. affect as well. Am I wrong? Let me go set myself on fire and see.... brb

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