Commando Archive
Thread: New TK weapon is Heat damage
I am another one of the TK-Commando players.
I've been playing TK off and on for a very long time, and really it doesn't have many downfalls. From what I do understand is TKAs are getting hit with the nerf bat, but getting a great new weapon. After the next publish or two (this is what I read on the TKA forums) power boost will no longer up the mind pool.
Everyone may think that is not a big deal....but you have to be buffed to your teeth to keep TK mind pool up.
Here is my take on the new TK weapon. That is a screenie of a weapon on TC. I would be willing to bet, that 250 max dmg is not near what they will be producing when it goes live. Weaponsmiths out here will make that look bad when people get exceptional motors from the nightsisters. I'm guessing around 300 max....and after a good damage slice, you're looking at maybe 400+ damage....without powerup. With powerup you're looking at 525 or so. In PVE that is going to add about 250% hit power for the TKA.
Many higher level mobs to have high heat resists...but lets do the math here.
With a weapon that is 525...I would do roughly...5k DPS...so you're looking at 50k damage by the time a commando gets off a shot that would be VERY lucky to do 12k damage.
Lets not even touch the subject about how much more damage the TK would do if the target had been hit with a KD.
Here are the fixes I propose to level the playing field.
1) Increase commando's range for special attacks to 22 meters. That's only adding 5 meters, but it's enough to stay out of lunge range.
Message Edited by ElRapoSuave on 04-19-2004 10:43 AM