Commando Archive

Thread: New TK weapon is Heat damage

ElRapoSuave
Mon Apr 19, 2004 10:38 am
#40


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.


2) Allow power ups to be crafted that work on heavy weapons. This is a MUST, and should already be in the game.


3) Add an additional 20% speed mod for every heavy weapon at the Master Commando level. Every other profession that I can think of has a much higher speed and accuracy mod than we do....and that doesn't make sense. We're talking about spraying a 45 degree cone for the love of yoda.....we're bound to hit more than we do.


4) Make it to where EVERY professions is certified with all grenades. In the place of that line in the commando tree, add a line for the launcher pistol as proposed above. As it is...grenades just aren't worth using anyway.


5) Add 10 to 15 ranged-melee defense at the novice commando level. We have to fight unarmed, and master marksman to become commandos.....we know how to take our pain.


6) Cut out coffee breaks for devs. We want our fixes 6 months ago, not 6 months in the future.

Message Edited by ElRapoSuave on 04-19-2004 10:43 AM



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