Commando Archive
Thread: All the Weapons off the frog! Edited 04/13
Jeren_Sehn
Mon Apr 04, 2005 12:18 pm
#40
QUESTION: Why do Proton Grenades look to have worse stats than thermal detonators?
As it stands, looking that the Commando tree, I'm still not 100% sure than anyone needs to do more than dabble to get a lot of the benefits...though the heightened "heavy weapon defense" relative to other professions looks nice (whatever it does).
The vehicle slowdown is nice...but unless the vehicle is, stationary or destroyed in the blast or the slowdown is in fact tremendous (say, to running speed), I don't see getting a second shot at it or its owner.
Also, the base weapon speed of 10 seconds is a bit troubling. Given that we "can't" use specials with grenades, that dps figure likely is accurate, so their dps is much much lower than even the flamer, which has a slightly longer range (of smaller area of effect, I assume). So using the flamer I have greater base DPS, I can use specials with it, sticks a similar flame DOT and I know I can't accidentally blow myself up! I concede the usefulness of the glops, cryobans and imperial detonators (for their state effects), but thermal detonators and proton grenades seem to be of questionable value.
Edit: Hopefully the CU has removed the ability to damage your self with your own grenades, though I haven't tested that, being no where near Commando yet.
As it stands, looking that the Commando tree, I'm still not 100% sure than anyone needs to do more than dabble to get a lot of the benefits...though the heightened "heavy weapon defense" relative to other professions looks nice (whatever it does).
The vehicle slowdown is nice...but unless the vehicle is, stationary or destroyed in the blast or the slowdown is in fact tremendous (say, to running speed), I don't see getting a second shot at it or its owner.
Also, the base weapon speed of 10 seconds is a bit troubling. Given that we "can't" use specials with grenades, that dps figure likely is accurate, so their dps is much much lower than even the flamer, which has a slightly longer range (of smaller area of effect, I assume). So using the flamer I have greater base DPS, I can use specials with it, sticks a similar flame DOT and I know I can't accidentally blow myself up! I concede the usefulness of the glops, cryobans and imperial detonators (for their state effects), but thermal detonators and proton grenades seem to be of questionable value.
Edit: Hopefully the CU has removed the ability to damage your self with your own grenades, though I haven't tested that, being no where near Commando yet.
Message Edited by Jeren_Sehn on 04-04-2005 03:32 AM
RazerWolf
Mon Apr 04, 2005 12:40 pm
#41
Well, we've not managed to damage ourselves with C12s yet. Which do actually seem to be very useful. And look at it this way. Think of your abilities in both solo/grouped context. Okay, so for that 10 seconds, -you- won't have a very high DPS rate, but you've just KDed everything in a 20m radius for the squad's Carbineer templates to AOE fire the crap out of. Or you just set a large group of players on Fire. The DPS from raw damage is low, but people alsop happen to be, ya know, on fire. Also, remember that cool down times vary. If you use any ability, you have a cool down before you can do anything else, but some abilities can be used sooner than some others. So it might be 10 seconds between nades, but only 5 before you can fire off a Flame Shot...
DaiTako
Mon Apr 04, 2005 2:09 pm
#42
So far im really diggin the proton carb and all the changes to the commando weapons
Jeren_Sehn
Tue Apr 05, 2005 12:39 am
#44
RazerWolf wrote:
Well, we've not managed to damage ourselves with C12s yet. Which do actually seem to be very useful. And look at it this way. Think of your abilities in both solo/grouped context. Okay, so for that 10 seconds, -you- won't have a very high DPS rate, but you've just KDed everything in a 20m radius for the squad's Carbineer templates to AOE fire the crap out of. Or you just set a large group of players on Fire. The DPS from raw damage is low, but people alsop happen to be, ya know, on fire. Also, remember that cool down times vary. If you use any ability, you have a cool down before you can do anything else, but some abilities can be used sooner than some others. So it might be 10 seconds between nades, but only 5 before you can fire off a Flame Shot...
Again, I concede the usefulness of Imperial Detonators and other grenades with state effects, but why use a low dps thermal detonator or proton grenade, rather than the much higher dps flamethrower? Likely our accuracy is far higher with the flamer (counding in all the general ranged accuracy we pick up, plus the dps is benefitted by all of our weapon speed mods, and we can use specials with it, enhancing the damage even further.
Also, why keep proton grendes on hand at all, since they have worse stats than the lower certed thermal detonators? As I noted, the vehicle effects are only useful is they reduce vehicle speed to a mere crawl...otherwise the vehicle will still get away before you can get a second shot off.
So far, I love the effect of the CU on the non-Jedi professions, so I am not knocking the overall changes to Commando until I've tried them out, but these two kinds of grenades seem oddly out of place.
Edit: I assume, from what I've read, that the flamer thrower still gives us a flame DoT, just like the thermal detonators and proton grenades, perhaps my confusion lies in that being a misreading.
Message Edited by Jeren_Sehn on 04-04-2005 03:42 PM
SchinkDeisel
Tue Apr 05, 2005 5:14 am
#45
yup.. I was checking them out on TC-5 last week.... can't wait to start crafting some new toys
RazerWolf
Tue Apr 05, 2005 6:00 am
#46
Edit: Missed out the DH17 Short Carbine, updated the Rocket Launcher.
Message Edited by RazerWolf on 04-05-2005 02:05 PM
RazerWolf
Tue Apr 05, 2005 7:26 am
#47
ROFL! Just checked my webserver stats. Since I posted this thread, I've averaged 12600 hits / 9400 files per day, with 3286560 KBytes transferred. 63058 hits in under 5 days
MadDog36
Tue Apr 05, 2005 1:10 pm
#48
I have to say that I am a bit disheartened with the Berserker Rifle. One of the toughest items to get (as well asa heat rifle) and no elemental damage????
CommBubba
Tue Apr 05, 2005 1:25 pm
#49
Agreed. Same case with the Tenloss..no extra acid damage. And what about the improved accuracy?
MadDog36 wrote:
I have to say that I am a bit disheartened with the Berserker Rifle. One of the toughest items to get (as well asa heat rifle) and no elemental damage????
chessdemon
Tue Apr 05, 2005 4:09 pm
#51
RazerWolf wrote:
ROFL! Just checked my webserver stats. Since I posted this thread, I've averaged 12600 hits / 9400 files per day, with 3286560 KBytes transferred. 63058 hits in under 5 days
Everybody wants to see the new toys
soal-farous
Tue Apr 05, 2005 4:24 pm
#52
garvin wrote:
They haven't done the animations on the Underslung Carbine yet so that will not be coming with the CU as far as I know (but I'm still pushing for it)...
JadenKatrell wrote:
They all look aswome and cant wait to try them but where is the Underslung Carbine!?!?1
there are close to 10 weapons found it the .Tres when the others were found that are not in hte CU, including the undersling carbine.