Commando Archive

Thread: Commando Researchers- I need Your Help

TrajykDreams
Sun Oct 12, 2003 3:18 pm
#40






MasterSynn wrote:

Next question:


What are the ranges of Pistoleer and Carbineer specials?


It's been a while since I used a pistol or carbine, but as I recall, their specials went all the way to 64m. Do Pistoleers and Carbineers have any specials that have a range shorter than 64m?






Pistol Melee Defense 1 and 2 are limited to melee range. But I do believe none of the carbine moves are limited
Jeren_Sehn
Sun Oct 12, 2003 3:42 pm
#41

Pistol Melee Defense 1 and 2 are limted to 7 meters. Other Pistol and carbine moveshave the same ramge as the weapon, so 64 meters.


Pistols have pretty bad accuracy modifiers at that range, but the specials can still be used.





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EcadMistflier
Mon Oct 13, 2003 1:27 pm
#42

Sorry Andro don't mean to be rude. It is just that i am going through the stages of grief. I am just getting though the denialandanger stages and making my way tobargaining,depression and acceptance. I'll be ok... someday.....



Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
Meredragon
Mon Oct 13, 2003 5:31 pm
#43

Synn, the same tactic was used on BH's after the knockdown nerf. Huge outrage at not being able to knockdown without huge ham penalties and devs never responded, went on for weeks. Requests for the knockdown animation being shooting your target then shooting yourself in the leg with your carbine. It eventually got fixed and they went with the KD timer instead.
Stick with it, your doing a great job.

Mere



Meredragon Ebonfang - Rebel Warrant Officer II - Penumbra Burninator of Eclipse

Commando- 1/4/4/1
Creature Handler-3/3/0/0
Medic- 2/0/0/0
Master Marksman
Brawler- 4/0/0/0
Hellshot
Mon Oct 13, 2003 5:34 pm
#44



MasterSynn wrote:

Either I start to see that correspondents actually get some direct input or I will cease to be correspondent.







Well, you wouldn't be the first. I wonder how many of our corrospondents would have to quit before they actually cared.



Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
Jeren_Sehn
Mon Oct 13, 2003 7:34 pm
#45

Yeah, I spoke a bit with Garibaldi about his frustrations as correspondentback when. You do your best Synn, and we know that...but unfortunately no one can make the devs responsive.




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MasterSynn
Tue Oct 14, 2003 12:29 am
#46

For the pistols, I was actually thinking of the bodyshot specials. For carbine, I was thinking of the legshot specials. I believe all of these work at 64m, which is one of the big differences between commandos and other ranged weapon professions.



~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
ShufIrathe
Tue Oct 14, 2003 12:44 am
#47

Yes bodyshot/healthshot and legshot/actionshot specials all hit out to max range. They all seem to have a decent accuracy add to, although I could not tell you what that is quantitatively. Only that I miss about 1/3 shots with regular fire and only about 1/5 if using body shot2 with the launcher pistol.
ShufIrathe
Tue Oct 14, 2003 12:47 am
#48

Also don't forget two other things. Pistol/Rifle/Carbine specials allow you to target a specific HAM bar with a damage multiplier.


And several of the specials have additional secondary effects other than raw damage. Melee defense is a knockdown. Cover shot for rifleman confuses the mob as to where the player is and gives more time to fire, DOTs on many specials, etc.

ChromeMystic
Tue Oct 14, 2003 2:27 am
#49

To the Range Question:



The only other weapon that has all specials range limited other than the Commando guns i know about is the LLC. Every other combatant can spam specials from 64 to 0m.

Dwarf_snowninja
Tue Oct 14, 2003 9:25 pm
#50

I'll try and assist as well

Pistoleer: All specials work at 64 metres, although accuracy does drop of fairly quickly at this rang; Pistol melee 1 and 2 are the exceptions to this, as was stated earlier, must be used at melee range

Stopping shot appears to be the most powerful special for an individual target, doing an average of 1300 damage with an FWG5 pistol

Carbineer: Ill try and find more on this, thus far it appears that all specials do work at 64 metres

Rifleman: Again, I'll attempt to gather more on this.

As a special, I was informed by a CSR that strafe Shot two could do up to 9000 points of damage (I filed a report as my graul died in one shot, this was the response I recieved, no joke)

Some weapon stats (all of these are sliced weapons, so some variance will occur)

FWG5
Damage 49 - 216
Speed 2.7
Range
+0 at 0 meters
+30 at 20 meters
-70 at 64 meters
HAM
12; 35; 18
DPS ~49

Scout Blaster
Damage 72 - 151
Speed 1.9
Range
+16 at 0 meters
+2 at 19 meters
-90 at 64 meters
HAM
11; 23; 11
DPS ~58

DH17 Carbine
Damage 78 - 199
Speed 2.4
Range
-20 at 0 meters
+17 at 35 meters
-60 at 64 meters
HAM
21; 30; 13
DPS ~57

Laser Carbine
Damage 29 - 239
Speed 3.1
Range
-45 at 0 meters
+8 at 50 meters
-40 at 64 meters
HAM
31; 45; 23
DPS ~43

Laser Rifle
Damage 36 - 440
Speed 5.9
Range
-80 at 0 meters
+22 at 60 meters
-50 at 64 meters
HAM
13; 22; 58
DPS ~41

And for comparisons sake, or for making averages:

Launcher Pistol
Damage 41 - 188
Speed 3.8
Range
0 at 0 meters
-12 at 0 meters
0 at 64 meters
HAM
19; 54; 18
DPS ~30

Flame Thrower
Damage 420 - 818
Speed 3.8
Range
+11 at 0 meters
-53 at 50 meters
0 at 64 meters
HAM
75; 17; 17
DPS ~161

HAR
Damage 363 - 831
Speed 5.3
Range
+16 at 0 meters
-1 at 35 meters
-115 at 64 meters
HAM
90; 56; 19

C22 Grenade
Damage 281 - 1243
Speed 3.9
Range
-14 at 0 meters
+1 at 10 meters
-38 at 32 meters
HAM
99; 99; 22
DPS ~195


NB: The DPS's are all average damages, others may have calculated these differently than I did. Additionall, some of the information might be extraneous, I apoligize in advance, but I figured I should include too much rather than too little. I hope this helps, keep up the good work Andro, I'm rooting for ya.



Osrowo, maker of asinine comments
Broken Commando..
Fencer/CH
PistoleerWill
Tue Oct 14, 2003 10:38 pm
#51

Well a simple argument that can be used is this: Rifle men take the the 2.5 but they dont need to be only 16m away from the target. Example:

*Joe the rifle man goes prone when he sees a monster he wants to kill. With his nice new laser rifle he is around 50m away and takeing cover. He can get about 6-7 shots off at the mob before it actually gets to him, all can be specails since they dont have timers.

*Bob the commando sees something he wants to kill. Now if hes smart he will use his launcher pistol the whole fight, but bob is a special guy so he want to dot it with burn then kill it with reg fire. He sneaks up useing mask sent then fires off a burn..."Oh no! It missed" because he has far less accuracy. Now bob trys to fight back but...gasp! the monster is on top of him already Hitting for 2.5X damage and he cant even hit again for 12 secs. Bob dies just like he had the past 10 times trying to kill a simple blue on his mission sinch the only thing helping him now is a very low luck chance to live if anything gets to melee him.

Just a thought.


Wilshire
Pistoleer 0,2,2,1
Commando 2,2,3,0
Medic 2,2,2,2
EcadMistflier
Wed Oct 15, 2003 9:56 am
#52

I would like to make a suggestion that comes from another direction. It seems to me that the main problem that most of the other classes have about the commando is the FT DoT. I suggest that some mechanism either a med pak or a skill like First aid be made available to treat the effects of the DoT. If this were implemented we would be able to point to this as a means others have to deal with the damage and possiblly divert the nerf bat from our class. I do not want to suggest any reduction in either effect or range of our FT skills just a tool in game that the other classes ( or even we could use if attacked by a commando ) to slow the effect of the DoT. Something that would cause the almighty BH, CH, pistoleer, etc to have to break combat, flee, and treat the wound immediately just like Bleed and First Aid. Instead of balance through nerf perhaps we cold get some balance through tools. Just a thought.




Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
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