Commando Archive

Thread: From the TC Flamethrower info

-Krillin-
Tue Aug 26, 2003 7:52 am
#40

Amu...that's the bleed I get from bleeding shot 1 and 2 and those stack with no timer. The bleeds "seem" nice, but they really suck when compared to other bleeds and no timers.



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IG: Nail
Rembering the pumba....sleep well, sweet princes.
StarNick
Tue Aug 26, 2003 9:30 am
#41

yet again, the devs show us how 'impressive' commando weaps are in TC...


i do more damage on attack with my fwg pistol/lp pistol than i do on reg attacks for flamer and occasionally flame 1...heck flame 1 should be capped at a very high dmg number to ensure not hitting a 625 shot then having half your ham taken before u get another shot off to finish the mob!


btw, i tried the flamer out in pvp verse a novice rifleman (who was using a spraystick) i incapped him twice, then with like 300 ham left, he incapped me


the only thing that was impressive was the DOT damage, which lasted a while - and surprisngly flame 1 did a decent amount of damage (of course i can take out a PC with 4 hits from my fwg..) and somehow (undoubtedly because the game thinks the flamer is a melee weapon) i was able to hit and do MORE damage while i was forced to kneel and to prone (somehow i was fireing faster and better while prone @ 0-5 m...which should be impossible with other guns..)




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Heilikin
Tue Aug 26, 2003 9:50 am
#42

The sad point is talking only about the peko peko encountrance and the rogue falumpaset with my laser rifle 34- 416 speed 5.8


on peko peko (yellow)



HeadshotII hit for 1318


Mob turning around asking where i am (60m awy layingdown in the grass)


Headshot II hit for 618


Mob turn around starting to point at me


Headshot II hit for 2023


Mod died at 40m away.



On rogue falumpaset red


Headshot II hit for 2310


Mob asking where i could be (stil in the grass stupidas 60m away)


Headshot II hit for 1210


Mob think i should be west (too bad i am south)


Headshot II hit for 210 (dam a low hit)


Mob known i am not west but south so start runing directly toward me


Headshot II hit for 1649


Mob died without hitting me


Headshot II costed me 24 skill point how much costed it to you to have flame I ? Much more no ?


I think there is a trouble there.... but for devs all seems normal.

Heilikin
Tue Aug 26, 2003 10:01 am
#43

yes i imagine so and i am only rifle specialist not rifleman so just imagine a master rifleman with a good T21 can one shot kill any player in pvp (even with the 75% reduction)
StarNick
Tue Aug 26, 2003 10:16 am
#44

not exactly since alot of the rifleman special's are worthless like ours



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Veers6969
Tue Aug 26, 2003 10:37 am
#45

I have been a commando for 2 days or so and cant believe this discussion.. Look at the test with a rifle and compare the flame damage to it.. even if you do 2000 in one shot with a flamethrower you are not as good as someone with a knife, pistol, rifle, carbine, 2hand sword, pike, vibro knuckles, fizz.. All of those weapons will attack faster.. all will do more damage... I just dont understand the concern.. I understand wanting to make the game balanced but the baby steps they appear to be doing with the commando line just doesnt make sense to me. The flamethrower and acid rifle are totally useless on the live servers... I understand you may be able to kill this or that but you are basically gimping yourself because anyone else with any other rifle can kill it easier, faster, and with less injury to themselves. They need significant changes to these weapons.. maybe make the delay longer but make them do much more impressive damage like 5000+.. Maybe make them moreeffective on groups at a range (its kinda silly that the scatter pistol/ee3 carbine have a radius of effecton their base attack but the flamethrower doesnt. Havent used them but its listed at least). Make them work like regular rifles or pistols with their own specials (It is just stupid.. and I mean STUPID to make someone master Marksman and then also use pistoleerbecause commando doesnt have specials for its only working weapon. If this is a temporary fix to give hw exp great if not its the dumbest thing I have ever heard). If the acid rifle or flamethrower worked like a regular rifle, doing equivalent damage every 5 secs or so, it wouldnt make the commando profession seem like an individual class but at least you could play it. I try not to become angry at something that I am try to enjoy but I am honestly mad that I spent the time leveling marksman to get this and it is as broke as it is.. Sorry about the rant .. To get back on topic the damage should be increased way more for the 15 sec or whatever refresh to be acceptable.
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