Commando Archive
Thread: From the TC Flamethrower info
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..)
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.