Commando Archive
Thread: Issues With the Heavy Acid Rifle
cloudshaper
Sun Jun 20, 2004 7:36 pm
#53
well, hopefully it will change for the better once commando is redone...
Silverglow
Thu Jun 24, 2004 4:43 pm
#54
Although I have found this weapon to be better than nothing in place where everything seems to be 100% resistant to heat, I'd like to see it function more as a rifle, rather than a FT clone. It either needs AP 2 or 3, and some additional effects such as one of the following:
-give it a DOT if you want to take the easy way out
-give it a poison effect- make it a biological weapon
-give it an ability to eat away armor (DOT that effects armor instead of HAM)
-have it cause state changes like blindness
Of course I wouldn't give it all of these, just one or two maybe. We already have a flamethrower, we don't need a green flamethrower. The HAR needs to have some value in combat that can be used to grant commando's a stratigic edge.
Nuckman
Fri Jun 25, 2004 12:17 am
#55
its been awile since i used an acid rifle but if it doesnt have a dot it should have an armor pierce i mean it is acid...
plus that would make us not so gimped in pvp
Garb
Fri Jun 25, 2004 4:33 am
#56
been talking to a rifleman and i cant believe the damage level a t21 can do compared to an acid rifle!!! this is supposed to be a heavy weapon? surely the thing should do the same if not more but at shorter range. after all what hurts more a blaster bolt or being drenched in acid??? hopefully they'll fix this in cb as i really like the idea of the acid rifle but at the minute its damage level for a mc is laughable when other proffesions can hit harder
Eraint
Fri Jun 25, 2004 1:59 pm
#57
I think it should just be a certification you get when you get Novice commando. Let it use any rifle techniques you have. Give us a new weapon or at least some attacks for the other "heavies". Some nice attacks for the beam cannon would be good.
thiostan
Fri Jun 25, 2004 4:30 pm
#58
Why not ditch the HAR and replace it with a long range weapon, an assault carbine, or assault rifle that can use marksman specials.
It really is disappointing to be a melee range fighter, with all melee range weapons and to be owned by melee weapon type classes. I'm a commando not a close combat specialist. I thought the pistoleer was a close range specialist.
Nuckman
Sat Jun 26, 2004 4:27 am
#59
ElRapoSuave wrote:
I think combining the lines would be best....but if they aren't going to do that...I would suggest giving the HAR an action dot, very similar to the flame dot. They made fire blankets insanely good...making the FT a joke in PVP if there is a doctor around. (the FT has no AP....so the initial damage was a joke to begin with)
They take, take, and take more from our beloved profession....but they need to add to it. The way I see a commando.....I picture Rambo. Can anyone else see us hopping walls with a knife clenched in our teeth....laughing inside because we're about to get the drop on enemy troops that don't see it coming?
Hell yea lol
I started playing after I got out of the army commando was my first chouce and im still disappointed a year later
HAR are HEAVY rifles
needs AP2
usable markman rifle specials
an HAR should keep atst in check
and pesky imps hehe =)
Flynn_Nomad
Mon Jun 28, 2004 5:19 am
#60
I thought this thread was a bug thread lol.
Well in case I'm not the only one...
Acid Cone2 has NOT been working for me, anyone else?
Also, how come the cones (FT and AR) don't always hit more than one enemy, at Master, I feel that's quite crappy.
RazerWolf
Mon Jun 28, 2004 5:23 am
#61
Flynn_Nomad wrote:Also, how come the cones (FT and AR) don't always hit more than one enemy, at Master, I feel that's quite crappy.
That's a generic problem with all Cone attacks. It only hits those in the area if they're already in combat with you when you fire.
SioBabble
Tue Jun 29, 2004 12:48 am
#62
RazerWolf wrote:
Flynn_Nomad wrote:
Also, how come the cones (FT and AR) don't always hit more than one enemy, at Master, I feel that's quite crappy.
That's a generic problem with all Cone attacks. It only hits those in the area if they're already in combat with you when you fire.
Which means, basically, is that if the enemy is stupid enough to aggro on you en masse (Lost Aqualish guys, I"m talking about you!), you can use cone on them, but you can't initiate a cone attack and expect it to hit anyone but your designated target. I've also noticed that the cone attacks tend to ignore enemies in combat to you (after you've initiated combat) which means that there's no reason to use a cone attack, might as well use the single.
Flynn_Nomad
Tue Jun 29, 2004 11:30 am
#63
Cool, thanks for the info.
So has anyone noticed that /Acidcone2 doesn't even fire?
I mean when I click the special, nothing happens.
No animation, nothing, dead.
BothanMaestro
Tue Jun 29, 2004 9:36 pm
#64
I have a master dabbler on wanderhome trying to excel at PVE, Novice in Pistol, Tk, Medic with some decent commando 1044 and CH 4401 (lvl38 pets)
I trade through regularly with my LP, Flame and Vk in that order. I can bleed DOT with the LP, I can burn DOT with the flame and then I settle for kicking the christ out of my targets with TK moves for fast damage. But against armored PVE I just die. I have kept the HAR line in commando through blind optimism that they will fix the HAR soon. I want an AP2 or 3 weapon soooooooo bad.