Commando Archive

Thread: beam rifle

Surdanis
Mon Oct 06, 2003 4:13 am
#53

technically it is... it reads "cert rifle acid beam"


Meaning "rifel... beam" = Beam Rifle


But the Devs musta forgotten us. I coulda sworn there was a thread somewhere about the Devs fixing this soon. I like the Beam Rifle...




Ha-Jin Katsu Zenari
maddogs
Mon Oct 06, 2003 4:34 am
#54

lol finly some one elss seen that thing iv ben bichin about it for some time commandos need a a actul rang wepone lol i meen for goodness sakes haveint the devs noticed were actuly mlee lol


give it to us plzs plzs plzs devs and make a trypod we can set it on and do aol with it lol from 64 maway this way 5 to 7 master comandos can hudel to gather and keep from beeing wiped by 2bhs {they do it all the time iv had 1 bh wip 4 master comandos out just becous hes 64m away and keeps runing its toltly gay come on now devs think were not mlee helo } loland have a singel attack that can do decent dam iv had it with geting my butt wooped just becous i dont have a decint rang wep



plzs pardone my spelling and gramer errers




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Daniel' Judson-Leonheart

Haunter01
Mon Oct 06, 2003 4:45 pm
#55

this sounds like the gun the imperials snow troopers set up on hoth before the falcon flew the coop, very nice gun and would be awesome to use-- oh well lets all dream big anyway-- it would be a great gun to use
TrekDude
Mon Oct 06, 2003 6:06 pm
#56

This counts as rifle xp, so does it use rifle moves?


That would rock, we would be so versatile, a rifle, pistol, flamethrower, and uber 30 use weapons!




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Jeren_Sehn
Mon Oct 06, 2003 7:06 pm
#57

These are all interesting suggestions, but I don't think they'll happen, nor do I think, deep down, that they should happen. The game already has a "machine gun specialist", the Carbineer (hence their 4 'Full Automatic' special attacks), It already has the Rifleman, so they're not going to give Commandos an uber, tripod repeating rifle.


If they gave us these things, Carbineers and Riflemen would (I think rightly) wonder why they are Carbineers/Riflemen. Would we be happy is they made gave the Flamethower and Rocket Launcher cert toRiflemen andBounty Hunters?


We have 7 weapons all our own (not counting grenades) already..I suspect the last thing the devs are worried about is getting us a few more.


The HAR needs to be fixed, but I don't think that necessitates our getting whole new classes of weapons.


I think people are confusing what a Commando is in SWG with their conception of what one is in real life. In game, we are plainly meant to be short to medium ranged heavy weapon specialists, and PRIMARILY short range. At long rage, we have the LP. The reason the LP has no commando specific specials is to encourage us to close in on our opponents. I appreciate that many folks see the class as uber-warriors able to hold their own in all situations...but I don't think the devs have ever shared that view.


It is true that BHs can own us, if they kite effectively and use eyeshot...but BHs spend a LOT of points to get to their profession, so of course they'll be pretty good when they get there. That fact that BHs can beat us one on one is not evidence that our profession is flawed and needs better weapons--it's evidence that we need backup if dealing with BHs. I don't know if the devs foresaw that or not, but it doesn't bother me if it stays that way forever.





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tacwraith
Mon Oct 06, 2003 9:24 pm
#58

no, actually I would love to have a relatively low damage but fast refire rate long range weapon that is to be fired from prone only and to be effective only at relatively long ranges, with specials specifically being an 'extension' of the ranged support line.



Think of it this way:


CorSec AutoRifle


Spd 2.0 (sliced hits the 1.0 cap)


Min 100


Max 200


@0m -180 (prone modifier would be -50)


@35m -60 (prone mod -10)


@64m-40 (prone mod +30)


Kinetic Damage (thus a relatively high amount of people have protection against it)


Light Armor Penetration


Specials:


Supression Fire 3 in box 1


25% chance of stun, 25% chance of dizzy 25% chance of blind 25% chance of knockdown Attack in box2


Area Supression Fire (affects all hostiles 50m from target being shot at) in Box3


Cover Fire (single target, target goes into 'take cover' state, aka, goes prone, receives 'COVER' state , is immobilized until target stands up or moves, and of course, receives bonuses to defense. This is a kind of give-take ability, but it will be very useful to allow your friends to flank or rush the target).







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'But why is Fantasia dying then?'
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'But why?'
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Barkingbantha
Tue Oct 07, 2003 12:06 am
#59

What I would dearly love to see is the acid rifle line pushed into the flame line (after its fixed of course) and the spare line being used for the launcher pistol and the beam rifle with their own ranged specials.


Currently, the only way to use specials at range is with the launcher pistols marksman specials or if your brave enough to have master pistoleer.

Scharnhorstkof
Tue Oct 07, 2003 12:20 am
#60

I like the whole Tripod thing with the beam rifle, make it so you have to be prone or something, you set it up on a tripod, it has excellent long range mods and shoots faster rhan a rifle, only because it is on a tripod. Kinda lika a machinegun in the real world. Very accruate at long range when deployed on a tripod.
maddogs
Tue Oct 07, 2003 5:03 am
#61

jeren_sehn ur rong budy thees would be entirly difrent havey wepons more power full ibecous of this resson a master pistoler spens 1/4 the skill points we do in comando c doh think goreg


if u whan to stope us frm this then go screw the bh there the most anoying dablers they have the pistolers speed carbiners dizzy kd attacks and that commandos dam




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Daniel' Judson-Leonheart

Khannivore
Tue Oct 07, 2003 5:27 am
#62

The coolest thing about the beam rifle? It's AP1, which none of our non-charged weapons are.


If the beam rifle is the predecessor of our HAR, they really shouldhave kept that AP Light rating.

AltharXXX
Sun Nov 02, 2003 7:38 am
#63

As I understand it - this was a commando weapon. Problem is, I have one. It doesn't shoot acid. It isn't an acid rifle. The AP is medium. Max damage is like 200. Wounding is insanely high at 47%.


I hope this is going to be added to the rifleman's skill tree. The weapon shouldn't be called a rifle if a rifleman cannot use it.


It is funny to use it without certs. Do 10 points per hit. hummm... Have yet to see it wound any peralope.





Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
mr_willie
Sun Jan 25, 2004 5:39 pm
#64

I know it is previously a Commando weapon but ,i think you get rifle exp for it the weapon is good , it currently has no cert for it , so is it like the republican blaster where anyone can use it , or do you suffer high negatives with it . What do the devs intend to do with this weapon it seems pretty cool !



Jay-Jay Willie (Tempest Server)
"Never Trouble Trouble Till Trouble Troubles You"
undeadrooster
Sun Jan 25, 2004 5:49 pm
#65

Hi negatives.


I'd like to see us get it as an electricity weapon. I've never seen a commando use one.





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