Commando Archive
Thread: My template was master commando/master rifleman, but now wondering...
Exmaple, I use stopping shot with a dx2 on a medium armored mob with 80% acid resistance for damage spam of 1000 damage. One level of armor reduction brings that to 500. 80% of that means that my shot does 100 points.
However, with that same DX2 on that same medium armored mob with 80% reduction of acid, hitting with Health Shot 2, I do no initial damage, though combat spam lists 1,000. Over the course of the bleed, the mob then takes 1,000 per tick - instead of the 100 he SHOULD be taking because a wounding shot doesn't bypass armor unless it found the armor hole - worth a whole separate post.
KaptainKrude wrote:
Thunderheart wrote:
- It only makes sense that if you have a weapon, you have a counter measure.
Ok, then where's my "smelling salts" to cure dizzy/KD?"Eye drops" to cure Blind?"Alcohol" to cure Intimidate? (hehe, think beer muscles)Etc, etc, etc...
Blind and Dizzy are both curable by doctors, for what it's worth.
They didn't say every profession could use the counter intrinsically, they said there WAS a counter (and there is, currently, for everything but flame). And no, running into water isn't the same kind of counter. Just visit Tatooine. No other combat measure/countermeasure setup gets invalidated by the planet you're standing on.
TH, the flamethrower, as you said is ONE of the most powerful weapons in the game. Okay, I'll agree with PvE, but I do not want to get into PvP. Now you are going to nerf the flamethrower...Okay, most of the commandos would not be complaining one bit, however there is one minor problem.
The flamethrower IS the only working weapon we have! The Acid Rifle: Useless, Heavy Assault Weapons: A pain to work with due to the price and being "consumable" weapons, Grenades: Only hit 1 out of maybe 7 times, and still do not have enough effect on the target.
Hear me out TH...as probably most of the other Commandos would agree: Nerf the flamethrower...fine...in return, fix the rest of the Commando profession, like i mentioned, commandos probably wouldn't have minded this in the first place had the rest of the Commando profession work properly.
I'm not the most experienced in PvP, but just one comment...I do find it rediculous that there is a Teras Kasi Artist special that has a LONGER attack range than that of the flamethrower! I'm sorry, but no unarmed...or any melee attack should have longer, or the same for that matter, attack range than a gun...Unless of course a Fencer is throwing his or her knive ![]()
So please TH, we are begging you, read our other concerns, and let us know at least that you are aware of these issues.
Thank you,
Zito
MasterMarksman
Novice Commando
Brawler 4/0/0/0
Novice Architect
Novice Droid Engineer
The bleed nerf doesn't affect the most dominant PvP class in the game; TKA's.Their + damage mod doesnt seem to mitigate either.
And yeah the FT is the only useful Cmdo wpn really, remember how worthless they were before it?
Th; test the latest God template floating around next plz, then stack some CM DoTs--those are 'griefy' in terms of fun for everyone else...
Why couldn't you simply wait to announce this until implementation of the new system had started?
Seshemw wrote:
KaptainKrude wrote:
Thunderheart wrote:
- It only makes sense that if you have a weapon, you have a counter measure.
Ok, then where's my "smelling salts" to cure dizzy/KD?
"Eye drops" to cure Blind?
"Alcohol" to cure Intimidate? (hehe, think beer muscles)
Etc, etc, etc...
Blind and Dizzy are both curable by doctors, for what it's worth.
They didn't say every profession could use the counter intrinsically, they said there WAS a counter (and there is, currently, for everything but flame). And no, running into water isn't the same kind of counter. Just visit Tatooine. No other combat measure/countermeasure setup gets invalidated by the planet you're standing on.
Thunderheart wrote:
It doesnt get in the way of my fun though. Last night JustG and I were on TC. We are both master Commandos and we dueled to test the FT damage numbers and DoTs - - of course he didnt tell me he had a dev invulnerability script on...heh heh...he torched me in a cantina (The DoT's stacked and from a fresh healthy state, I incapped, came out, incapped, came out and incapped and died because the DoTs kept burning - - thats the PvP exploit. 2 or 3 commandos will run up, stack the dots and players and mobs in PvE alike just burn burn burn...its just not fair).
I've spent most my time PvPing in SWG and have learned to cope with most of the changes/nerfs... the very first effective PvP template I had:
TKM - Dizzy / KD, UA3 / UA combo 2, +20 def KD
Master Marksman
Brawler (4-0-0-0)
Commando (0-0-4-0) Heavy DOT
Smuggler (0-0-4-0) Ranged KD, Ranged delay
Pistoleer (0-0-4-0) ranged cone damage = Fan Shot, and the +50 def KD
Medic (2-0-0-0) Stim B's, heal bleeds
I used TK's Dizzy/KD combo followed by a delay (very effective on pet's / PvC) and then flamed the target once to lite'em up for (can't remember exactly) 6-8 ticks of fire DOT wich damage is 50% of the highest flame hit and wounds are ¼ of the burning damage. Then continue with TK's UA3 or combo 2, I dont see how burns can stack unless you use a looted weapon with a fire DOT.
In PvP if you get torched and incap you wake up with the fire still burning and will get incapped again, and a 3rd time if all 6-8 burns havent passed by. If you got torched again on the right before the last burn tick it wouldnt add another 6-8 ticks to the DOT. Only after the fire went out could another flame be reaplied for another 6-8 ticks of burning damage.
Was the FT DOT intended to burn untill the target was incapped or just ment to burn once or twice?... I dont see what you mean by flame DOT's stacking other than the instance's of a marksman's (0040) sap shot, novice pistoleer sap blast, fencer's bleed 1 (forget the block/name), and fencer's bleed 2 all stacking together to combine 4 health bleeds which can add up over 4,000 points with some uber weapons. And then again with Rifleman with 2 mind bleeds mixed with heavy swordsman with anther 2 mind bleeds wich comes to another 4 combined DOTs to one HAM pool. Carbineer with Pikemanalso another 4 bleeds to action HAM pool.
If your going to nerf the flame DOT to stop apon incap (which seems to be wantthe teamintended it to do from your post), are you also going to do the same with bleeds and poisens/deseases?
It seems all these noneHybrid professions were ment to be together and the defence mods to go along with them (Dodge with Pistoleer/Fencer, Block with Rifleman/Pikeman, and Counter Attack with Carbineer/Heavy Swordsman), altho the Fencer/Pistoleer is the only one that has the bleed's together. Which I think Heavy swordsman should get the blocks instead of the counter's and Pikeman get's the counter intead of the block. (sorry off subject) Even the none hybrid tailor and armor smith go together, and even with the new combat droids... maby let weapon smith compliment droids for heavier weaponary as tailor goes with armorsmith.
Which all of the dodge's, counter's, and blocks can be completely ignored if you use a special that attacks multiple HAM pools (more thanone HAM barin one move) wich I beleave every elite combat profession has, and all DOTs cannot be countered or dodged, but can be blocked. It seems like this is an exploit and should be changed...
Bounty Hunters need some major def mods, but in order tokeep it balanced asyou striveso vigilantly for, it should not be any more than any other duel elite profession like for instancemaster Pistoleer/Fencer (which has been the most fun PvPtemplet in these latestpatches) dodgecombines up to 210... and I beleave the others comenear the same number (Carbineer/HeavySwordsman for counter, and Rifleman/Pikeman for block). And even give BH it's own special mod like evade or reflect or something spiffy you guys can come up with.
Also please spread out the defence mods or put the majority of them up in master like TKM
I Admire your diligent work to make SWG a fun and exciting game, but plz... pleease dont nerf us back to our graves ![]()
Dooms Day ~Eclips~ Master Bounty Hunter
Jade~Eclips~ Master Fencer/Pistoleer, Smuggler (0-0-3-0), TKA (4-0-0-4)
Halmet wrote:
What im wondering is what is a medic doing with a fire extinguisher? Its not a medic tool. They dont carry them around all the time in case somebody spontaniously combusts.