Commando Archive

Thread: Rocket Launchers useless now with AT-ST change?

Zariell
Thu Dec 18, 2003 11:47 pm
#1

For those of you that havent found out already, at-st's have been pumped to around 55,000 hitpoints.


However they have a lowered acid(i think its acid...) and electricty resist, and were nerfed to medium armor..


HOWEVER! Because of hte MASSIVE hitpoint increase, the once powerful 3000 damage rockets now barly put a dent into the AT-ST's.



In my opinionthey need tonow multiply the rocket launcher damage by 5. (Making it around 6,250-15,000damage) This would ballance the changes back into favor of using a rocket launcher to take down an AT-ST...(Which is actually how it SHOULD be anyways...but thats a different story)


any comments on this?




Corbantis
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Theedage
Fri Dec 19, 2003 12:20 am
#2

RLs = Godly in PvP 48m and beyond. That's all I really ever use them for and I barely ever miss.



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Nydeliw
Fri Dec 19, 2003 8:06 am
#3

they cant do that increase in damageunless at-st have vitality pack. Now yes more ham but only usable in pvp.
Tal-N
Fri Dec 19, 2003 8:42 am
#4

Considering how At-ST have 55k of HAM now the RL isn't going to make enough of a dent to allow the commando survive long enough to finish it off.



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EcadMistflier
Fri Dec 19, 2003 8:44 am
#5

Try using the HLC. Also remember that only 1 of 4 combat changes have taken place so far. They have yet to get to weapon upgrades, additions, and modifications. As TH said some "creatures" would seem harder to kill and some easier. I suspect that when they finally get to our weapons the HAR is gonna experience some significant changes.


Bottom line is we are suppose to have to team up with others to take these machines out. I suggest that you target the handler if it is a pet AT-ST. They get really "stupid" when the handler is incapped.




Ecad Mistflier
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tacwraith
Fri Dec 19, 2003 8:44 am
#6

yeah its sad. all thats left is to kill the owner and set the atst on fire to give it wounds. it sucks but theres no other choice.


rocket launchers should do 7000 min 12000 max with a LONG delay (12 seconds). theyre expensive enough dangit.





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Asudai
Fri Dec 19, 2003 5:59 pm
#7

They should put in a Heavy Log Launcher. Worked for the Ewok....hah!



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cone_darkwalker
Sat Dec 20, 2003 7:42 pm
#8

haha ewoks kick ass

TechnoHic
Sat Dec 20, 2003 8:12 pm
#9

Good time to be an Imperial Commando Im guessing huh?


Might be cool to be a commando with an AT-ST along with you.




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StarNick
Sat Dec 20, 2003 11:44 pm
#10

this is why i have 9 rocket launchers stashed away in my hidden commando batcave..


and numerous other heavy weapons to boot..


hmm "Hidden Commando Batcave"...




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JediMunchies
Sun Dec 21, 2003 4:26 am
#11

Yes! I endorse it.


But a Dirty Fighter/TKA can still kick my @ss!... w/omy AT-ST of course.


With my AT-ST I can grind mad FP, and unless I'm defending against a raidagainst my city, tha's about all I'd use Herr Metal Chicken for.




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Mikail_Ledeuar
Sun Dec 21, 2003 10:46 pm
#12

If I might make some suggestions... I've found that against turrets and AT-ST since the large patch the only viable solution left is the Launcher Pistol and Fan Shot (or something else if you don't have it). Fan shot at master pistoleer was doing 2500 damage a shot to an AT-ST the other day, whereas my RL was only doing 4k, fan shot = 1 second, RL = 7.9. Might just be my imagination but hopefully that'll be corrected at some point. I think part of the problem is the RL isn't counting into Armor Piercing or something, but in the mean time the best method to deal with AT-ST is to Flame single and Cone it and then LP it to death.
sysfailur
Mon Dec 22, 2003 3:14 am
#13

I have a couple of 5000dmg + rocket launchers... what is this talk of 2000dmg? Heh



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