Commando Archive

Thread: What is wrong with the HAR?

Higaf
Thu Mar 18, 2004 8:01 pm
#1

I used one and the single wave works pretty good what exactly is broken about it?




Higaf of FLURRY
Master Artisian
Master Weaponsmith
Master Merchant
Part time Architect
Nova Emberlene, Tatooine
Ackeck
Thu Mar 18, 2004 8:02 pm
#2

It's not that it's broken per se, more that it is completely inferior to the Flame Thrower and a joke when compared to every other acid weapon in the game.



- - - - - - -
Colonel Ackeck Eigip (Ranged Combat Specialist)
Rebel SpecOps, Tatooine System

All-Terrain Scout-Transports Destroyed: Ten.
Imperial Bases Demolished: You wouldn't believe me if I told you.
Ster
Thu Mar 18, 2004 8:23 pm
#3






Ackeck wrote:

It's not that it's broken per se, more that it is completely inferior to the Flame Thrower and a joke when compared to every other acid weapon in the game.






That pretty much hits the nail on the head. When compared to any other weapon it is less than sub-par... much less.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
garvin
Thu Mar 18, 2004 8:31 pm
#4


It use to be broken...the skill mods for it didn't stack so our accuracy and speed were pretty much non-existent...With the recent patch they fixed the stacking issue...but there are still issues with the HAR in it's current state...


Compare the HAR to our Flame Thrower...



  • The FT has more power then the HAR

  • They both have the same specials, but the FT specials are more powerfu as well..

  • Only the FT's specials have a DoT

  • Both have a range restriction of 16m on all of their specials

  • Both have a long delay timer after using their specials

  • Most NPC's out there that have high Heat Resists also have very similar high Acid Resists

  • And for a weaker weapon, the HAR has higher HAM costs then the FT...

Now comparing the 2...whichweapon sounds like it makes more sense to use? Why would anyone consider a valuable weapon one that's a weaker clone of the FT, with the same restrictions, no DoT and no AP?


This is basically what's wrong with the HAR...there is no strategy behind this weapon...It's to weak, slow and restricted to be of value in a fight.


If I created a profession, gave it one weapon and folks cried out for more weapons...do you think they'd be satisfied if I took their one weapon, made a clone of it, coloredit's animations green, gave it the same specials but weaker, gave it the same restrictions as the original but no DoT, and told them it was a different gun? Or do you think they'd prefer something more useful and different...


Personally I think the LP has potential, but with no skill mods or specials beyond marksman we are in the same boat...and our Consumables are too inaccurate, slow, and costly per shot to use in everyday fights...plus they don't work in-doors (this is currently being fixed on Test Center)...


In a nut shell, that's pretty much what's wrong with the HAR...


Message Edited by garvin on 03-18-2004 07:36 PM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Bigjimmy1
Thu Mar 18, 2004 9:42 pm
#5

DUDE,,alot of high mobs have low acid res. NS and other. If you get a good har and have it sliced real well it will be rly good against those acid lacking defenses critters,,thats what it was meant to be....My har is 3.4 vs my ft is 3.0....har isnt as good as ft but does realy well against acid lacking defense stuff.


Been a commando since week after launch.......Commando for life......



Everyones a hero of there own story!
Raptor2k1
Thu Mar 18, 2004 10:27 pm
#6

The HAR doesn't have AP though, so it's still useless on NPC's with low acid resists like nightsisters, as they all have armor, often being heavy. Aka, it's weaker than a pistol of the same damage type.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


ElrohirSoR
Thu Mar 18, 2004 11:41 pm
#7

BigJimmy, unless your talking about nightsister slaves you are mistaken. All nightsister have 100% acid resist. The rangers, rancor tamers, sentinels, initiates, outcast and elders are 100% resist to everything but energy, kinetic and restraint. On the other hand spell weavers, stalkers and protectors are 100% resist to everything on everything but Kinetic, Blast and Restraint.



Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
ElrohirSoR
Thu Mar 18, 2004 11:43 pm
#8

Unless something changed in this patch i am certain i am correct since i hunt NS several times a week and have almost memerized their stats and resist from so much grinding. Still can not get that stupid NS bicep to drop though, probably killed over a thousand by now since i been playing =(



Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
Page 1 of 1
Previous Next