Commando Archive
Thread: Commandos....Part of our problums ARE the Flame Thrower...
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KSE
Wed Jul 20, 2005 3:26 pm
#1
Gentlemen,
I don't know if anyone has posted information like this before, but here goes....
As you can see by my sig I am both a commando and a wepaonsmith and through diffrent Plasma Flamer thrower craftsI believe there are some problums inherant to the Flamer that our part of our professions issues:
1. Sac Cost - the lowest action cost you can have a on a Flame Thrower is 100. Thats right, you read that corecttly ...100. So not only can we not do the damage of rifles, carbines, or pistols, but our sac cost is way higher.
2. Speed and Accuracy - the Flamer Thrower is the only ranged weapon in the game that cannot be crafted with a Advanced Scope. For those of you our don't know Scopes can be used to reduce speed and increase the accuracy bonus. Gee....would that help a Flamer maybe?
3. Power-ups - as I am sure you are all aware Flamers cannot be PUP'ed. Nuff said.....
I have not at this time determined the damage cap for a flamer, but when I do I will post it. Also the other commando weapons(LC, HAR) damages is capped in the 700's. I don't remeber the exact number, but i will find it and add it to the post. However not exactly overwelming damage to say the least.
Lastly on a positive note a guildie sliced my Proton Rifle under the new system and with a PUP the max damage was 1400+.
However still has high sac cost, 119.
MrAndrson
Wed Jul 20, 2005 3:58 pm
#2
Argghhh,
Just when I felt depressed enough about this profession.
I fight each time I log to not Respec.
Master Commando
StarNick
Wed Jul 20, 2005 7:09 pm
#3
"I don't know if anyone has posted information like this before, but here goes...."
All old and rehashed information (and woes). The flamer's cap is around 1148 max damage; theres a post in the weaponsmith forums about heavy weapon caps too.
All old and rehashed information (and woes). The flamer's cap is around 1148 max damage; theres a post in the weaponsmith forums about heavy weapon caps too.
P__Day
Thu Jul 21, 2005 3:18 am
#4
StarNick wrote:
"I don't know if anyone has posted information like this before, but here goes...."
All old and rehashed information (and woes). The flamer's cap is around 1148 max damage; theres a post in the weaponsmith forums about heavy weapon caps too.
rifle cap is 1184 or around there.
Tyyylowyspetily
Thu Jul 21, 2005 8:02 am
#5
Given the extreme limitations on range and the high SAC, low speeds, and lowered damage range as opposed to rifles, I don't believe a hike in the heat elemental damage would be at all out of line for the PFT. Instead of a starting point in the 80's, why not place the base elemental damage on our master level weapon at 200 experimentable up to 350? Go ahead and leave the P'up sitiuation as is, but for pity's sake, give us something which screams getting within 25m of a commando is a very bad idea. When my accuracy without food or other adjustments stands at 314 and I miss as often as I do while standing still with my PFT, something is horribly wrong. Food brings me up to 354, and still I find myself missing fairly often. If they are not going to allow for scopes to be used, at the very least, for getting in that close with a non tanking profession to deal real damage should grant some sort of hidden accuracy bonus, or maybe even not so hidden.
StarNick
Thu Jul 21, 2005 8:06 am
#6
"rifle cap is 1184 or around there."
Ironic isnt it? Heavy Weapons are suppoused to do damage, by themselves, meanwhile rifles can go 28 SAC lower than our weapons and higher in damage...
Ironic isnt it? Heavy Weapons are suppoused to do damage, by themselves, meanwhile rifles can go 28 SAC lower than our weapons and higher in damage...
-Morbious-
Thu Jul 21, 2005 1:19 pm
#8
I makes me mad Starnick, very, very mad.
BTW My plasma flamer is 1048 or so before slicing. Anyone know what the heavy lightningbeam cannon can get to? That's my favorite...
mmaness
Thu Jul 21, 2005 1:24 pm
#9
StarNick wrote:
"rifle cap is 1184 or around there."
Ironic isnt it? Heavy Weapons are suppoused to do damage, by themselves, meanwhile rifles can go 28 SAC lower than our weapons and higher in damage...
Im guessing, although I definetly don't agree, that the devs felt that because of the AOE for commando weapons, they needed to reduce the damage.... but who knows what the devs were thinking... I feel sorry for you poor Commandos!
xPREDATORx
Thu Jul 21, 2005 1:41 pm
#10
this just more and more points to show how the devs just haint a clue
Reydon
Thu Jul 21, 2005 6:10 pm
#11
See the link in my sig "The Most Valuble Things to a Mandalorian". my ALR is 1181 max, 2.59 speed, 89 SAC. Unpupped. My flamer is 1129, 2.42, 107 SAC. Enough said, flamers need a fix. Dang, Commando needs a whole publish. oh, and just to be funny, they should call it CU (Commando Upgrade)
StarNick
Thu Jul 21, 2005 6:16 pm
#12
"Im guessing, although I definetly don't agree, that the devs felt that because of the AOE for commando weapons, they needed to reduce the damage.... but who knows what the devs were thinking... I feel sorry for you poor Commandos!"
Yeup the whole idea looks great on paper...
If we are to have AoE, it needs to be low damage/high spray output weapons and high damage/concentrated weapons, it can be the high damage/concentrated extreme but it can't be the low damage/high spray. And ironically from our role in the CU documents we were to use our weapons to focus on potent damagen - NOT varied utility, which is now dubbed as our role...
Bleh
Yeup the whole idea looks great on paper...
If we are to have AoE, it needs to be low damage/high spray output weapons and high damage/concentrated weapons, it can be the high damage/concentrated extreme but it can't be the low damage/high spray. And ironically from our role in the CU documents we were to use our weapons to focus on potent damagen - NOT varied utility, which is now dubbed as our role...
Bleh
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