Commando Archive

Thread: Flamethrower Damage Penalty

ccmetal555
Sat Oct 25, 2003 3:35 pm
#1

Oh my god...it's just gone too far now!! I was making a post on the Jedi Profession forums while making a looong run to my house in game (tabbed). I hear the battle music and I tab back into the game to find out I was slain by an Overkreetle! A kreetle!!!


I really feel that there is no good reason for this damage penalty, and I hope it is removed, or at least reduced.


Devir92
Sat Oct 25, 2003 3:38 pm
#2

Yup. Been saying it since before the patch, actually, back when i was working on rifle for marksman. A melee damage penalty makes no sense. A bonus for the melee'r to hit the guy with the big cumbersome weapon, sure...but damage? friggin ponderous



-Colonel Furio Elu'iste, Imperial Special Forces

PFFT, Eclipse
Master Rifleman
Master Bounty Hunter
Imperial Inquistion Ace
Klunken
Sat Oct 25, 2003 6:40 pm
#3

Basically what you've got to do now is have a back up weapon for when you're stuck in melee. Just flamesingle I or II, and when stuff tries to shine your eye, just put it away and bust out a melee weapon or a pistol. Then when flamesingle II is ready to fire, bust it out super fast let it rip and put it away, sometimes you can switch the weapon in and out fast enough that you dont even get hit. I know it's a little bit more effort but there is ways around the 2.5x melee modifier. Unless you're a pokeman player, than you dont even have to worrie about melee damage since pets are uber tanks in this game. Sadly I'm one of the sad few who has yet to jump on the CH bandwagon; to busy jumping on the commando/tera-kasi wagon lol



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