Commando Archive
Thread: POST NEW PATCH COMMANDO STATS HERE
post stats that the TC has released on weapon damage and speed that will go into effect after the patch, i just wanna know
thanks
Then we gonna get some payback.
Some observed damages:
FT - I think its stated as 380-800 damage. I see 600 - 1400, weighted on the higher side, with a few much lower (resists?) hits. STRANGE accuracy though. Medium accuracy seems to be at long range, high (and its not really high) is at point blank, but at medium range the thing is awful. Dunno if that is intended, its hard to test medium range but the accuracy indicator definately starts highest at point blank, hits its worst around 45m, then starts increasing again.
HAR - Guestimate 280 - 680 stated on the rifle. About 15% less damage than the FT against similar targets. Haven't played with the range much though.
Like I said in a post yesterday, the reasonable among you are going to be extremely happy with the changes. You will be the undisputed masters of damage. What I'm afraid of though is that we will also become the masters of PvP. We are going to be like two ticks shy of the damage we want against armored targets, and two ticks over what we should be doing against unarmored targets.
Understand thats just my impression. We can only go so far on TC testing things, perhaps I can convince an IMP to let me take pot shots at their AT-ST but probably not. We don't get any xp perks or anything and we DO value our play time as well. As much as many think that everything should be tested to withstand the rigors a a few hundred thousand players catching what you missed it really is impossible. We have one master commando and only three total on TC as far as I know.
hmm... I have been thinking about the strange flame thrower range but I think there is a way to explain it logically. (by the way I have never used one in RL so this is only contemplation)
The max stats at point blank is obvious, it is easy to squirt the flaming liquid at someone close to you. But then what happens with the flame? From what I have seen in documentaries on Discovery the liquid goes strait for some time and when more of it gets burned it starts spreading to the sides engulfing a wider area. This could explain why at medium range it is harder to hit something - the flaming liquid does not shoot that fast and has not yet started to spread to the sides. At long range the liquid due to the generated heat I might imagine starts spreading to the sides creating a large fireball - this would cause the accuracy at long range to increase do to the fact that the projectile - the fire ball - is bigger. ![]()
Hehe, as I said I am no expert in the physics of flame throwers but from my observations this could be the case.
Ok, I've munitions 3 and 2 experementation points. Just enough to be dangerous. Allthough not experementing seems to do better on the average. Results below are from stuff I grabbed quickly and wern't of very good quality. ( My Junk pile.) But they got on average 0-20% depending on what part it was before experemetation.
Cryoban
Argh.
Cryoban C22 C12
AP 1 1 0
Typ Cold blast Blast
AS 6.6 4.3 3.9
Min 223 239 148
Max 502 733 346
Rad5.0 7.0 5.0
Wound 9.1% 9.49.4
PtBlank-16-14 -14 @0m
Ideal -2 +1 +1 @10m
Max -47 -36 -37 @32m
H 5498 71
A 133 98 61
M 23 2216
Thermal Detonator: Unable to make due the fact that it still requires Thoranium Steel. I don't have it. I've never seen it. I have the Skevon R-Gas, though; even if it's no longer required.
Testing: Cryoban: 735,617,494,281. Combat spamm. Not as done to the mob. C22: 765, 897, 1074, 769 ( 961 to mob ), 515 ( 644 to mob.) C12: 260.
During testing, I threw most at 11m. At Pt. Blank ( because the bunny stood on my foot while I used up the C12's ) nothing worked. Yes, they fixed combat spamm. Now there is none. Not even you miss. Allthough, there is some that you still avoid the blast while still not getting a hit/miss message. For the most part, the grenades just dissapeared and after my queue was epmty of them I started firing my gun. Hard for me to judge delay times when I have to do it with the grenades just dissappearing. But it seems that what was before is still holding: Delay doesn't matter; you throw the same speed no matter what. Before, craftable grenades had 0.9 or 1.0 speeds. Drops had 3.6-6.8 and neither affected my attack speed. Grenade powerups didn't help before. Also, KD and posture change before this patch caused the 'drop it at your feet' problem. Haven't tested it yet. Need someone to KD a mob for me. ( Ugh.)
AS seems locked at 8 seconds still. ( 2 x 4 seconds. shrug.) I'll look at this again when I get someone on to keep a mob occupied.
Experementation on warhead fuses -STILL- causes them to go wierd. Can often get a +5 min damage from a failure, while a good success causes like min to go from 2to 0 and max from 3 to 6.
They're all a pain to still use. The target runs up to you, and you can't stop from dropping the grenade at your feet. The 10m ideal works w/the mods on the C22, but not the Cryoban. You'll miss alot at 25m. And at 10m, you're in melee plus only have a 5m safety margin from the blast zone.