Commando Archive

Thread: How to add some Uniqueness to the Heavy Acid Rifle

Maabus1999
Wed Sep 03, 2003 8:45 pm
#1

Ok, anyone who has gotten to flamesingle I, or reads these forums indepth, knows it causes a flame DOT to the target upon hitting. So what is a way to seperate the flamethrower from the HAR, since the skills obviously don't. Well we know it has an acid damage type, but so do a lot of other things. We know it is 'supposed' to do more damage then a flamethrower from an old Holocron post and its description (if you trust it), since it is instant and has no DOT added to it. Well, I'm not sure if we'll be seeing the damage from the HAR to compete with a flamer's DOT, but you never know.


So how do we make it more attractice asa primary weapon? Lets add its own special effect to its specials. So a flamethrower gets a DOT to the targets HAM bar, lets give a DOT to the acid rifle, but not for its HAM...but instead for its armor. Yes, have a special that coats the target in acid that slowly eats through organic and metal armor(resists). I mean that is what acid does right? A chemical reaction that dissolves non resistant molecules. So that means, unless the target has 100% acid resistance, using specials will decrease its resists to acid....or maybe even randomly decreasing all its resists that arent at 100%. This could REALLY shine if your attacking say a 75% resist mob and after a few blasts have it decending towards zero resistance. I'm not sure if the resist decrease should stop at 0% or maybe even create a vulnerability to it (i.e. -20% resists) but that seems way to unbalancing, plus not sure how you could 'explain' it logically. But using the right equations, this could be a skill that actually can throw a twist into combat.


Now how about PvP and player armor? The resist decrease SHOULD be temporary for all fairness (same as a bleed attack). Now, I'm not too sure how armor should return to normal, through normal regen(easy, fair, but unrealistic), or through repair kits (realistic but a PITA). Also, should this attack hurt armor conditioning more then normal? Another balancing issue (don't want the nerf bats out. Post some thoughts on this please, as the Devs I guess actually read all the profession forums.


-Maabus-


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