Commando Archive
Thread: Maybe there is something to the launcher pistol?
Well couldn't find any rocket launchers for the turrets and all I had was my puny launcher pistol. Im not very high up in the pistoleer skill tree. But I do have double tap. With that and the laucher pistol I was hitting turrets for 300-900 dmg. Considering that blast is a vulnerability I would reckon to say that that is good dmg against a turret.
I dunno. What are your opininons? Just keep in mind that I'm a noob commando.
well considering a master swordman does around 2000/3000 with a powerhammerbut he has to be on top of it to do it that isn't bad at all.
and also considering most master swordsman can't hit their speed cap (max speed 75 with a 5.4 powerhammer)
if you used last ditch instead or stopping shot you'd be doing proably close to the same if not more - and you could move around.
with my LP..i can do around 2k dmg with LP every 1.3 seconds...at a cost of a hell lot less ham then powerhammer..most of the times the ham costs for the ph can kill ya so bad, you can only use attack (unless buffed)..which by itself is around 900 dmg
besides..RLs only do a clean 6k dmg if you're lucky..meanwhile my LP can do that and more at a fraction of ham and speed
TechnoHic wrote:
They did mention that pistoleers are needing some attention in their damage for specials, but Ive heard stopping shot is powerful and fanshot is nice in certain situations. Anyone know how good they actually are?
I was a master pistoleer for about 2 months or so. /fanshot is great if you have a pet or melee tank, you can spam it to your heart's content and really administer some good area damage. /stoppingshot is really only good if you're master, because it has a pretty long delay otherwise. With the full speed available at master though, you should be able to do 1.5-2k damage every second or so with a good speed-sliced dx2.
Message Edited by Xenothaulus on 02-23-2004 10:11 AM