Commando Archive
Thread: So T21 is staying AR3 , what happens with commando weapons
I imagine that the Heavy Particle Beam and the Rocket Launcher to be Armor piercing 3.
Dunno about the rest. I don't think anything spitting out Acid should necessarily pierce armor, but I suppose it could desolve armor /shrug
Flamethrower should not have any Armor Piercing rating as that is not what a flamethrower is designed to do.
The Launcher pistol should get some Armor Piercing value (light or medium) because it fires rockets.
I dont know where that puts commando weapons. Other weapons in other classes have Heat,Acid,Stun,energy and have a higher AP,Higher Dmgto boot AND un-charged.
WE can throw grenades better than other classes....... ![]()
Also our Rocket Launcher I think is the only AP3 blast dmg weapon.... ![]()
Guess we wait for the big commando patch to see where we fall in.
Oikaleek wrote:
I imagine that the Heavy Particle Beam and the Rocket Launcher to be Armor piercing 3.
Dunno about the rest. I don't think anything spitting out Acid should necessarily pierce armor, but I suppose it could desolve armor /shrug
Flamethrower should not have any Armor Piercing rating as that is not what a flamethrower is designed to do.
The Launcher pistol should get some Armor Piercing value (light or medium) because it fires rockets.
Flame thrower should ignore armor. No bonus, no negatives. If you're getting sprayed with napalm asbestos boxers aren't gonna do a spit of difference, you're boys are cooked. I work in the petroleum industry and Nomex is pretty much part of daily attire. Its a fire retardant material similiar to what fireman wear, although they wear more layers of it than we do. Those firesuits you see stuntmen wearing is Nomex. Sure they can take about 30 seconds of fire exposure with chemicals glopped on them and their Nomex but you take a flamer to that suit and you'll have some interesting looking smoke and flames coming off that suit as the retardant burns away. Flame doesn't "penetrate" armor per se, more like goes around it or just turns the armor into an oven to cook what's wearing it.
Flamers were the original bunker busters. You get some folks dug in deeper than an Alabama tick covering a fire lane and you weren't going anywhere. Call up the engineers with their det packs and flame throwers and that position would be reduced in a matter of minutes.
Just my take on flame throwers. This may be what the devs had in mind when they made the recharge rate on the specials 15s, but I doubt it they probably just figured wrong.
Hydrargyrum
Kauri
Commando
Verhoffin wrote:
What if the armor has a Heat protection layer built in?
Hmm... I'm trying to think of a way to say this without sounding like an ass so if I come off that way I'm trying to avoid that.
Heat is heat, fire is fire.
Heat is either a product or by product of a reaction of some type. Heat is produced in electric ovens by the resistance of electricy moving through the metal coils, exciting the atoms, and those atoms releasing that extra energy as heat. Mixing lye with water produces a chemical reaction which yields heat.
Fire is a chemical reaction which produces heat. Fire is a combustion reaction, which is defined as a reaction which puts out more energy than it takes in.
With that out of the way I'll get into why fire protection and heat protection are different. Take the suits the astronauts wear while doing EVA's. They are exposed to the Sun's raw heat and radiation but are kept relatively comfortable. But take one of those suits and try to walk through a fire and they'll be coming in after you. The fire will consume those suits along with the person inside them. Sure you'll be cool for a bit until the fire, not the heat, breaks the protection down and begins to cook you. The main thing keeping them from getting cooked right off the bat is the multiple layers of material and inner cooling of the suit.
Not sure if that fully explains it or not but I'm not sure how else to do it.
Hydrargyrum
Kauri
Commando
A possible balance point would be AR is ignored but resists are applied.
I think that would be a bit easier to get into the system.
Hydrargyrum
Kauri
Commando
HydrAG wrote:A possible balance point would be AR is ignored but resists are applied.
That's what happens with Heavy (AP3) Armor Piercing.
Anyways, I think Rocket Launchers, Heavy Particle Beams, Imperial Detonator, Proton Grenades, and Lightning Beam Cannons should be AP3.
Thermal Detonators, all the acid weapons, Light Lightning Cannons, and Flamethrowers with Armor Piercing 2.
Everything else: AR1