Commando Archive

Thread: Armor Piercing, and how we commandoes get hosed..

Glyndo
Wed Oct 22, 2003 2:41 pm
#1

Ok...I can understand a flamethrower not having any armor piercing ability, even the launcher pistol, but the Heavy Acid Rifle? Let's look at the other ranged combat classes: Rifleman: T21 w/ heavy, laser rifle w/ medium; Carbineer: Elite w/ light, DXR6 w/ light and Laser w/ medium; Pistoleer: SR combat w/ light, DX2 w/ light; Bounty Hunter: LLC w/ light. So why is it, the class that should have the largest guns, get hosed with armor piercing grenades? And no weapon specific to their class (that's not charged) that can pierce armor? The rockets and cannons as they are now are good, pricey but good....But at least give us a non-charged weapon that can pierce some armor. It's really sad when a person w/ the marksman pistol 4 can out damage a commando using a rocket launcher against an atst. Just my 2 cred's worth.



Glyndo Malina, Retired Elder Smuggler
Married to the Hawtest Twi on Valcyn, Lunah
Alpha class make the pvp'r good it does not
maddogs
Wed Oct 22, 2003 7:29 pm
#2

ya budy we have ben the worse thoght out profesion for a longe time but what can i say



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Daniel' Judson-Leonheart

StarNick
Wed Oct 22, 2003 7:52 pm
#3

thats where our special hvy weapons come in


sadly, they're too expensive and too inaccurate to be used widely on PC's....they are mainly for vechs and stationary large beasts/pcs




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Belce2
Wed Oct 22, 2003 8:12 pm
#4

The DOT from flamethrower still does damage based on initial hit before armor and is not affected by resists.
maddogs
Wed Oct 22, 2003 8:24 pm
#5

ya but belce2 how long do think thats going to last all the nerfherders r crying for that to chang u no that



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Daniel' Judson-Leonheart

StarNick
Wed Oct 22, 2003 8:34 pm
#6

to be honest, i want DoT not effecting things like vechs (and from the altered at-st of which i could not dot, until recently thought that they made at-sts resistant to dot)


however, i think if DoT is changed to reflect resist...bleeding should as well




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Belce2
Wed Oct 22, 2003 8:43 pm
#7

The most recent indication from the person responsible for combat balance continues to say our damage is correct. This has been stated twice already.


We have had a recent change regarding flamethrower classification, now ranged 2.5x+ damage from melee.


We no longer get a bonus for damage against carbines and rifles.


Therefore, I think our flamethrower DOT will remain as is.


Belce2
Wed Oct 22, 2003 9:00 pm
#8

Historically the flame thrower has been used successfully as an anti tank weapon. Its true that a tank is not normally affected by fire. To use a flame thrower successfully against a heavy tank you would do the following


get close


turn the flame ignition off


spray the target with your jellied gasoline


ignite your flame and


flame the target


The intital attack does little if no damage, the fact that the target remains on fire externally means the interior heats up quickly. Eletrical systems will short, internal temperture will rise enough to burn and wound crew, fuel will ignite, and then weapons internal will cook off. Its true that some mobs have 100% heat resist, but like other living things if you raise their internal body temperture by many degrees, they get damaged by it. Their protection is due to the fact that externally they don't burn, their universial weakness is that anything has their internal temperture raised enough will be damaged by it. The flamathrower special coats the target with a large volume of flammable material. Even if the external is immune to the damege, the internal is.

ScootieJoogab
Wed Oct 22, 2003 10:51 pm
#9

The only reason I can see for us to have AP is because the LLC, which despite its "light" name is in all practical ways a heavy weapon, has light AP.


We already do crazy damage. I don't really know how much overkill you're interested in, but for me personally as long as the damned thing dies it's all good with me.


Also, jelly gas spray special - 0 damage but causes target to take 3xdamagefrom subsequent heat attacks. Wow, that'd be cool! Especially for allus FWG5 toting Commando/Smuggler/Pistoleers. ;D




Scootie Joogab - Modern Pirate - United Pirates - Kettemoor
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The first Master Smuggler on Kettemoor named Scootie Joogab
maddogs
Wed Oct 22, 2003 11:19 pm
#10

honistly it be fine with me if they fixed the har and mad it do about same dam as llc and make the flamer have about 100 hit attack like it is in real life but give a asom dot if u get my drift ...


bacicly it would do hardly any dam on attack but hellish dot this only be fine if they fixed the har that way in pvp if some on wanted to be a riealy big butt he could use his famer and it wouldint incap u in one hit but u burn into nothing ness lol


but if he wanted to play nices he use his har




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Daniel' Judson-Leonheart

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