Commando Archive
Thread: Heavy Weapons Suggestion Thread
It is time to start making some constructive noise about what should be done to balance the commando profession.
Post your Heavy Weapons suggestions here. Try and make them reasonable. ![]()
A while back, a friend of mine suggested making the tubes for the heavy weapons as a non cunsumble item that follows normal weapon decay rates and just making the ammo consumable.
The schematics for the ammo could be less complex and would therefore cost lest to produce and buy.
1. Max charges 200 like they once were. Their cost would then be much more acceptable. Also with grenades, although they've always been 5.
2. Make their radius be 16m. This makes sense as NPC melee can reach us that far AND makes it far more risky to use. After all, a rocket blowing up should reach a bit farther than 6m. And then if you use it you will so run the risk of ADDs and aggros.
3. Fix the AP bug. Example, on the At-St it is vulnerable to blast. According to SOE this makes it armor none. Therefore the AP3 rocket launcher should receive 195% damage bonus. In such a situation they do not. However, if the target is armor none with 25% blast resists the 195% bonus works.
ok so dos this sound good
(HEAVY ACID RIFLE)
take theharswich l it back to the beam rifle and make it extly like the llc{expt enrgy dam not elc dam} and maby alitel batter we r thehw ppl so inno way should the llc actuly be better and for graphics for the beam rifel u have a giant laser beam for specils
(FLAMETHROWER)
for the flamer make it so it dose no dam(ie min dam 100-max dam 200 speed 4.3){flamersin real life dont hurt when they hit but they do put one heck of a dot on}on attack but has a heck of a dot and sprays 23m
(LAUNCHER PISTOL)
give the lpap 1(if a dx2 has ap 1 the lp should most defintly get ap1)and add lp specils in the har line to what everthe devs want but we need some typ of specils(and make it so that pistolers specils wont work with it a lp is nothing like a reguler pistol )
(HEAVY WEAPONS and GERNADES)
take the -119 rang mods of the hwps and make 0/+50/0
make the hws have atlest 50 charges min and 200 max(this might be to power full lets think on it more)
make the radious on them be atlest 16m and the rocket launcher 25m
make the gernades rang mods +12/+60/+12
make ham on gernades 12/35/12
make speed on gernades 2.5
and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5feild 3 mod 1.0 field 4 mod .5 master no mod )
this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them
and the gernades be worth useing becous there fast accurat and aoe with not to high ofham
Alright this is the last one I get to post my opinions on. Wish everyone did something like this for all classes... I wish the devs would pay attention!
1: RL and HPBC are meant for vehicles, thus vehicles should take 1.5x damage from these weapons, in addition to whatever armor checks and resistances. The HPBC being of a weaker damage type should add a temporary disable effect. Cuaseing the vehicle/turret to temporarily get disabled and cease to function (basically a warcry effect, but for 30+ seconds). Thus the HPBC because a more valuable weapon dispite being an energy based weapon and haveing a shorter effective range.
2: Improve the accuracy and speed hw tree modsof the lightning cannon and the acid launcher to be on par with the RL and HPBC. Give the lightning cannon and the acid launcher a 1.5x damage modifier against personel.
I disagree with increaseing the range of any of these weapons, or increaseing the amount of charges they get, except for maybe the acid launcher and lightning cannon. The RL and HPBC are suppose to be meant to attack vehicles (as I see it) and people keep useing them against infantry. And because of these weapons range and accuracy the blast radius should remain the way it is. Less targets but more likely those targets will get hurt. I do however think they should be slightly less tedius to make.
Keep in mind we have to consider the weapon crafters, if HWs got more charges then people wouldn't need to buy new sets of them as often, thus the price of them would either remain the same or increase, as weaponmasters must consider the fact that you won't need a new weapon for awhile.
good points night wolf so new thoghst for hws are now as follows
(HEAVY WEAPONS)
take the -119 rang mods of the hwps and make -19/+50/-19
make all hw have atlest 50 charges
make the radious of the hws 16m and for the rocket launcher 25m
make the HPBC and the RL have + ac and +1.5x damvers big mobs -ac vers small mobs
make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs
this sound good?
maddogs wrote:
ok so dos this sound good
(HEAVY ACID RIFLE)
take theharswich l it back to the beam rifle and make it extly like the llc{expt enrgy dam not elc dam} and maby alitel batter we r thehw ppl so inno way should the llc actuly be better and for graphics for the beam rifel u have a giant laser beam for specils
(FLAMETHROWER)
for the flamer make it so it dose no dam(ie min dam 100-max dam 200 speed 4.3){flamersin real life dont hurt when they hit but they do put one heck of a dot on}on attack but has a heck of a dot and sprays 23m
(LAUNCHER PISTOL)
give the lpap 1(if a dx2 has ap 1 the lp should most defintly get ap1)and add lp specils in the har line to what everthe devs want but we need some typ of specils(and make it so that pistolers specils wont work with it a lp is nothing like a reguler pistol )
(HEAVY WEAPONS and GERNADES)
take the -119 rang mods of the hwps and make 0/+50/0
make the hws have atlest 50 charges min and 200 max(this might be to power full lets think on it more)
make the radious on them be atlest 16m and the rocket launcher 25m
make the gernades rang mods +12/+60/+12
make ham on gernades 12/35/12
make speed on gernades 2.5
and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5feild 3 mod 1.0 field 4 mod .5 master no mod )
this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them
and the gernades be worth useing becous there fast accurat and aoe with not to high ofham
So in short, make everything better for you???
200 charges might be too much? That's WAY too much. If they're going to make them 200 charges, then they better make them more resource-intensive when crafting. You're asking for about 6-7 times as many shots as there currently are. 50 might be reasonsable as a max amount of charges.
yes padawanchong i do agree and i have changed it to be such thx foryour thoughts keep them comeing
its like this now that we have thought of
(HEAVY WEAPONS)
take the -119 rang mods of the hwps and make -19/+50/-19
make all hw have atlest 50 charges
make the radious of the hws 16m and for the rocket launcher 25m
make the HPBC and the RL have + ac and +1.5x dam vers big mobs -ac vers small mobs
make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs
we whant them more accruat is number 1thing that most hapen to them right?
Heavy weapons seem to be built around delivering a specific type of elemental damage. While this is nice, it doesn't make a compelling reason to use one:
1) Get rid of the weapon specific skills and add one skill "Heavy Weapons" which gets range and accuracy modifiers as you go up the tree.
2) HPBC damage should go up (no really, with us being able to do overchargeshot2 with the HAR and flamer, why would you use a heavy weapon?). And the AOE for this should be increased.
3) Acid Stream launcher should do a DOT along with it's damage
4) Currently the lightning cannon does less damage than the LLC with specials. Either up the damage on it, or give it a special effect that makes it compelling to use. Maybe a stun/knockdown for vehicles, stun the AT-ST etc.
5) Increase the AOE of the rocket launcher (it takes what, 5 proton grenades to make the warhead on one of these?) it should go BOOM.
We are shooting for balance not overkill. Suggest a tiny bit higher then intended and the devs might do exactly what we wanted. Shoot for overkill and the devs will think we need shutting up.
1: No range increase on the RL, except maybe makeing it equal to grenade radius as they are now (10m) but thats it. No 16m no 25m 10m max. They are meant for vehicles notlarge infantry devisions.
2: Add a new type of effect to the lightning cannon, dunno what it would be called but the way it works is that on impact with the central target, the damage does say 1k to central target, which sends a shockwave out doing half that to all targets within 16m. All targets get hit for 500 damage and send out ANOTHER shockwave hitting all targets around THEM for 250 damage, this is where the shockwave ends. Totaling in 1250 damage for center and 750 for all targets around him, and 250 for targets around spread out from the second shockwaves. So it would look something like this, 4 people standing around, one in center (target A), 2 about 13m away (target B and C), and the last is about 18m away (target D):
You shoot at (A) for 1000.
Target B and C both get hit for 500 damage. Sending out the first shockwave.
Targets A B C and D all get hit for 250 damage. Totally 1250 for A 750 for B and C and 250 for D.
If that made any sense at all please respond.
hmm just and idea but was wondering if commando's are supposed to be heavy wep specialist why don't we get a cert for llc?also anything short of making a heavy weapon tree to cover all heavy weps and then making a general ranged tree with pistolor carbine skills for us is kinda silly. I know we need balance but lets face it when you get hit with a heavy weapon it's not supposed to feel good period. And the notion that a commando can't use a pistol or carbine with better accuracy then your average marksmen is wrong imo but that's me. I would be happier with them scrapping the flamethrower/acid tree and replacing them with a heavy carbine with some serious speed and a pistol tree. And i know it's not the place for this but just curious why commando's don't get some kind of inherant terrain negotiation? I dont' know many commando's who get lost in the woods or don't know any basic survival.
The flamethrower and HAR are weapons I associate with commandos ALOT. Heavy high damage slow rate of fire weapons that can kill someone in 1 shot. What you are suggesting would merely make us a copy of BH. The acid rifle is what we are hopeing to be a copy of the LLC. But the flamethrower is all us.