Commando Archive
Thread: Acid Rifle Nerf'd? Or I miss something?
No one will seem to address this issue. .
so here I stand before you like a noob today ![]()
What's the deal with the acid rifle.. compared with a FT..
It does less damage. It's slower. It has less wounds.
(the extra 15% over a FT on wounds doesn't come CLOSE to the wounds the FT dot gives)
I mean ok . great.. it's acid damage.. but a FT can do more damage with the fire dot even on a 100% heat resist ar-3 mob.
I picked up the acid rifle exepecting a dot.. or heavy wounding. Nothing nope .. nodda.
Are there some 'perks' aside from damage type I'm missing out on here.. cuz I can't seem to find a viable use for this.. even the launcher pistol seems to do more..
Any help would be greatly appreciated.
Sadly, otherwise it sucks and is in need of a revamp.
It's specials take 20 seconds to recover from no matter skill level.
It is the only acid gun in game with AP0 vs all the rest AP1.
It is the cheesiest gun graphic and sound in game.
1. Few things resist Acid while many things have high heat resist on Tatooine which is where I play.
2. The Acid Rifle is better at longer range. I miss less with the Acid Rifle. Unfortunately, it's twice as slow as my Flamethrower with comperable damage.
My usual tactic now is to use FlameSingle1 on a heat resisting mob and then switch to my Acid Rifle. This is usually after putting 2 health bleeds with my Launcher Pistol. Works well.
Bah! ivonie
Best is : on resist mobs heat
Queue :
Single2
Single1
con1
con2
After that, they cannot resist anylonger lol on 0AP mobs the dot do over 6k/8sec
My ft's range modifier at 64m = -83
My har's range modifier at 64m - 115
I like the explosions, the only time I'd give that up for the HARsolo, is if the mob isarmor 1 and acid vulnerable.
I could be wrong.. but could we get this added to this months 'bitch list' as it really bothers me to have a great weapon like a flame thrower and then get .. this. .I mean the launcher does more damage and it's not even a spec line weapon. .
Give us a bone here devs..
The flame thrower and acid rifle should be on the same line
The lp should have its own line
lp line shouldnt be to strong if the ability to suppliment off of other pistol lines remains
Personally, I would sell my Acid rifle and all I hold dear if I could instead get a cool Master Commando Ability I like to call: Tactical Nuclear Strike.
And why not? Heavy damage, Starcraft rules; lock out movement, other commands, must stay alive(duh) for 34 seconds.
After that you can run like hell.
It has a cooldown rate that lets you fire it about once an hour, and does the same damage as about the Heavy Particle Beam Cannon or Rocket launcher - 1600-3999 Heavy Armour Piercing.
However it has a DOT attached, like the flame thrower.
This is a side attack for commandos, as they don't have to use charge weapons because they use radios, etc.
Change it, love it, live it. Whatever.
Seems like it would fit with those last ditch assaults against big guys, sort of like Goku's Spiritbomb attack.
I have never cared for the HAR. I agree with the sentiment that it needs to be entirely reworked. The flamethrower works better than the HAR in every situation I have been in and the HAR does not even have DoT. Not that it would make a difference. In my opinion I would much rather use the Acid Stream Launcher on occassion for those mobs I just have to do acid damage to. But even with that I would rather run up and flame them to get the DoT on them since that will kill them a lot faster than anything the HAR can dish out. As it stands now, the only reason I keep my HAR skills is so I can useflame cone 2.
In terms of restructuring it, my wish list includes two possibilities:
1) Change the name. Call it an Acid Thrower or something. This thing is no rifle. I'm a master and I miss at least 25-50% of the time with it. I hit a lot more with a CDEF rifle at novice marksman. If it is going to be this up close weapon, call it something that actually fits what it is (although this appears to be a running problem in this profession given the skill tree titles). In this option, I would like to see the same characteristics of the Flamethrower given to the HAR in respect to DoT and refresh rate. As it stands now this weapon is useless for me compared to the Flamethrower. Not to mention it sounds like a rabbit sneezing when you shoot it and has the worst animation of anything I have seen in the game (granted this is a cosmetic issue but it would at least be nice to be able to see my shots going towards the target). At least give it an animation similar to the DX2 or another acid damage weapon. And I'm not talking about the pea soup effect the specials have.
2) Do away with the weapon altogether and give us some sort of heavy repeating rifle along the lines of the real life SAW or M-60. This could have lower damage stats but give a higher fire rate, possibly somewhere around carbine speeds. It could allow us to lay down fire all over the battlefield and really give support in the form of massive firepower. This could have different specials attached to it as well. There have been numerous posts about specials we could use so I won't go into detail about what some for this might be because I feel there are already many great ideas that have been presented. If the devs are intent on us doing acid damage then add it to this weapon instead. If making a newweapon model is too much, then just add these characteristics to the existing HAR model.
I am extremely happy over the improvements that have taken place regarding the flamethrower and our ability to deal damage, but I am just thinking long-term here. There are many professions that now stand close to where we used to be due to nerfing and "balancing" so I don't expect anything from the developer's anytime soon. I guess part of me just still feels slighted by having a pistol which we need another profession altogether to be effective with. If you take away the Launcher Pistol, we basically have one weapon which we are using, the flamethrower. Yes the HW are great, but they are charged and are very limited use weapons in my opinion. I would like to get another weapon that can be used similar to how the BH can use both pistols and carbines.
Major issue I have with the FT . .even on mobs with 80% heat resist.. is dots don't seem to have a damage 'type' attached to them.. Giant krayts I hit for about 200 with a Flame1 special . but it does upwards of 1k per tick from flames? how does that work?
My suggestion is to remove wounding from the fire dot on the FT's ..
Add a massive wounding dot to the acid rifle specials .. along the same speed lines as the FT's dot.
I just hate buy'in a 30k weapon only to find out it's pretty much useless.. not to mention you have to train the line to get to master commando..
Atm I see the acid rifle as the commandos 'pre-patch llc' .. its more ofa crutch to level. .vs a weapon. Only saving grace.. for the time being is it doesn't require acid specific exp to level ..
Flamer is nice.. but variety would be nice aswell.. Rockets are hard to make .. understandable..
As with grenades.. I dunno.. too much work.. too little effect.. with the range they're useful at yer better off going cone flame1 or 2.
the heavy weapons are great I like them how they are. .good tactcial support weapons.. high damage.. relativley fast speeds.. with charges.. and they're expencive.. as previously mentioned I wouldn't mind seeing 'recharge' packs vs buying a whole new weapon when it runs out.. but that's mebbie diggin a little far..