Commando Archive
Thread: Great googlie mooglie, or why the melee penalty aint so bad
Well I wondered if since the weapon types were set to ranged if we could start using the marksman specials with the guns. And you can! You can use warning shot, suppression fire, OverchargeShot 1 and 2, and the rest of those things. Which leads me to believe that the devs didn't fully understand the implications of the change they made. OverchargeShot2 with a HAR does 3k-4k damage per hit, and it's a heck of a lot faster than Acid Single 1. So in effect that negates any reason to have/use acid single 1.
With the addition of warning shot to the mix crowd control has become easier which makes it easier (not as easy as it used to be) to survive PvE. You can dish out ~500pts of damage and get the warning shot bonus's with the flamethrower. Addtionally Overchargeshot2 with the flamer does 2k-5k damage per hit, but without the burn DOT. Of course using the overcharge specials causes your weapon to deplete faster, but with the missions you can take grouped now, replacing it is cheap.
With this change the devs pretty much negated the point of the heavy weapons line aside from the rocket launcher for use against AT-ST's. Why would I pay 10k credits to get 29 shots of energy damage when I can use my HAR or flamethrower from further out and do the same damage? I'll get several hundred shots out of those before I have to replace them.
Go Devs!
"OverchargeShot2 with a HAR does 3k-4k damage per hit, and it's a heck of a lot faster than Acid Single 1. So in effect that negates any reason to have/use acid single 1."
There's one thing you are assuming... a really bad thing to assume: Commando weapons have no bonus to hit while moving. This means that if target or YOU are moving, your chances to hit are thrown into the crapper.
2nd, the HAR has + only under 20m. Why would you overcharge2 beyond 20m, you will miss 99% of times (-114 at 64m ..hooyah!). overcharge2 with flamethrower? excellent. Now we can truly get nerfed when riflemen start beatching that we outdamage them at 64m! And remember too it was riflemen who gave us the 2.5x 'present' with all their whining.
pre nerf patch i took a rifleman friend.. a MASTER rifleman and we both got to 64m range of tortons, he in prone with hislaser rifle(with damage powerup and sliced for damage, a really nice gun he has) and i kneeling with my sliced for damage 1024max flamethrower...and I only have flamethrower2 box.
He aims, I aim, both fire. I do 1400 damage without using special attack, he does around 3k damage using his special attack.
Now I can go back and repeat the trial, i'll do 4-5k damage using overcharge shot2, he will still do 3k damage. and i still wont be using up any significant HAM doing so. He can shoot mind, my damage is random..but who gives a farg what ham bar is hit when you can spam overcharge2 costs you literally nothing to fire out while mr rifleman will be out of mind at his 4th or 5th shot?
I bet he's gonna be jumping up and down with joy.
I bet riflemen will then cry foul AGAIN and get us even more nerfed. Its not like there's no precedent to this you know.
read my sig, have a banana.
Tacwraith,
The ham cost for using overchargeshot2 is over 100 health. If I shoot it 5-6 times I only have 1/4 health.
im at work now, cant check my costs for the overcharge2. But i have spammed it 3 to 4 times and it never dropped my health below 80% (i have 1000 health ham and high constitution and strength..all at the expense of my focus and willpower andpoor quicknesswhich i really dont use as commando).
Maybe it works fine with my stat settings. Dunno. Either way, its rifleman crying material. Hide your flamers, lest the riflemen take them away from you.
I hear what you're saying tacwraith. Now granted when I'm hunting it's usually in a group with pets. So the pets get the agro and the mob pretty much stays still while it and the pets beat on each other. I agree that this was probably an oversight on the devs part who didn't fully understand what they were changing when they did it. I expect that this will go away in a patch or two, probably as a stealth nerf, and I doubt the rifles will have to scream about it to get it done. But the upsides are
1) We can use overcharge2 from 64m out. We don't have to be in melee range to dish the damage.
2) While kneeling at 60m away with the flamer I was hitting close to everytime. This is with Flamethrower 2 trained up.
3) While kneeling at 60m away with the HAR I was hitting about 1:2 everytime and I don't currently have the acid tree trained at all.
Both of these were against static mobs. You're right, the accuracy goes way down when you or the target is moving. Which means that if you're solo and don't have anything to tank for you, you're still pretty screwed. I haven't had any issues with overchargeshot2 killing my health to badly. I used it quite a bit last night and was still above half health. I'm a master medic as well so health and action costs are not a big deal.