Commando Archive

Thread: Come on guys, don't you think our fire DOT is a bit much?

Bob_the_tomato
Fri Sep 12, 2003 4:34 pm
#1

I mean seriously, I know we all like killing our enemy, but I think the fire DWOT (Damage and Wounds Over Time) has to go. Every time I hit someone with my flame single, I know they will die eventually, even if they kill me first. It's just out of control and only gives people a reason to call for a nerf on all of us. I'd be happy if the DOT only caused wounds and not regular dmg, like a disease. Thoughts?




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RewCo-KeNan
Fri Sep 12, 2003 4:42 pm
#2

Unless you are on tat there is no guarantee that the fire will kill/incap the player/NPC/creature, if it runs into a body of water the fire is gone. And making it like poision would be better then making it like disease i think... for 2 reasons:


1) How would being on fire not dommange you?


2) What use is constant wounding if you are soloing? The thing is getting wounds and kicking your ass for 20 seconds after you use the specal




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Brigen
Fri Sep 12, 2003 4:43 pm
#3

As sad it makes me to say this (I have been trying to Commando since day one, i just dont play alot) I think it is a bit much. I was in a Rebel raid on Bestine yesterday and after i had had enough pvp i went into the med center to heal up. There was a guy named Onic in there who was on fire. Didn't think much of it at the time. I sat in there for about 1-2 min and then decided to go back out again. Fought for a little while longer, killed and got killed and then came back into the med center. He was still on fire. It seems a bit much to me.



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Belce2
Fri Sep 12, 2003 4:48 pm
#4

Can doctors not heal this dot like they can with combat medic dot's? If they can then besides water there is this. If doctors can't put out the fire then they should be able to.
Bob_the_tomato
Fri Sep 12, 2003 4:56 pm
#5

No one can put out a fire, you can only jump into water to put it out. And I do live on tatooine, and it's a big problem here. I would rather give my enemy massive wounds so they stay out of the battle, but it's the huge damage of the DOT that puts us under scrutiny.


And BTW, what are you hunting that requires you to rely on the DOT to kill things? Fire Single 2 can inflict 10K+ dmg, what do you need a DOT for?




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TickTock
Fri Sep 12, 2003 4:58 pm
#6

I think the primary issue is that DOT's ignore armor. Change that first, then see what happens. A decent DOT from anyone can kill, especially mind DOT's. The DOT probably does too much wounds, but remember that part of it's counter balance is the speed, accuracy, and range of said DOT.
SanTsu
Fri Sep 12, 2003 5:11 pm
#7

I think it would be cool if they made some form of fire blanket that allowed say combat medics to put out the fire or something along those lines.



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omni42
Fri Sep 12, 2003 5:30 pm
#8

No causing wounds and not damage is a bad idea then you will never kill anything.


I wouldn't drop the damageat all i think it's very realistic. If i doused you in gasoline and lit you on fire you'd be down on the ground incapacitated in about 30 seconds too.


However i do think that once someone's incapped there should be an option for other people standing around them to put out the flames. Or the option of the player taking 10 seconds or so to "stop, drop, and roll" to put the flames out.




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Drakronis
Fri Sep 12, 2003 5:32 pm
#9

There are 3 issues with the flame thrower.


1. It counts as a melee weapon. Otherheavy weapons are also being treated like this too.Any PC or NPC you shoot with it that is holding a gun is taking extra damage due to the extra damage modifiers that ranged weapons users take when getting hit with a melee weapon. On top of that, there is another modifier if the ranged user is kneeling or prone.


2. The fire DOT is apparently either ignoring armor or resistances or both. This alone is the reason why commandos are able to take out AT-STs right now with it.


flamethrower armor piercing: none vs. AT-ST armor: heavy and heat resist: 70%


A 7000 damage shot should go like this:


7000 -50% (3500) -50% (1750) -50% (875) -70% = 262.5 damage.


This is not happening like this, and the reason for many of these nerf posts.


3. The range modifiers are mixed up. It has a decent modifier at point blank, bad modifier at medium, and then a decent modifer at max range. It should have a decent modifier at point blank with idea range being about 12m, then start to tail off after that smoothly.



I think after they fix numbers 1, 2 and 3, they can then reevaluate the flamethrower and see if it needs any further adjusting with regards to wounds etc.

Riddler
Fri Sep 12, 2003 6:10 pm
#10

Its all balanced and its been brought up before what makes it balanced compared to other combat professions.
Zekiel-PRX
Fri Sep 12, 2003 6:40 pm
#11

All of the bleeds ignore armor and resistances. Mindshot 2 with a T21 can do the same damage as a fire dot. So, it's line with everything else. The only thing different is that it does wounds. Granted Torsoshot in BH also does the same, wounds + dot, but for less damage. CMs can do ridiculous wound dmg as well with their diseases. It all seems pretty balanced to me, considering the range on the special atk.
dunkan44
Fri Sep 12, 2003 8:45 pm
#12

I agree that the damage is ok, combat medics can rape the mind faster then the fire dot. As far as range goes, I think the modifiers are fine. It just makes the flame thrower not completly useless at range. NONE of the flame specials work at > 16m.





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Faraed
Fri Sep 12, 2003 8:53 pm
#13

I dont think its a problem at all. Without the fire DOT, we would be so screwed by the 15 sec delay its not even funny. That fire dot is what saves us half the time. If we had no delay, we would be unstoppable. And if you take away the fire dot, we are toast. Its a lose lose situation. The way it is now, keeps us in balance. We are a hybrid profession guys, remember that. We are supposed to be considerably more powerful than those who are elites. Thats what we spend the extra skill points for.



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