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