Commando Archive
Thread: Oh my god, 13k damage! Nerf them
There. A NPC.
*running into 16 metres*
*flame single 2*
13500!
Crowd: "Nerf commandos!"
Unfortunately, it is not as easy as a lot of people think.
We are all aware of this bug: flamethrower is a melee weapon in the game mechanics and therefore does triple damage against rifle users.
This should be changed, i think every commando agrees on this issue. We want to do a lot of damage, we want and deserve to score the biggest hits in the game, but we certainly do not want to be the uber-onehit profession everyone takes just to be god.
Let's do a bit of calculations.
As far as i know:
let's look at one of these 13k dmg hits.
Given the fact it would not regard the flamer as a melee weapon, we would do about 4333 dmg.
Round itup to5000 forrealistic calculations.
Against an unarmored player, that would be 1250 dmg.
Fine and absolutely correct, you can NOT expect to walk around like nothing happened after getting hit by a massive cone of liquid fire.
Against an armored player, it would be 750 dmg since armor is armor rating 1.
Regardless of resistances, you would get hit for 938 dmg.
Sounds o.k., given the fact we can only attack once in 10 seconds, have to be very close and help us god if we miss.
Against an armored player with 35% heat resistance?
600dmg. And that is not that much, considered what we have to do to score a hit... suffer suppression fire, knockdown, dizzy, blindetc until we get in range... that moves are our nemesis.
You have to use your special skills to defeat a commando, just spamming Nonameshot2 10000 times will not help.
So, a fully buffed player in good armor would be able to take about2-3 hits, and that only if he is not healed.
that's 20-30 seconds time before you're incapped... a master medic can already easily heal that dmg in no time.
Additionally, our attacks hit RANDOM pools. So that's no guarantee we wouldn't need6 or morehits...
And that is enough time to kill us, even solo.
So in my opinion, to say things short:
-CHANGE FLAMERTHROWER WEAPON DMG TYPE FROM MELEE TO RANGED
- RAISE FLAMETHROWER BASIC ATTACK SPEED TO 6 SECONDS
- LEAVE FLAMETHROWER SPECIAL ATTACK SPEED AT 10 SECONDS.
Next, let's look at our cannons.
1000-3000 dmg.
Wow.
Uber in pvp.
Unfortunately, that is not so.
First of all, these guns have charges and are not cheap.
I don't know how much money you guys have, but I certainly would not waste a good cannon on a player.
30 shots, that would mean about 20-25 hits, in the best case all one hit kills.
500 faction points for what? 20000 credits?
Well, I don't like to pay that much for that little fp.
You are immobilized during the procedure of firing (therefore meleefodder),the chance of missing is very high and you tell everyone out there "Hi, I'm a commando. I'm a primary target, please kill me quickly"
Trust me, if I'd see a commando, it WOULD be my primary target.Think ofa commandoas agrandmastermage/eval int.in UO or a very nastyPBAoE casterin DAoC, just to show a little comparision.
What I think would be appropriate:
- give heavy charged weapons a 50% positive accuracy modifieragainst stationary installations
- give heavy charged weapons a 50% negative accuracy modifier against small moving or prone targets, that means PCs
- increase ammount of ressources needed to craft them, so they become more expensive and therefore ammowill notbe wasted for 10 faction points.
Additional proposal:
Add a temporary [-30% all resistances and -1 armor rating to target (DEBUFF shortly said)] to the heavy acid rifle specials, showing that the corrode effect of the acid has some effect. And give it a chance to blind the enemy.
So long for now from me.
Feel free to post constructive ideas or comments.
and by the way... comparethe commando weaponsto other weapons out there...
T21 rifle with armor rating 3 and very good damage, or this carbine...
http://www.brentroad.com/photos/00155990.jpg
no, we are certainly NOT overpowered. that is my conclusion.
I agree with most of what you said. When people look at the damage, they don't see the delay. 5,000 damage over 10 seconds... 500 damage per second. Sorry, that's BAD damage.
As a TKA, I can do 1500 damage per second (true melee range and costs me lots of ham, but the flame specials have to be in almost melee range anyway) and with some buffs, I can sustain that. That's 15,000 points of damage over 10 seconds. VKs are AP1, so add 25% to that for unarmored opponents, and yeah, tripple it for pronerifle users. That's a bit over 56,000 points of damage. NERF!
What you don't see here is that I'll rarely ever be able to catch a rifle user in the first place. If I do catch them and knock them down, I should slaughter them. Heaven knows they've had more than enough time to headshot 3 me with their T21 for 2000 some odd damage (pre 75% reduction).
So here's my suggestions for the flamethrower
- Clerly, they should fix the melee damage bug.
- Reduce the delay time for FT specials. Yup. If you have to be within 16m for them to work, they should be devistating and not take 15 seconds to recharge. 5000 damage over 10 seconds is not good damage. For an elite hybrid profession focused entirely on doing damage, 500 damage per second at the end game is lame. Every other combat class can do better than that.
- As an option, you could reduce the damage and significantly reduce the delay. So instead of doing 5000 damage, you'll do 3000 damage, but once every 3 seconds instead of every 10.
Shouldn't be able to one shot anything. Whether the shot came from a T-21 or a FT. If a bullet to the head isn't going to 1 shot someone, then neither should the FT.
5k damage is still a bit high in my opinion. Sure you got the delay there, but if you kill it in 1 shot the delay wouldn't matter.
The way I see it is to have fun with the high damaging weapons, kinda makes up for how long commando's been broke. Of course, I do hope the Devs fix the 1 shotting since they have stated before 1 shots should not happen. They didn't want Jedi's to be able to kill players in 1 hit with a light saber, so there's no reason for a commando to 1 shot someone.
Didn't you read my post?
Onehits only happen if you run around like ImaNewbie wearing only your pants and a straw hat with 0 buffs.
And if you do that, that's your personal problem and certainly the fault of no one.
Yes I did. You say, "regardless of resists you will get hit for 938 damage". 938 can take someone out in 1 hit. Also, you're using 5k as base, I've seen FT's do over 6k. My buddy with Flame 3 was doing around 5k last night on mobs with the occasional 6k+. I figure against a light armored opponent the damage would be roughly just over 1k. Enough to take someone out in 1 hit.
As far as money goes, it's easy enough to make that buying a FT is that much of a chore. Plus, it's even cheaper when you got a buddy that can make them.
I don't think our regular weapons (Flame Thrower, Heavy Acid Rifle) are going to get nerfed for 2 reasons. 1) DPS, even on a good one, is about on par with your average high end blaster. 2) We cannot target specific HAM pools. We cannot Bleed, we cannot dizzy, we cannot knock down, we cannot do anything beyond doing increasingly larger amounts ofRANDOM damage to the HAMsof one or more targets. I have a quite nice flame thrower, it is my new best friend. However due to the fact I cannot target specific HAMs and don't have FT Spec 1 yet (was working on smuggler skills after getting commando because commando skills/weapons were a joke), I cannot actually take on an "even" (white) con target, solo,and hope to live. Even a dark blue one can work me over pretty well because our fights (solo) can take up to 2 to 3 times longer than a normal blaster user's due to our inability to taret a specific HAM pool. Make it even worse, we can't add any powerups to our weapons to increase our DPS beyond what we can acheive through slicing... and we all know that on a fight that lasts longer than 5 seconds, DPS is king.
Our Heavy Support Weapons however I suspect might warrant a nerf. I have no problems with their availibility, I've still yet to see a player made rocket launcher and beforeyesterdays patch, I think on my server it was next toimpossible to makeany of them due to the "exotic" resource requirements... I certainly hadn't seen more than one or two and they werent' worth spending the money on. However, with yesterday's patch, I am the proud owner of a Heavy Partical Beam Cannon that does between 2000 and 3050 BASE damage, has HEAVY armor piercing, and a delay of 4.3 seconds (sliced down from 5.3 seconds). In "testing" it for the weaponsmith that built it, I actually scored a 9k damage hit on an NPC, any lair I targeted took around 4k damage consistantly. I'm not complaining, I like being able to do that much damage. However I suspect that such a.. high amount of damage coupled with such a high rate of fire, will be cause for a...modification of their attack speed.
I am a commando/smuggler, and after sitting down and looking at our weapons, and especially after yesterdays patch, the commando strikes me as an.. extremely specialized combat class. We excell in doing significantamounts of damage in a single hit, but on prolonged fights our DPS isn't outrageous, and we also are rather "weak" in one on one situations due to our inability to target specific HAMs and high cost/short range "special" attacks. Most people are seeing the one-hit damage we can do.. They don't realize that our Damage Per Second isn't that much more in excess of theirs, nor do they realize how hard it is to use our special attacks or heavy support weapons in actual combat. But they'll learn.
TarionBesbald: "Onehits only happen if you run around like ImaNewbie wearing only your pants and a straw hat with 0 buffs."
Off topic, I love your ImaNewbie reference. ImaNewbie roxxored as a UO comic strip.
However, on topic, a one hit is a one hit, regardless if the player is wearing armor or not. The chance for the attack to miss, though, with the huge delay will mean that if the commando does NOT kill the guy in one hit he is screwed.
If you do not wear armor, you deserve to be a onehit.
Just because some nerds are too silly to use armor, I will not allow them to cry for a commando profession nerf ![]()
And yes, ImaNewbie was great.
"Hail and well met, fellow traveller. How goes with thee on this glorious day?"
- Corp Port
- "You suck!"
:-)
Don't heavy weapons give a 3x damage modifier to melee damage as well?