Commando Archive

Thread: Making do with what we have: The 'Flaming Punch' tactic I stumbled on for PvE

Thrainkell
Sat Oct 11, 2003 5:28 pm
#1

First off, let me start by saying the whole bonus damage deal is aboslutely rediculous; NO combat profession should take extra damage based on what weapon they have selected. Accuracy modifiers should be the determining factor with reagrds to range; bonus damage should only come into play on opponents in a lowered posture. Thats ok though, I am going to master this profession if it's the last thing I do so for now at least I am trying to make do the way we are.....alright now,with that out the way, here is something I stumbled on while out hunting that seems to be somewhat effective for PvE, though I probably am not the first to notice it:


Start out with the creature at max range for your flamethrower, then use aim in combination with the default attack to get in a 'cheap' little shot. Use the aim/default combo as many times on the creature as you can while it closes in, then switch to the special. Time it so the special comes out right as the creature crosses into range for it, then immediately switch to unarmed and let the thing burn while you punch and kick away.It see,s doing it this way allowed enough time for me to switchweapons and have it use the unarmed damage modifier instead of the flame thrower one.If its neccessary you can try a quick 'back up, switch, flame single, switch back' technique to re-ignite it, this seems to work slightly less effectively but is still somewhat viable. Or if the creature is low enough on red bar you can try the 'switch to laucnher pistol and body shot it a few times' technique, it seems the laucher pistol is still considered a pistol so you dont take the insane damage.


Now, I am not exactly rediculously far up the Commando tree (currently 1-1-1-1), so I cant say for sure how well this will work with Flame Single 2, but for me, it at least makes me able to handle Humbabas again without getting totally wrecked.




SSGT. Thrainkell
Commando(1-2-4-4)-Tempest-
bikebum
Sat Oct 11, 2003 10:52 pm
#2

This is a valid technique. I have been using it since the patch came out although I usually don't have to wait long due to /flamesingle2. In fact, as long as the mob is white to me and not highly heat resistant, they usually die as they get their first hit in.
Xytroncore
Sat Oct 11, 2003 11:00 pm
#3

then immediately switch to unarmed and let the thing burn while you punch and kick away.



Even if you go unarmed if you have a flamer special still in your combat queue it'll read as though you are still holding the flamer




_________________________________________________________
Manimal : Gunslinger
Thrainkell
Sat Oct 11, 2003 11:16 pm
#4

Sorry,I should have been a little bit more clear there, what I do is as soon as I see the graphical animation of the speical come out (If I time time just right,it goes off just as they hit the 16M mark),I switch to unarmed. From my experience,the creature tends to finish up the 'Ouch,I have been hit' efffect while you are switching so it does not attack you immediately(esp. if you backpedal a little when you are switching), by the time it closes in, even if your flame single is still in the queue,it tends to use your unarmed modifiers for damage. Every time I tested this,even though I coudlnt not swing for approx. 3-4 seconds,I was taking the 50-60 rather than the 180-200 I was taking when I didnt bother switching.




SSGT. Thrainkell
Commando(1-2-4-4)-Tempest-
bikebum
Sat Oct 11, 2003 11:22 pm
#5






Xytroncore wrote:

then immediately switch to unarmed and let the thing burn while you punch and kick away.



Even if you go unarmed if you have a flamer special still in your combat queue it'll read as though you are still holding the flamer







Read my reply in the other thread, and show me proof. I almost never get hit with the 2.5x melee mod by changing to VK's or unarmed. The most I have seen is 1 hit for 450 and another for 430ish and those were with FT armed and the armor hole against marooned pirates on lok. Without the armor "hole" I have never seen a melee hit above 250 from adventure planet mobs. If you want my proof, I will gladly email it to you or let someone post screens of my combat logs.
Page 1 of 1
Previous Next