Commando Archive

Thread: A tka's take on the 2.5x dmg mod

pyclone
Fri Oct 10, 2003 10:42 am
#1

Here's the deal guys, your flamethrower still does 200-300 dmg in pvp at 64m, now your specials are close range i give you that.


However you just can't have it both ways. Meaning a longrange weapon that suffers no melee penalty.


I personally thought the special heavy weapons should have got the 1.5x or 2x mod the carbineers have, on average there more medium range anyway.


Still the fact is as i see it there are two good options:


1) keep the 2.5x dmg mod


2) revert to melee clasification, but the flamedot has to be reduceded by armor and the unarmed toughness dmg mod (this will lower your dot to around 100 dmg against an armored melee opponet)



As i see it either way is fine for pvp, the way it is now i'm sure your finding more problems in pve as you would if option 2 was used.




Zocli a ilcoZ
Killer Doctor t Jedi Crafter
TickTock
Fri Oct 10, 2003 10:59 am
#2






pyclone wrote:

Here's the deal guys, your flamethrower still does 200-300 dmg in pvp at 64m, now your specials are close range i give you that.


With the current PvP damage reduction, it should be more like 5-70. Heavy weapons are also quite slow, relatively inaccurate, and neither the normal hits or specials hit specific pools.


However you just can't have it both ways. Meaning a longrange weapon that suffers no melee penalty.


They're called pistols. Perhaps you've heard of them?


I personally thought the special heavy weapons should have got the 1.5x or 2x mod the carbineers have, on average there more medium range anyway.


Still the fact is as i see it there are two good options:


1) keep the 2.5x dmg mod


2) revert to melee clasification, but the flamedot has to be reduceded by armor and the unarmed toughness dmg mod (this will lower your dot to around 100 dmg against an armored melee opponet)


Why are these good options? Because they are balanced and fair, or because you happen to like them?


As i see it either way is fine for pvp, the way it is now i'm sure your finding more problems in pve as you would if option 2 was used.





You will never see me trashing classes like TKA, BH, Pistoleers, etc. on their own boards. Why? BecauseI don't have a character that has any of these professions, and therefore I am entirely unqualifiedto make broad uninformed assumptions on how their classes work or what is proper or improper to change in them. If I was a TKA, I'd keep my ass out of the commando forums... as an example... because I wouldn't know jack of **edit** about the issues that they faced.
Skil
Fri Oct 10, 2003 11:05 am
#3

I disagree.


I see your point and honestly don't understand my self why a flame thrower can even reach 64 m never mind the damage it hits for.


1) The Flame thrower should be a short ranged weapon. No more then 30m


2) There should be no 2.5 X modifier for the flame thrower. A 1.5 X modifier would be acceptable.


3) The acid rifle should do the high damage at range. I.e. 64 m


4) The acid rifle specials should be at the long range not the short.


5) The acid rifle should get the 2.5X modifier for malee. Because its a rifle.


I just dont see the point of using the FT if you know your gonna die if what your attacking gets in close. which is where you need to use your specials at. If they are keeping the 2.5X on the flamethrower, they need to give use the 64m to use our specails as well then.




NotZazo
TickTock
Fri Oct 10, 2003 11:09 am
#4






Skil wrote:

I see your point and honestly don't understand my self why a flame thrower can even reach 64 m never mind the damage it hits for.





Well, I think most people who've seen the normal projectile can tell you that calling it a "flamethrower" might imply the wrong type of weapon. I'd probably class it almost more as a flame cannon, odd as that may sound.
inoch
Fri Oct 10, 2003 11:20 am
#5

I agree 100% with you skil. The only reason this is such a big deal is because the flamethrower is really the only viable weapon we have right now. I don't want to spend 35k on a rocket launcher to take down a critter at 64m, or any expensive heavy weapons with limited charges. Gernades some love, some hate, but they are still expendable weapons. The only weapons we have that aren't expendable are the flamethrower and the Heavy acid rifle, and only one of them is functioning properly. If they would fix the HAR to the point where it is a usable weapon at 64m, then we would have alot more options.



Inoch,


The Master Trando Commando

Waylay
Fri Oct 10, 2003 11:44 am
#6

the simple answer to you is that any increase damage for having any type of weapon should be ended. period the end take that and smoke it.



Waylay Darkmoon
Section One
Bounty Hunter
oaktree68
Fri Oct 10, 2003 4:43 pm
#7

"1) The Flame thrower should be a short ranged weapon. No more then 30m


2) There should be no 2.5 X modifier for the flame thrower. A 1.5 X modifier would be acceptable.


3) The acid rifle should do the high damage at range. I.e. 64 m


4) The acid rifle specials should be at the long range not the short.


5) The acid rifle should get the 2.5X modifier for malee. Because its a rifle.


I just dont see the point of using the FT if you know your gonna die if what your attacking gets in close. which is where you need to use your specials at. If they are keeping the 2.5X on the flamethrower, they need to give use the 64m to use our specails as well then."


I'm only going to reply to the part about the damage modifiers. I just want to ask how in the world you would balance that. Would commando would be stupid enough to use an acid rifle in short range and take a 2.5x versus a FT at 1.5x. I see your point but it totally negates the fact of the 2.5x melee modifier. If you couldnt switch weapons for maybe 30 secs after firing, that might work, otherwise it would just get abused and you would have essentially a 1.5x modifier across the board.


Tilen, Scylla

Xeromancy
Fri Oct 10, 2003 4:53 pm
#8

Pyclone--


fine, good, great. Most of us, as I see it, are concerned about the effect on PvE, not PvP.


I, for one, think that any melee should be able to take apart and ranged instantly at 3m, and vice versa at the ideal range for >insert weapon type here.<


I use instantly loosely... for effect. i guess I really mean "quickly."\


Athein




"The cromulence of your speechitude embiggens us all."
-Capt.Morgan on the finer points of proofreading before you post.

Master Indecision Artist
pyclone
Sat Oct 11, 2003 12:16 pm
#9

Thanks for the feed back, now i have to reply to ticktock since he flamed me a bit and unjustly i belive.


First of all up until last thureday i had flamethrower specilization 4 heavy weapons II and fied tactics II, so i do know what i'm talking about.


Second, my coments have nothing to do with the current pvp situation since if you read a bit you'll learn is not permant and is going to be fixed on tuesday i belive. Also at flame four they are no longer slow or inacurate, in fact they shout every 2-2.5 sec depending on a dmg or speed slice. In addition accuracy is nothing to complain about either, only betwee 45-35 meter is is around 50%, kneel at 64m and you'll hit nearly every time, also moving at 16 or closer you hit nearly every thing, agian this is at flame IV which really is not too hard to get.


Third, pistols suffer a slight melee penalty, but i do agree they are a bit unbalanced compared to carbines and rifles, but for the purpose of this post there is no point bringing up pistoleers in the first place except to say commandos have a pistol too, and are master marks men so if you like pistols use it.


Fourth, they are good because both i like them, and they are balanced and fair. Even with 2.5x dmg mod i will not last long enough to kill a commando who hits me with flamesingle2.


Finally, i will repeat every class has a disadvantage: All melee have 5m range (not 16m as ticktock would like to belive), carbineers have high ham costs combined with a modest melee penalty, riflemen have a large melee penalty and high mind ham drain, pistoleers... well its good to be a pistoleer atm


Commandos, need a weakness, and have one i sugested a different one, one that seems to be more fair since all mobs are melee and I, being a commando once, would not have liked taking so much dmg from every critter i needed to kill for xp.


The imbalance with respect to commandos is mainly towards melee profesions because ranged profesion can stay out of the 16m death zone, and when melee gets close, pre-patch, they couldn't do suficiant dmg before the commando got out of range once again.


NOTE -- BH was not mentioned becaue it has imbalances that stem from general pistol issues, as well as their heavy weapon the llc being so so far out in left field when it comes to heavy weapons, ahhh i just can't see what they were thinking there, it should be the HAR, and the har should be the bh's heavy weapons, i mean for gods sake do bh's really need a full power heavy weapon, and what they got was the fastest and strongest heavy weapon omfg!!! That being said it doesnt' have a dot so armor works on it




Zocli a ilcoZ
Killer Doctor t Jedi Crafter
pyclone
Sat Oct 11, 2003 12:20 pm
#10

Almost forgot, Commando's need lots of fixes across the board atm only usefull weapon is FT i realize this, and since dots dont' care about armor there is no reason to use anything else.


The goal should be to 1) make all commando weapons work, i'd do this by significantaly improving the accuracy of all expendables, my bigest problem was they still missed too much, about 50% if you wern't kneeling in ideal range


2) make dots consider armor so there is a need to use the array of weapons at a commando's disposal





Zocli a ilcoZ
Killer Doctor t Jedi Crafter
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