Commando Archive
Thread: Commandos read!
These are basic bugs that I've sniffed out and that you all should be aware of.
Flamecone: Useing this on mobs that aren't in combat and not your targetapplies the full damage to BLEED, this means it doesn't give you exp when the bleed kills them in about 3-6 seconds, it ALSO applies a burn dot at 1/3rd of the "bleed shot". NOTE: Getting the creatures grouped together and in combat will prevent this bug from occuring, 1shotting a buncha slice hounds/dire cats/what nots while they are, say, smacking your pet, will give you full exp for every single dead mob.
Stacking Burns: All 4 of the flamethrower specials stack. Doesn't make sense cause if you light a candle, lighting it again doesn't help burn it faster. I think bleedshots 1 and 2 should continue to stack because if you shoot 2 holes in someone in diffrent spots, they are going to bleed from both spots. Blasting more fuel on the blaze will cause it to burn hotter but remove the extra fuel and the extra heat goes away pretty fast.
Melee Damage: We still swing at structures, and npc humanoids still pull out their melee weapons to run up and smack you. In the second bugs case, this is good, as they just run strait into a wall of fire. The first case just makes me think of beating the base with a flamethrower bat
Oh and we also hit for loads of damage against npcs or players wielding rifles, and hit targets that are laying down much much easier.
Grenades: We miss alot, not technically a bug but its on my crap list. Don't bother useing them because they murder you more then they murder the enemy, my protons did 300 damage to me (with each use, from special moves thing) and missed every shot except one, which hit for 600. Increaseing our toss distance to 64m and increaseing the explosion radius to 16m (concussion wave) would GREATLY improve the usefullness of this weapon. Also you can't toss them over a wall, I tried
I'd like that fixxed too.
Acid Rifle: Our mods don't seem to effect this weapon at all, our speeds suck at master, our accuracy sucks at master, even the specials are on a lower par. This weapon is completely useless in pvp and almost useless in pve. I don't want to burn 20 seconds in a pvp battle to unload 1 shot on a stupid grand wrix or 2. Not when I can unload flamesingle and cone1 and laugh as it burns to death after it kills me. I don't care what happens to this weapon long as its made usefull.
Heavy Weapons: Great weapons, really. Especially the RL. I don't know of any bugs but the explosion radius could stand some increaseing (concussion shock wave whatever) 6m is just not large enough.
Field Tactics: People want more use for this. Grenades would be fine and dandy except they suck and aren't usefull for what people would wanna use them for. Our deffenses in this line are almost non-existent (why ARE they nerfing that anyway? Thats like nerfing the pistoleers ability to perform an action bleed shot with a rifle.....) I'd prefer cover bonuses to exploration but I'll accept anything that improves this tree's usefullness.
Master: Like Field Tactics, people wanna see more insentive to master commando. Since it's the culmination of everything the commando is about, it should have major bonuses to every field. And I don't mean nerf the trees just so the mods stay the same.
Just fixing these bugs and implementing a few tweaks would improve the commando and bring it out of the fire-just-now-being-invented-age.
I agree with everything but this
Stacking Burns: All 4 of the flamethrower specials stack. Doesn't make sense cause if you light a candle, lighting it again doesn't help burn it faster. I think bleedshots 1 and 2 should continue to stack because if you shoot 2 holes in someone in diffrent spots, they are going to bleed from both spots. Blasting more fuel on the blaze will cause it to burn hotter but remove the extra fuel and the extra heat goes away pretty fast.
The thing is,when you do FS1 then FS2 what happens is you feed the fire even more with combustible.
The way it works is the flamethrower shoots combustible through the tip of the gun that is then lighten up by a flame at the said tip.What causes the target to catch on fire is the fact that while spraying the combustible,not all of it burn before getting to the target.It would be liketaking a bat in gasoline then light yourself a cigaret.
When you do all the Flame specials,the guy end up with 4 layers of combustible.
If your ever in Pvp, and someone shoots you with a bleed attack, say health shot 1 and health shot 2, it will first say "you've sustained bleeding" then "you've sustained MORE bleeding" so you can see that stacking was the actual initial intention of the DEVs. However, this may change later to balance the game for all DOT attacks. Personally I think if there is a fire DOT stack, it should be between only level 1 and 2 skills, and not all 4 (i.e. only flame single 1 and 2 should stack), since you can argue they are different styles of attacking an oppenent (like health shot 1 and 2).
-Maabus-
Bloodfin Master Commando
Saying if they should or shouldn't stack is an opinion of the game mechanics. A good point you have is that they are more powerful, which is what you should base your arguement on. Basing it on real life examples doesn't work because if you think about it if your bleeding more, you die faster. But if you add more fuel in the area, it will burn larger and hotter, and possible create a firestorm (napalm does that in large amounts). You will die faster also in a larger, hotter fire, so the logic of bleeds stacking applies to fire stacking.Another way to look at it is bleed shot one just makes you bleed, while two say hits an artery. Well, you could then say flame I being 'novice' is just spraying fire on theperson while advlevels(single 2) isconcentrating the fuel on the target(more of a napalm, shoot it out first before full ignition is an advance skill I would say), and thatwill cause a definite damage increase in real life also.
Again, I think just arguing flame stacking as a game balance issue is the way to go, though I personally believe before doing that, they need to fix all DOTs avoiding resist values.
-Maabus-
Bloodfin Master Commando
But they aren't diffrent styles of attacking. Flame single 1 and 2 are no diffrent from eachother except for the fact that the character keeps the blast on longer. These DOTs do 3 times as much damage per tick as any bleed and they shouldn't be stackable. The diffrence is the character knows more about his weapon and therefor isn't so shy about spraying the liquids out for longer time.
How I see it is, when you use a flamethrower special, you activate the secondary fire mode of the flamethrower, this sprays out liquid fire at a much shorter distance but can cause fires to ignite on the target/s. However this causes the weapon to potentially overheat and the various chemicals used in it could explode. Novice commandoseither don't knowhow long they can keep the spray going, or are too nervous about useing the weapon to keep it going longer.But masters know exactly how long, and how long it takes to cool down aswell (hence shorter cooling times and longer blasts). I don't know how swg flamethrowers work but I don't see a big tank of gasoline or a little flame at the end of the nossel. My guess is that this flamethrower uses chemicals that are actually created in one of those small bulbs and then sprayed out (or shot out via a high powered boost of co2, for normal fire) and these chemicals ignite on contact with oxygene (there is such a chemicle in our time infact, and it exists in the human body, or at least it can form inside us, its rare and only happens in certain cases but it causes spontanius combustion)
Also if you bathe in gasonline and then light a cigerette, for 3-5 seconds you'll notice your on fire, but you aren't in any kind of pain at all. The fire will feed off of the gasoline first, and not hurt you. Intense heat, yes but you aren't being devoured by flames, just getting a really bad sunburn, this is how I explain the 5-7 second delay between the flamethrower special and the victems first dot tic. This is also how fire can burn on water, the fire feeds off of gasoline/oil which floats, however when the fuel runs out the fire will need more fuel, on water it won't get any, on humans it will find plenty.
I believe Flame Single 2 is supposed to be a more concentrated spray of the incendiary. That said, for game balance purposes alone, I'm indifferent to whether these DOTs continue to stack. Nothing usually lives long enough for me to break out all four specials anyway, so I assume this is mainly a PvE issue.
My gripe with the grenades...which I love in general is that (in addition to the fact they we miss about half the time) the delays on them are painful. I cannot count the number of times I've snuck up within 20 meters of a target, hit "Throw Grenade" and had the target wander (or worse, warp) right up next to me during the ensuing delay. Net effect, throwing the grenade does 300 HAM damage to me, AND I get caught in my own blast radius, so am instantly incapped.
Definitely only a PvE problem, but one that bugs me.
I have to agree with nightwolf here. As much as I like stacking dot's lets be serious about our PvE ability. If you have a pet that can take 20 sec of beating, you could do well over 4000 dam per tick and take on all but the most difficult mobs. The rest hits the nail on the head.