Commando Archive
Thread: i have to admit that the burn from commando specials are too high
I have to disagree. Once people understand how to put the burn out, it's easy to fix, as most planets have water just about everywhere (Tat excluded). Also, with the upcoming changes reinstating some kind of penalty for death, and the "relocation" change where you can't spawn at a clone center within x distance of where you die, commandos won't be so keen to run in, flame, and die.
Let's see what effects the impending changes have on PvP before nerfing the burn rate.
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I think that fuzzy creatures like wookiees should take extra burn damage. All that lovely flamable fur just waiting to be torched.
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Switching heavy weps from melee to ranged will get rid of a lot of those complaints I think. It's also worth noting that the burn can be healed, whereas mind bleeds cannot. Even though the amt/tick is greater with decent stims and water you can stay ahead of it, which is MUCH different than mind bleeds from CMs or rifleman.
The biggest problem with bleeds is the fact they ignore armor and can be stacked. Fixing that for ALL classes/DOT's would help. I hate seeing them single out the FT for changes while ignoring the problems with all DOTs.
Also, if you read the plans for combat changes, the pistoleers are going to get a nice DOUBLING of their DPS. You might remember these players....best defenses vs all types of attack (including ranged, which we'll be doing now), accuracy while moving bonuses, great specials (even though not all working properly) and OODLES of left over skill points. Pair that with the change of FT to melee, "burn resistance", increased inaccuracy to charged weps vs PC's (hard to imagine them being MORE inaccurate), continued futility of the HAR and limited utility of the LP and you can see we are going to be losing our status as uber PvP players very shortly.
I'd be very disappointed, rocketlaunchers are already 1,000-3,000 credits per shot to use, we should get a return on that investment
Meh... moderation is the best solution - IMO, the Flamethrower's basic DoT should NOT be significantly nerfed. In fact, I'm fully in favor of raising the base damage of the DoT to 1500 or so per tick. However,before people start flaming the crap out of me, there would be a tradeoff - namely, the DoT would scale with armor resistances.
If a creature has 75% resistance (or special protection) to heat damage, fire simply should not do as much damage as it currently does. Basically, I would say flame DoT should work like this:
1) Flame DoT should completely ignore the base armor rating (none, light, medium, or heavy).
2) Flame DoT should scale based on a critter's protection to heat damage, but not completely - if a creature has 100% resist to heat, they're still going to take some damage from being on fire. Perhaps a creature's effective resistance to flame DoT should be 90% of its heat resistance. So, something with 100% heat would still take 10% of the normal Flame DoT damage. Something with 50% heat would take 55% normal Flame DoT damage (50 * .9 = 45% flame DoT resist, 100-45 = 55).
This would eliminate a helluva lot of the whining out there while not really reducing our overall power - assuming, of course, they make the acid rifle a viable alternate weapon. Without that, something with 100% heat would completely kick our asses, since we don't have a decent non-heat weapon right now...
Our dots are to high? lol have u been hit with a CM disease pack
That is the Ultimate grief weapon ![]()