Commando Archive

Thread: i have to admit that the burn from commando specials are too high

brascoG
Fri Sep 19, 2003 7:48 am
#1

myself being a commando am very pleased with the improvements. i truly think they did a great job for the class, i love it. but the burn damage is way too high. it seems now that most commandos dont even care to kill a rebel or imp but just to get at least one shot off on a pet before they go down and usually the pet or faction pet will die from the burn. ohh well maybe that was meant to be but i think the burn tick damage should be cut in half.



nothing beats rap music-brasco
Mister_Heavy
Fri Sep 19, 2003 7:52 am
#2

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.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
dementedpoultry
Fri Sep 19, 2003 8:26 am
#3

Also the burn damage ignores resists. If they fix it to factor in resists it might not be so bad, provided the right type of armor is being worn (and you're not a wookiee).
Mister_Heavy
Fri Sep 19, 2003 9:07 am
#4

<kidding>


I think that fuzzy creatures like wookiees should take extra burn damage. All that lovely flamable fur just waiting to be torched.


</kidding>




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
-Krillin-
Fri Sep 19, 2003 9:19 am
#5

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.




-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
Iraea
Fri Sep 19, 2003 9:27 am
#6

Yes this is going to be a problem - master pistoleer + launcher pistol will be superior to a master commando with both a flamethrower and rocket launcher if they nerf our burn specifically more than other DOTs and reduce the accuracy of the consumables

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



Evelyn
Bloodfin
Tamrael
Fri Sep 19, 2003 9:36 am
#7

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...




--Tamrael Megassi
Commando, Flurry Server
"I shall kill you..... with DEATH!" --Supervillian Rictus
Reiondo
Fri Sep 19, 2003 11:42 am
#8

Just give Doctorsa way to stop it like they can with other DOTs. Still if there is no Doc around your are SOL (just like other DOTs).




Loty
Fri Sep 19, 2003 11:44 am
#9

Our dots are to high? lol have u been hit with a CM disease pack


That is the Ultimate grief weapon




-----Lotty - "Stacking Defenses since 1856"
-----Loti - "Swashbuckler" Knight
------Lotty 1, Raptor 0 (ohhh noes)
Tabro
Fri Sep 19, 2003 11:52 am
#10

Oh look.....another thread about the flame damage.....
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