Commando Archive
Thread: Why is the har useless
har is useless because it doesn't have a DoT. You hit someone with a flamecone2, they burn for a while, you hit someone with an acidcone2, they heal up and laugh at you.
Also it doesn't have the great explosions commando's are known for.
MagicalHAt wrote:
ya but wiht the new patch coming out...
We will continue to suck with the HAR and proceed to start sucking with the flamethrower.
I think they need to remove the HAR, add a Beam Rifle and a Carbine Repeater and add bonuses and specials for both (and the launcher pistol) up the newly liberated tree and have these weapons useable with rifle/carbine/pistole specials (with specials useable by all 3 up the new heavy firearms tree). Oh yeah, feelin' the love. Then we would be able to choose what we wanted to use, instead of just launcher pistol and pistoleer.
nightwolf180 wrote:
MagicalHAt wrote:
ya but wiht the new patch coming out...
We will continue to suck with the HAR and proceed to start sucking with the flamethrower.
I think they need to remove the HAR, add a Beam Rifle and a Carbine Repeater and add bonuses and specials for both (and the launcher pistol) up the newly liberated tree and have these weapons useable with rifle/carbine/pistole specials (with specials useable by all 3 up the new heavy firearms tree). Oh yeah, feelin' the love. Then we would be able to choose what we wanted to use, instead of just launcher pistol and pistoleer.
I would like to see us have some sort of rifle and mods/specials that work for it and the LP and have mods stakck with it but I doubt they would be willing at all and especially not both in the same tree cause it would just be another thing like the FT line where thats all you need, instead they could put them in the new line and put the mods in the field tactics line, then a good bonus to em both at master. That would make our whole tree have some nice advantages instead of just one or 2.