Commando Archive
Thread: How much more damage do you think heavy weapons will do when they get fixed?
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TuskcatTamer
Sat Aug 16, 2003 12:38 am
#1
Heres raphs post.
Here's the changes that we are trying out for Commandos on TC shortly...
Flame Thrower Changes:
* Rebalanced special moves
* Improved damage and range values.
* Fixed bad range modifier for midrange
* Removed specific resource requirement from draft schematic
* Fixed particles
Acid Rifle
* Rebalanced special moves
* Improved damage and range values.
* Fixed bad range modifier for midrange
* Removed specific resource requirement from draft schematic
* Fixed particles
Lightning Rifle (Bounty Hunter)
* Rebalanced special moves
* Improved damage and range values.
* Fixed bad range modifier for midrange
* Removed specific resource requirement from draft schematic
Grenades:
* Increased damage for all grenades (including light fragmentation)
* Slowed down grenades (their attack speeds were not in the correct format)
* Removed specific resources requirements from draft schematics
Particle Beam:
* Improved damage significantly
* Added ideal range modifiers
* Removed specific resources requirements from draft schematics
Lightning Cannon:
* Improved damage significantly
* Added ideal range modifiers
* Removed specific resources requirements from draft schematics
Acid Beam:
* Improved damage significantly
* Added ideal range modifiers
* Removed specific resources requirements from draft schematics
* Fixed particles
Rocket Launcher:
* Improved damage significantly
* Added ideal range modifiers
* Removed specific resources requirements from draft schematics
Ideal ranges are arrayed in this order:
* acid rifle - 16m ideal
* lightning beam ideal is 32m
* particle beam 48m
* rocket launcher 64m
We're talking about whether to remove the defensive mods given that the dmg output is so high now...
-Raph Koster, Creative Director
Raph said Improved damage significantly on some weapons but he gave no examples of what the damage would be. I was wondering what you thought the damage for all the weapons would be?
Here is what I think are good damage for all the heavy weapons please tell me if you think mine are too high or low.
I think the flame thrower and acid rifle will be 200-600 because they are the only weapons we get specials for.
I think the Rocket Launcher should be 500-1500 this would be good damage for fighting walkers.
I think that all 3 beam cannons should have 600-1600 damage because the cannons are preety much the same except for the type of damage they do.
I think those numbers woould work well for attacking vehicles but please write your own and tell me what you think of mine.
Here's the changes that we are trying out for Commandos on TC shortly...
Flame Thrower Changes:
* Rebalanced special moves
* Improved damage and range values.
* Fixed bad range modifier for midrange
* Removed specific resource requirement from draft schematic
* Fixed particles
Acid Rifle
* Rebalanced special moves
* Improved damage and range values.
* Fixed bad range modifier for midrange
* Removed specific resource requirement from draft schematic
* Fixed particles
Lightning Rifle (Bounty Hunter)
* Rebalanced special moves
* Improved damage and range values.
* Fixed bad range modifier for midrange
* Removed specific resource requirement from draft schematic
Grenades:
* Increased damage for all grenades (including light fragmentation)
* Slowed down grenades (their attack speeds were not in the correct format)
* Removed specific resources requirements from draft schematics
Particle Beam:
* Improved damage significantly
* Added ideal range modifiers
* Removed specific resources requirements from draft schematics
Lightning Cannon:
* Improved damage significantly
* Added ideal range modifiers
* Removed specific resources requirements from draft schematics
Acid Beam:
* Improved damage significantly
* Added ideal range modifiers
* Removed specific resources requirements from draft schematics
* Fixed particles
Rocket Launcher:
* Improved damage significantly
* Added ideal range modifiers
* Removed specific resources requirements from draft schematics
Ideal ranges are arrayed in this order:
* acid rifle - 16m ideal
* lightning beam ideal is 32m
* particle beam 48m
* rocket launcher 64m
We're talking about whether to remove the defensive mods given that the dmg output is so high now...
-Raph Koster, Creative Director
Raph said Improved damage significantly on some weapons but he gave no examples of what the damage would be. I was wondering what you thought the damage for all the weapons would be?
Here is what I think are good damage for all the heavy weapons please tell me if you think mine are too high or low.
I think the flame thrower and acid rifle will be 200-600 because they are the only weapons we get specials for.
I think the Rocket Launcher should be 500-1500 this would be good damage for fighting walkers.
I think that all 3 beam cannons should have 600-1600 damage because the cannons are preety much the same except for the type of damage they do.
I think those numbers woould work well for attacking vehicles but please write your own and tell me what you think of mine.
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