Commando Archive
Thread: Acid Rifle/Particle Beam/Lightning Beam
Hmmm. Well I have seen and heard of the damage for the Acid Rifle. Particle Beam and Lightning Beam? What are the stats on the latter two wpns? Looks like the ideal ranges for each are different, too. Anyone know?
And why the specials for Acid Rifle and Flamethrower but not the other two (same question for Launcher Pistol I suppose)?
You hot key those weapon types, and you get animations when you fire them. You don't get to walk around with them in your hand like regular weapons.
thanks my friend. Glad to see you still observing the mayhem.
What I still dont understand is whether there are HAM costs associated with the charged wpns. How do they work exactly? Hard to find prior posts on this. Perhaps my search skills need improvement.
Ham cost is in the 50 to 120 action range.
Its not something you fire more than once in a fight.
think of them, as grenades with range, and you get the picture of the purpose of canons.
forgot to add the Lightning Beam and Particle cannons max range is 64m while the acid is only 48m, huge speed issues vs damage output with these things. I scout blaster will out damage a cannon in the long run do to speed issues, i mean 10 seconds for an acid cannon for 711 or so damage...I can do 1000 damage with my FWG5 in that time.
"forgot to add the Lightning Beam and Particle cannons max range is 64m while the acid is only 48m, huge speed issues vs damage output with these things. I scout blaster will out damage a cannon in the long run do to speed issues, i mean 10 seconds for an acid cannon for 711 or so damage...I can do 1000 damage with my FWG5 in that time."
Exactly thats the problem the devs just keep ignoring. Whatever is this miricale patch doesnt do what I like Ill drop commando in a heartbeat.
I do not see how they can not fix the title issues...how hard can that really be?
Flame 4 = Grenadeer