Commando Archive
Thread: Armor Piercing
I've been frequenting the dev tracker as usual, and I saw a rather large post on the T21 rifle.
It would appear it had Heavy AP (AP 3)
and I saw a few complaints about them nerfing it down to 1.
Am I the only person who thinks that NO weapons other than heavy weapons should EVER deal more than AP 1, maybe 2.
They even said "There has to be some way to take down AT-STs"
I thought that was our job, was it not? I just think its silly that anyone realistically thinks they should even be able to dent one with a rifle. Especially when all our weapons are AP0. Personally, I think all, including the Launcher Pistol, should be AP 3. Balance us around that. I don't care if I do 100 to a gnort. But I want to be doin 2000-3000 a shot to AT-STs (you'd think 3-4 rockets would seal the fate of an AT-ST wouldn't you?) and other such things.
"They even said "There has to be some way to take down AT-STs"
maybe you should change your picture, Unless you realy want to kill your own units ![]()
I think AP should be like this:
Acid Rifle AP Medium
Launcher Pistol AP Light
Rocket Launcher AP Heavy
Acid Beam Rifle Ap Light
Proton Gernade AP Heavy
Thermal Detonator AP Mdeium
Imperial Detonator AP Medium
Frag Gernade AP none
...
..
.
heh, I don't mind it. I like the idea of me going onto a battle, and having guys go
"Oh S*** there's a commando! Keep him away from the tanks!"
and me going "Oh S*** there's another commando, better stop him first"
But with practically all of our weapons having armor ratings,a problem arises when someone uses an AR3 rocket launcher against a humanoid, or small mob, or even another player. Should so much damage be dealt with one blow, even though the target is much smaller and lighter armored than a vehicle, the AT-ST, or a large creature such as a krayt dragon?
The rocket launcher and the other various cannons would become the one-shot weapon of choice for commandos, against mobs, especially when the delay time and accuracy issues are improved. Perhaps the weapon should be extremely inaccurate against small, mobile targets, and only useful against slow, large creatures or vehicles, or stationary lairs or bases.
Remember the point of weapons such as the bazooka or RPG was to knock out a tank, machine gun nest, or small fortification, not to shoot at lone infantry. Perhaps todeal with this, the flamethrower, an extremely effective anti-personnel weapon would be employed. High rate of fire, low hit dmg, but extreme DOT would make the flamethrower useful against humanoids and small mobs. I have no qualms with the launcher pistol, though an armor rating of 1 and a graphics tone-down could be helpful. I have yet to see or use the acid rifle, so I have no opinion on that.
Satchel charges anyone? Now THAT would be fun and "demolitions expert"-like!
Just my 2cr.
That was exactly my thought. I feel vs those gigantic turtles, and various heavy machinery, we should be the gods of battle.
But honestly, anyone who plays FPS games knows how hard it is to geta direct hit with one. Most of the time the damage is done by the blast radius.
A small mobile target, IE an NPC, should give a -50 modifier to hit at ideal range. More if its actually moving.
I look at it this way.
Say you catch a small rebel base off guard. There's three npc's there. You get at 64m and fire into the group. It should deal damage to all three. Then after your one shot, you switch to the flame thrower and charge.
I don't think rocket launchers should be something you use more than once in a fight, and even then, not every fight. That should be a special situation weapon.
Indeed. That's probably the logic behind the devs' decision to make the cannons charge-limited weapons. But, the **edit** thing disappearing afterfiveusesis just ludicrous. It's not hard to imagine being able to purchase rocket ammunition on the bazaar, and equipping the ammo like a powerup or some such. LAW tubes don't spontaneously combust after being fired.
.....Now if only the cannons and launchers worked.....
And you have to be rifleman to use it. I don't see the harm. They need something. Let them have it.
As for our weapons, here's hoping that the logical ones actually do so. Rocket launchers for one.
lol i should drop the below statement considering i join the ranks of the commando's tommorow =) i droped Architect becouse the market was so screwd, and we all know about ch.. even tho i like what happend.. So now i'm gona enter the realm of the commando like i should have done in the begining =) so my brothers in arms.... hi
Akera Shodei
Commando/Teras kasi
"Remember this game isn't about fun, it's about PAIN"
a -50 modifier to moving smaller targets (i.e. "humans") on our charged weapons?
well i do not know what kind of game you're playing, but actually i think we all want to hit something...
and commandos do not get very much +accuracy... -50 acc would be like novice marksman which is ridiculous... we're talking about a specially trained combat expert here and not about grandma with her good old iron pan... make it 50% less accurate if the target is moving and 25% less accurate if the target is standing whilst maintaining the chance to one-hit a human target (at the risk of missing and at the expense that our weapons use charges, and only if ... let's say the gun is top-end and the shot hits for about 90-100% of the maximal possible damage)
i do not want 3 types of charge-using guns for anti-vehicle combat...
take the acid beam away, give us some kind of minigun... normal damage, very fast rate of fire, ae attack...