Commando Archive

Thread: My take on the new Rocket Launchers

Wepps
Fri Aug 29, 2003 7:25 am
#1

After all the crap that we have all gone through, this, in my opinion, is the finest example of what SHOULD be done withALL professions.


There was thought behind this one, and good wisdom. It only makes sense that the rocket launcher should have this much power versus large targets.


I don't have all the details yet, but HATS OFF DEV! This one is genius.


One thing to comment on. These should have siginificantly more power versus mechanical (AT-ST) targets than Rancor (biological) targets, but still have a tremendous effect upon those biological pets. A simple adjustment would be to add the defensive mod to all very large pets making them slightly less vulnerable to this type of damage, but not overly so.


This, in my opinion, is a giant step forward for the SWG DEV team. Let's keep these good ideas rolling!




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"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

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Gray03
Fri Aug 29, 2003 7:39 am
#2

Yes commandos needed improving - however if the stats I have seen go live you will see more bandwagoning commandos than you can imagine and the profession will end up getting nerfed.


Giving commandos a weapon with 6K+ damage potential is simply wrong and will break many other aspects of the game.


I used a rocket launcher with the current stats - they ARE NOT that slow - with any decent level of commando and a few +HW speed tapes they fire rather quickly.

Wepps
Fri Aug 29, 2003 7:41 am
#3

If SOE is going to add the power that the hybrids SHOULD have, like this change for example, then they are fast going to have to decide to balance them in such a manner that dabbling in them will not be a good idea, or all of them will become second class, expensive professions that nobody wants to play through the power of the nerf bat.



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"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


Kythden
Fri Aug 29, 2003 9:51 am
#4

Ummm you logic is a little flawed, bios should bew more vulnerable to explosive damage, it is flesh and blood after all, not metal, are you bye chance a CH?



Umm I am a commando, yes the weapons are that slow, and that inacurate, yes they should cause 6k+ damage, because they are suposed to be used against things like at st's and at at's. Not PvP which I am sure some people will try, and they might one shot someone (which pistoleers and cars and rifle types already can do) but most likely they will miss. and then be slaughterd.


I for one am never going to wast one of my 28 shots on a person, I will wait till the whinny imp brings out his AT ST or the "UBER" CH brings out his Rancor. Then I will use my RL, and it will be Rancor stew for everyone. After I blow away your rancor, I will switch to either my LP or scout blaster and try to get away from youbefore you slaughter me. But during this my BH friend will be taking care of you


Kythden
Commando,
Chaotic Fury Leader




Fear is the mind killer-
NO! Do or DO NOT. There is no try.

Master Commando, Master Smuggler, Medic 0-0-0-1 - Now no more.

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Wepps
Fri Aug 29, 2003 10:10 am
#5

Well, actually, no I'm not a Creature Handler.


The reason I'm saying this is that people have a very generalized view of armor penetrating methods. This makes it more detailed.


Yes, if it is a high explosive charge, it WILL effect the Rancor more than the AT-ST.


If it is an ARMOR PIERCING charge (shaped charge) it will have a larger effect versus the AT-ST.


I think (not certain though) that this is the intention of the rocket launchers usage.


If it's more armor piercing, then, it's effect on large creatures is slightly diminshed. The reason is, the explosive designed to damage biological targets is much different. It is designed to shred them to pieces and do enough damage to remove them from combat at the very least, remove them from ever returning at best.


If it is an AP round, it's designed to penetrate armored targets and delivery a highly concentrated blast in a specific direction. So a near miss by an armor piercing round will have little effect on an infantry platoon, but a high explosive charge will have a much greater effect.


Sure, if you hit a Rancor dead on with an armor piercing round it WILL die. But we are forgeting the effect of near misses and what the rounds were designed for.




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"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


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