Commando Archive
Thread: NERF That Flamethrower, or NOT -- Commandos still powerful? Lets balance....
In all seriousness, I still forsee (besides other changes that are noted in other threads) more nerfs coming to the flame thrower line. I expect we'll see some of the accuracy and speed mods that show up by Flame Thrower 4 skill drop back to about where Flame 2 is now, and eventually much of the speed increase and accuracy increases will be in the Master Commando box.
I don't think that's a bad thing (it's been talked about here before), as it would place more emphasis on the Master Commando, and less on the dabbleres that are just using the highest damage weapon they can get their hands on. Even with these potential changes, we'd still see people with only the Flame Thrower column who ignore all of the rest of the Commando tree. They'd just be less effective than they are currently.
Still, I think something others (and myself) have suggested before should really be looked at as part of a bigger solution.
I don't think the flame thrower itself (even with current mods) is that far out of sync with other current high damage per second weaponry. A pistoleer with a good pistol can spam specials to deal out some hefty damage per second, and rifleman can also deal out some pretty nasty damage as well, though slower and in a more dangerous (to themselves) fashion.
The problem seems to remain of the Flame Thrower DOT. Once someone is "on fire" they are basically sentenced to die, unless they can somehow squeeze off some sort of hard shot of their own against the Commando, and even then, they're still gonna be dealing with the flames well after the Commando has been incapped and db'd.
The solution that was suggested by some (myself included) is to offer some sort of burn wound heal kit. Something that would douse the flames, or lower the damage done by the DOT. That should be something that gets added to the game, so that players that are flamed can stand a chance of surviving a flamed hit. The burn wound kit would be something is craftable by doctors or combat medics, and require say First Aid 3 from the Medic tree to be able to be used. That would balance things out by offering players the opportunity to forgo their own ability to treat themselves if they wanted to take the risk, but would place great emphasis on the doctors or combat medics that could craft a saleable product (the wound heal kits) and use it in combat support roles.
The wound kits could even be usable by everyone with novice medic skill, but become much more effective at FA3. With that type of system, you get the ability to slow the burn with just novice medic and the use of a burn wound kit, or the ability to wipe out say 70% of the DOT effect if you have FA3 and use the wound heal kit.
You could go further by offering docs and combat medics the ability to reduce say 90% of the DOT effect.
To be fair to the Commando profession, the burn wound kits uses and effects should not be stackable. One burn wound kit benefit per burn applied to the victim. If someone burns a player after a wound kit was used, a new DOT would go into effect, and that new DOT could be countered by a new wound kit, but the burnt player couldn't use two burn wound kits in a row to wipe out a DOT.
Does this make sense? Is it something most people would support?
I assume that you don't know Terpfan but all you need to do is go swimming. Even a deep puddle that allows you 1 movement of swimming is enough to put out the fire. The only planet this doesn't work on that Tatt (no water). This basically means that as long as you know where the closest water is you can survive.
I agree. The biggest gripe I have against commandos is that those flames just never go out. We are in an age where we can heal poisons, disease, wounds, and bleeding, but we still haven't learned how to douse flames. Stop, Drop, and Roll must have been lost in the transition somewhere.
The only thing I ask for is a bucket of water, fire extinguisher, CO2 packs, anything which would put out the Flamethrower DoT. It is pretty dumb that you can walk through water to put out the flames, but you can't jump into a fountain in the middle of a city to do the same thing.
Chuu'toii - Singed wookie
I know RL has very little to do with this game, but since others bring up the "common sense" of the fact they can heal wounds, disease and so forth, look at a Flame thrower in our day and age. You do not just "throw water" on a flame target to douse the flames. It is flammable liquid basically. It burns for very long periods of time.
They have to use haylon(sp?) and so forth to douse those flames by suckig the oxygen from the fuel of the Flame Thrower liquid. So in that case, i would think a BE or even another Commando, would make that stuff for sell?
Just my two cr worth
Raynwalker
Actually I had forgotten my BE friends, but that is another great suggestion for whom should be able to benefit from making the burn wound heal kits....
For the suggestion that all you need to do is swim, that sounds good, but in reality it's not always easily accomplished. You may have to walk to some distance to be able to swim. As noted, on Tatooine, thats about impossible. Even on other planets, it's not always easy.
Having the burn wound heal kits would lessen the harshness of places like Tatooine, and keep things more balanced for everyone, no matter what location they are in.
There is a bit more to a flamethrower than using a lighter and a can of hairspray. I hate the 'reality' sentiment in fantasy games as well but be glad that in the SWG universe jumping in water puts the flames out. Because a fantasy realm is the only place you will see that. In fact, 'stop, drop, and roll' would do nothing but cause more damage to the target.
Question, but on the TS, DoT is stoping at one HAM is it not? No more burn till they drop, right?
Just a question.
Sigh. I wonder if there will ever come a point in this game where the word "nerf" will not appear in a thread, particularly in our forum. I would love people stop posting these type of discussions. They are not productive and lend themselves to fanning flames from players outside of our profession to chime in.
I have a new motto starting today: THE ONLY GOOD NERF IS A FOOTBALL.
All this whining about DoT makes me sick...
...in my experience, flame DoT almost never plays a key role in killing someone, unless if they give chase...
...and in my opinion, the ONLY two changes that need to be applied to flame DoT are: not allow it on vechs (rather have a corrosive acid dot to do this on HAR) + allow DoT to act like heat, and be stopped by armor (and to make it fair, apply the same thing to the other dots)...
...furthermore, this is NOT about the FT - its about the DoT, in fact the FT is good as is and is not in anyway a super uber godly weapon...
...(slaps whoever opposes) because A) its slow (slow = high dmging) and B) that bloody 2.5X melee mod...
...and lastly, the only thing that needs balancing is the DoT, and only two simple changes will be needed.
Flin-LoBo wrote:
Question, but on the TS, DoT is stoping at one HAM is it not? No more burn till they drop, right?
Just a question.
Yes, you burn til you drop. It's just that your wounds leave you with 1 point of health. I just decided to post here since I got flamed last night a couple oftimes and it was not until the last one where the dot stuck. I just kept getting incappeduntil the dot wore off.
I did manage to kill the commando before I was incapped but the funny thing was, he was back shooting people with his flamethrower long before I was done going through my incap dance. I just had to laugh at that (I wish someone would have db'd me lol).
Unproductive. Unnecessary. The DoT needs no changes. This is so old. Commando is broken. Flamethrower is all that works properly that doesn't cost an arm and a leg to use.
Point one: People do not like to get burned. To bad. Get outta the way.
Point two: Commandos are a one trick pony right now. Deal with it. Get outta the way.
Point three: Commandos have no idea what the devs want them to be anymore but we have this really cool flamethrower. It burns people and their pets and is usually suicide for the commando to use now.
DEAL withit. I have.
Point four: There is no point to this conversation about moderating the Flamethrower DoT until the rest of the class is fixed. 'Nuff said.
Ok, I'm in aggreeance that some sort of heal kit would be good, how about flame retardant blankets or something.
I dont think it should beusable by just any old medic. You have to be in a hybrid profession to induce the burn state so it follows that only a Doctor or CM should be able to put them out.
To the original poster.. as for your comments on changing the FT, have you checked the TC lately, Master Commando's have a bonus to their skills over there now. +30 above and beyond the regular FT line.