Commando Archive

Thread: Flame Cone I question

DarthPyreal
Wed Oct 29, 2003 7:28 am
#1

Does flame cone I set everything it hits on fire, or just the targeted mob?


Thanks ahead of time!

Ozzymydus
Wed Oct 29, 2003 7:57 am
#2

Its any mob that is within 6 or 10 meters of the targeted mob, I forget which. It is most likely 6m though.



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Kane_Firestalker
Wed Oct 29, 2003 9:37 am
#3

I find that while it does hit everything within that cone radius with fire, 75% of the time it does not do any initial damage to the mobs you dont have targeted. So, you just have to wait for the first fire DOT to tick on them, then you see the dmg.



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ShufIrathe
Wed Oct 29, 2003 11:40 am
#4

Keep in mind that targets other than the first that get set on fire are only getting DOT damage. So you have to hit them with a regular attack in order to get the xp when they drop. If you set four things on fire and they all drop you'll only get xp for one unless you've tapped the other three with your launcher or flamer after the DOT.
Mishap
Wed Oct 29, 2003 11:46 am
#5

I haven't checked the damage on Flame Cone 1 in a while but Flame Cone 2 does intial damage on all mobs within its range as well as inflicting a DOT. Sometimes the initial damage is not inflicted due to missing, counterattacks, etc. Thoseare just accuracy issues with our profession though.




Misfortune
TKA/Doctor- Radiant
AlufNull
Wed Oct 29, 2003 2:18 pm
#6

A while back, a friend of mine suggested making the tubes for the heavy weapons as a non cunsumble item that follows normal weapon decay rates and just making the ammo consumable.


The schematics for the ammo could be less complex and would therefore cost lest to produce and buy.




"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
AlufNull
Wed Oct 29, 2003 2:28 pm
#7

Somwhere in one of these threads an inspired commando suggested making a launcher for granades.


This got me to thinking.


A launcher of this type could solve alot of problems.


Give the launcher a range of 32m-64m with an arc fire animation.


Make the AoE effect larger then current granades but make them less likely to do direct damage. Then have a percent chance for each target in the AoE to be given some type of state change or DoT. I don't mean somthing on the level of the FT cause that is out of hand as it is, but somthing small since ithas the possibility to effect many targets at once.


If given a wide enough range of ammo this weapon could take the place of both the granades and heavy weapons branches making room for a Launcher Pistol branch.


It also provides the commando an effective attack ata distance, but only at a distance.






"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
Mishap
Wed Oct 29, 2003 2:30 pm
#8

I would becontent if the HAR was an acid version of the LLC. However, when I hear Heavy Acid Rifle I envision either a medium fire rate weapon with AP1 or a slow fire rate weapon with AP2-3 with 48m + range. I don't like the idea of the HAR being and Acid version of our Flamethrower without DOTs. Just my opinion.




Misfortune
TKA/Doctor- Radiant
Mishap
Wed Oct 29, 2003 2:31 pm
#9

Jesus, what is with the misplaces threads today?



Misfortune
TKA/Doctor- Radiant
maddogs
Wed Oct 29, 2003 2:33 pm
#10

i have posted this in quite a few places and im going to post it here becous i c it as fixing us and i whant feed back on it so i can add/subtract from it


(HEAVY ACID RIFLE)


take theharswich l it back to the beam rifle and make it extly like the llc{expt enrgy dam not elc dam} and maby alitel batter we r thehw ppl so inno way should the llc actuly be better and for graphics for the beam rifel u have a giant laser beam for specils


(FLAMETHROWER)


for the flamer make it so it dose no dam(ie min dam 100-max dam 200 speed 4.3){flamersin real life dont hurt when they hit but they do put one heck of a dot on}on attack but has a heck of a dot and sprays 23m


(LAUNCHER PISTOL)


give the lpap 1(if a dx2 has ap 1 the lp should most defintly get ap1)and add lp specils in the har line to what everthe devs want but we need some typ of specils(and make it so that pistolers specils wont work with it a lp is nothing like a reguler pistol )


(HEAVY WEAPONS and GERNADES)


take the -119 rang mods of the hwps and make 0/+50/0


make the gernades rang mods +12/+60/+12


make ham on gernades 12/35/12


make speed on gernades 2.5


and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5feild 3 mod 1.0 field 4 mod .5 master no mod )



this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them


and the gernades be worth useing becous there fast accurat and aoe with not to high ofham




as for a gernad launcher it be nice but i dont ever see the devs puting it in




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Daniel' Judson-Leonheart

maddogs
Wed Oct 29, 2003 2:35 pm
#11

___________________________


mishap sed


Jesus, what is with the misplaces threads today?


__________________________


same here what the heck




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Daniel' Judson-Leonheart

sharpshot
Thu Oct 30, 2003 1:16 am
#12

I'd like to see the logs for a master combat medic's poison.
maddogs
Thu Oct 30, 2003 1:34 am
#13

____________________________________________


kane sed


I find that while it does hit everything within that cone radius with fire, 75% of the time it does not do any initial damage to the mobs you dont have targeted. So, you just have to wait for the first fire DOT to tick on them, then you see the dmg


_____________________________________________


this is becous if u start a fight with a cone attack the aoe is buged and doseint actuly hit every thing


but if the fight is alrady in proggres and u use a aoe attack it works 100% unles the doge/cuntorattack




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Daniel' Judson-Leonheart

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