Commando Archive

Thread: HAR Suggestion Thread.

AlufNull
Wed Oct 29, 2003 2:09 pm
#1

Lets get all our ideas for this in one place.


Post what you like, but try and be careful to keep your design ideas in line with the other weapons in the game and keep them in the spirit of heavy weapons. (i.e. AP3 400-1000 damage and knockdown is not reasonable. :smileytongue


I am going to start a thread for the other weapon lines as well. After we get some good stuff down, I will take the suggestions to the disscussion board and bombard TH with them. Nothing is going to change unless we get loud enough.




"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
garvin
Wed Oct 29, 2003 2:25 pm
#2

Here are my suggestions from another thread:


1) Combine it with the FT Tree and give us a new tree (like an LP tree with it's own specials)...make them worthwhile at range.


since they've pretty much said we probably won't get a new tree....


2) Take away the 16m restriction from the HAR and make the gun work (specials and all) at 64m (ranged)...the gun is weaker then the FT and has no DOT...so there is no reason it shouldn't work ranged...it's no where near as powerful as the LLC....we'd then have a nice ranged weapon with specials of it's own...A Commando stategy would now be to use the Acid Rifle at a distance and use the FT for close quarter combat...Commandos might actually use this weapon then...I don't even think this weapon should have a delay cooldown...it's a weak gun (compared to what's out there) and not fast. The skill tree even requires more xp then the Flame Tree (which seems backwards since the FT is more powerful). Since becoming a Commando I've only fired my HAR once...and that was just to try it out...I would even agree with this solution if they made the HAR a bit weaker...as long as it could be used ranged and with it's specials at that distance.


If we had a decent ranged weapon with Commando Specials, combined with the proposed Commando Master Changes on the Test Server, I doubt we'd have as much of an issue with the 2.5x Melee Damage Bonus...we could then grab some TKA and improve our Melee Defense as well...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Mishap
Wed Oct 29, 2003 2:32 pm
#3

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
Tsunami87
Wed Oct 29, 2003 2:35 pm
#4

I suggest they give it a new sound when it fires since it sounds like crap




Tsu - Master Squad Leader

maddogs
Wed Oct 29, 2003 2:45 pm
#5

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




come on guys tell me what u think of this i plan on persenting it to TH when he comes and emailing it to a few emails of devs that i got hehehe but i whant to profect it befor i do




===============================================================


Daniel' Judson-Leonheart

StarNick
Wed Oct 29, 2003 2:51 pm
#6

1) Make HAR AP 1


2) Combine HAR and FT trees as one, and combine their specials into one special that can be used by both


3) Create a HAR DoT, that is corrosive and can be applied to vechs/armor - and can seriously burn thru plate armor


-FT is more anti-personal


-HAR is more anti-vech


-In compliance with a HAR DoT, take the ablity of FT DoT to be applied on vechs (and make em take into effect armor values)




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Ivoni
Wed Oct 29, 2003 2:58 pm
#7

HAR changed to AP1.

HAR be made basically an acid version of the LLC.

AOE cone be raised to 16m. 6m is just too narrow.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
maddogs
Wed Oct 29, 2003 3:11 pm
#8

ok do u think it should be changed back to the beam rifle or no


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


and make the aoe cone be raised (exlent ideal i love it ivoni but how big should it be )




===============================================================


Daniel' Judson-Leonheart

nightwolf180
Wed Oct 29, 2003 8:56 pm
#9

I dont like the beam rifle idea. Energy is the single most deffended damage type of the game. The beam rifle would have to be VERY powerful (maybe even stronger then the T21) to make up for doing energy damage.


Now for suggestions


1: Bug fixes, goes without saying but I gonna say them anyway. Accuracy and speed mods in the HAR line do NOT effect the HAR at all. Theres 2 diffrent accuracy mods for the HAR. Its visual effects are broken, and the sounds are crap. It sounds like a pop gun and shoots little brown sticks that point up. It should sound like that acid pistol and shoot green laser bolts for standard fire. Specials are fine as far as visual and sounds go. It switches from energized acid to acidic gas.


2: Make the HAR ap1-2 (preferably 2), decrease the average speed for normal shots a bit. Keep (or increase) the specials range at 16m. Have it copy the damage and speed of the LLC's specials for its own specials. This allows us more versatility, and gives us a better gun for more speedy attacks.


3: Do NOT add a dot to it. Instead have it apply heavy wounds when useing its specials. Maybe 1/5th of the damage done gets direcly applied as wounds to the tree it hit. This would give it some use to match the flamethrowers use in PvP. But the flamethrower would be far more valuable in PvE, because mob wounds are pretty pointless. Thus balanceing out the HAR with the Flamethrower.


4: This applys to both our special heavy weapons (flamethrower and har) KEEP THE 2.5 DAMAGE MODIFIER! If you don't like it well boo hoo. I'm sure the riflemen didn't like being killed for 3k damage in pvp. These weapons are powerful and I don't see how its suicide to get within range. It makes you actually THINK about weather or not you want to risk getting that close, heaven forbid we should have risks! Both weapons are (or can be) very damageing when used with normal fire.


5: Another thing that applys to both flamethrower and har. I'd REALLY like them to remove the marksman specials being useable with these weapons. They overpower them too much (I hit something at 64m with overcharged2 and do 6k damage in pve and 1200 damage in pvp). The weapons need the weaknesses they have.




----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
nightwolf180
Wed Oct 29, 2003 9:00 pm
#10

Oh an alternative for the heavy wounds in my 2nd suggestion. Have it apply something like a disease, where it slowly wounds the target. Without adding damage to the tic. But this probably should only be applied if they take away the flamethrowers wounds. Otherwise a strait out 200 wounds to the ham bar hit (1/5th of 1k in pvp) per special would be good enough.



----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
TheRealChriss
Wed Oct 29, 2003 9:21 pm
#11

I don't know if what I'm about to suggest has been suggested before, but I thought I'd give my ideas.


Keep the Acid Rifle exactly how it is damage and speed-wise, and lower the speed mods going up the tree (yes... i said "lower" (also, i am aware that the speed mods are broken right now))


When you get up to Acid 4, it says that it makes commandos proficient in targetting pieces of armor and dissolving it to open up weak points in the opponent.


Well, why don't we make the acid rifle have specials that nullify armor ratings. Like, at level 1, have a special that will cut all resistances of the target by 1/3rd. At level 2, maybe be able to cut the resistances by 2/3rds. At level 3, just have speed and accuracy mods. Level 4, be able to take out the resists by 100 %, and then at master,have a specialable to nullify the target's armor rating (heavy armor? not anymore!).


Have these specials have the long cooldown like the flamethrower specials, and make the effects last anywhere from two to five minutes. the specials should NOT take down the condition of the armor any more than a normal shot (so as not to be used as a griefing tool), and the specials shouldn't have a damage multiplier or a DoT. Also, keep these as close range (16m) specials.


This would really give the commando the ability to be a long range combat class (heavy weapons), a short range combat class (flamethrower), *insert a use for grenades here* (grenades), or a supporting class able to help the rest of the group do better damage (new acid rifle).


I know these are really rough ideas, so go ahead and make suggestions or just give your thoughts.




Treay Yaso - Shadowfire
maddogs
Wed Oct 29, 2003 10:03 pm
#12

o ok i dig whatyou say with the beam rifle (how about make it blast dam ensted heheh lol not)



(HEAVY ACID RIFLE)


make it exatly like the llc{exeptacid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly bebetter maby the har should be ap2


is that it or am i missing some thing




===============================================================


Daniel' Judson-Leonheart

nightwolf180
Wed Oct 29, 2003 10:04 pm
#13

I saw that discription aswell, and based my thoughts around it. But screwing around with someones armor that much would really bring a witch hunt down on us. So I suggested haveing it cause massive wounds and have ap1 to help give that "armor didn't work, did it?" feeling.


And I don't think of HWs as ranged, I think of my flamethrower's normal shots as ranged. I mostly use my specials as a "your too close, activate deffense measures!" trick, unless I have an easy escape route orknow my target won't survive. I save the specials as a last resort. I see the HWs as weapons to be used against large/powerful pets or vehicles. Grenades... I see as a waste of time.... But I would like to see them as a form of innacurate but lethal and longranged artillery




----------------------------------------------------------------------------------------------------
You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
Page 1 of 2
Previous Next