Commando Archive
Thread: Acid Rifle useful at all?
I'm just now starting to get into leveling myself up inCommando, and there seems to be a pretty glaring flaw in the design of our skill trees.
Flamethrowers, correct me if I am wrong, are strictly better than Heavy Acid Rifles.
I've compared them, and most often unsliced flamethrowers are faster and have higher damage than unsliced acid rifles. The mods and skills for these two weapons are identical. Therefor I can't help but wonder what the point of the acid rifle existing could possibly be.
I suppose it could be argued that certain enemies have heat resist and not acid resist...but on the other hand the difference in damage (as great as 200 to both min and max with some weaponsmiths) would still give the flamethrower the edge.
Am I missing something, or is the design of the acid rifle completely messed?
Just posted this elsewhere:
The problems with the Har are pretty well documented on this board.
It's measurably inferior to the Flamer in every practical respect in game: to wit, it's slower, it does less damage (even with comparable specials), no DoT, the accuracy bonuses to use it are bugged and do NOT stack properly (so it's WAY less accurate)AND (after all that) it takes more XP to become proficient in it. (To the extent we ever become proficient in it at all.)
It's only superior attribute (in addition to the possibility that a target may be relatively less acid resisant than heat resistant...which is reasonably rare) is that the Har has a better chance of causing wounds. Wounds are of little tactical benefit in-game, though. They tend to just be a nuisance.Wounds are useful against ATSTs sometimes, but the ATSTs acid resists makes this particular weapon useless against them.