Commando Archive

Thread: From the TC Flamethrower info

Lambeau
Sun Aug 24, 2003 1:56 pm
#1

Character: Lambeau
Commando Skills: Field Tactics I, Heavy Weapons II, Flamethrower I, Acid Rifle I


My Skill Mods:
Flamethrower Accuracy +25
Flamethrower Speed +10
Heavy Acid Rifle Accuracy: +15
Heavy Acid Rifle Accuracy: +10 (This looks like a bug, I have 2 lines totaling 25 instead of 1 line at 25 like flamethrower)
Heavy Acid Rifle Speed: +10



Flamethrower Tests


Weapon: Flame Thrower
Unsliced
Armor Piercing: None
Attack Speed: 4.0


Damage
Type: Heat
Min: 82
Max: 309
Wound: 17.7%


Range Modifiers
Point Blank: +12 @ 0m
Ideal: -51 @ 50m
Max: +0 @ 64m


Special Attach Costs
Health: 77
Action: 18
Mind: 18



Attack tests
1) a chuba - con green
Flame Single I (Bug? Must be within 14 meters or "not close enough" error.) hit for 762 (but mob conunterattacks) so no initial damage
Mob died to flame DOT (I assume since I didn't hit it again). No exp awarded since all dmg was from DOT.


2) a chuba - con green
Flame Single I - Hit for 789 dmg. Mod dead - 85 HW xp; 8 Combat xp


3) a gnort - con green
Flame Single I - Hit for 725 dmg. Mob dead - 62 HW xp; 6 Combat xp


4) a flesh eating chuba - con light blue
Flame Single I - Hit for 387 dmg. Mob dead - 113 HW xp; 11 Combat xp


5) a capper spineflap - con light blue
Flame Single I - Hit for 915 dmg. Mob dead - 154 HW xp; 15 Combat xp


6) a flewt - con light blue
Flame Single I - miss
+15 sec - normal shot - Hit for 263
+3 sec - normal shot - Hit for 222 - Mob dead - 147 HW xp; 14 Combat xp


7) a peko peko - con dark blue
normal shot - miss
+3 sec - normal shot - dodge
+4 sec - normal shot - miss
+3 sec - normal shot - hit for 229
+4 sec - normal shot - hit for 405
+4 sec - normal shot - hit for 359
+3 sec - normal shot - hit for 255
+4 sec - normal shot - miss
+4 sec - normal shot - hit for 131
+3 sec - normal shot - hit for 279
+3 sec - Flame Single I - hit for 743
+15 sec - Flame Single I - hit for 468 - Mob dead - 609 HW xp; 60 Combat xp


8) a diseased nuna - con light blue
Flame Single I - 586 hit but evaded - Mob dead to DOT - no xp


9) a gnort - con green
Flame Single I - 816 hit - Mob dead - 62 HW xp; 6 Combat xp


10) a diseased nuna - con light blue
Flame Single I - miss
+15 sec - Flame Single I - Hit for 979 bu mob evaded - Mob dead to DOT - no xp


11) a nightspider - con light blue
Flame Single I - hit for 558 damage - mob dead - 147 HW xp; 14 Combat xp


12) a capper spineflap drone - con light blue
Flame Single I - hit for 828 damage - mob dead - 154 HW xp; 15 Combat xp


13) a rogue falumpaset - con dark blue
normal shot - hit for 212
+2 sec - Flame Single I - hit for 1361 but mob evades
+15 sec - Flame Single I - hit for 597
+14 sec - Flame Single I - miss
+14 sec - Flame Single I - hit for 382
I was incapped at this point
Mob dies to DOT about 25 sec later - 1212 HW xp; 121 Combat xp


14) a rogue falumpaset - con dark blue
Flame Single I - hit for 863
+15 sec - Flame Single I - hit for 773
+15 sec - Flamge Single I - hit for 646
I was Incapped at this point
The Dot did not last long enough to kill mob. It was about 50% in all 3 bars when the DOT wore off.


Thats all I had time for in the first set of tests. Before I do the same for the acid rifle I will look here for comments to see if you want anything different (or if this is even useful).




- Lambeau
Drist
Sun Aug 24, 2003 2:03 pm
#2

That doesnt sound bad for Flame I. What do ya think so far Lambeau. Think we are still underpowered some or about right?
Lambeau
Sun Aug 24, 2003 2:07 pm
#3






Drist wrote:
That doesnt sound bad for Flame I. What do ya think so far Lambeau. Think we are still underpowered some or about right?




I am dead if I try to attack a dark blue. With or without the special.As soon as I am done with the tests I am putting everything but my Launcher Pistol in the bank until I need to test something again. Nuff said?



- Lambeau
Drist
Sun Aug 24, 2003 2:08 pm
#4

Thats all I need to hear my friend. Thanks for the update .
Disco_Donut
Sun Aug 24, 2003 2:10 pm
#5

I'm not sure I like the devs change to DoT. I know it was to fix exploits, but being on fire doesn't last long enough or do enough damage to really matter it seems like. On #7, the peko peko, he hit for about 1200 in 15 seconds, but with FlameSingle1, he hit for 600 in 15 seconds. So even if the burning does another 1000 damage, it doesn't seem like it's worth the xp hit.


At considering you managed to kill12 creatures in a row with the flamethrower, I'm happier.




Sirm Ehlow
Commando/Smuggler
If Commandos have a Launcher Pistol for HW exp, Artisans need a Glue Gun to get crafting exp.
Gogas
Sun Aug 24, 2003 2:10 pm
#6

Just got flamethrower 2 skill and tested flame cone 1, seems same as flame single 1 except everything in the area gets a dot but only target gets initial damage from the attack


Dorn Drol, TC commando

Kreistor
Sun Aug 24, 2003 2:13 pm
#7

Same situation as other first level DoT's. Basic damage is lower than just hitting Attack, In group, you sit there doing nothing while others do real damage and take exp.


So much for 4/6 of the Commando specials.




Ub-ick Esava
----------
Bria - Working towards Master Dancer one fall at a time

Lowca - Master Dancer Extraordinaire
*CENSORS* Cantina, Honor's Keep, Corellia,
JediQuic
Sun Aug 24, 2003 2:43 pm
#8

Good Stuff! Many Thanks!


As for future tests :


*Can you get us some rough numbers on the FT's Burning effect? For example, take the Shuttle to Rori and find some squals (Or any of the slow rabbit things ) and then pop them with a flame single 1 then peace and look for the damage. Also try the same with a regular Attack, Acording to the Devs the standard attack is supposed to have a dot effect anyhow.


*Could you Do some realy basic PvP encounters and tell us how it goes with both guns? I whitnessed a Commando Unable to Kill a newb, who thankfully was not even fighting back, in a duel that laster over 3 mins before the commando pulled out the Launcher pistol


*Got any Good Grenade Supliers? Heh, USE 'em!!

GoldSstar
Sun Aug 24, 2003 2:45 pm
#9

... weren't we supposed to deal " really high damages " ... from the values u posted..nothingchanged..bah

Sinron
Sun Aug 24, 2003 3:09 pm
#10

Thank you, this damage really isnt acceptable to me.
Nagorak
Sun Aug 24, 2003 3:11 pm
#11






Lambeau wrote:





Drist wrote:
That doesnt sound bad for Flame I. What do ya think so far Lambeau. Think we are still underpowered some or about right?




I am dead if I try to attack a dark blue. With or without the special.As soon as I am done with the tests I am putting everything but my Launcher Pistol in the bank until I need to test something again. Nuff said?





You're not using the Flamethrower right. I know, I'm not a commando, but based on what you've just shown you need to use the Flamethrower to start out. Hit with a Flamesingle and get the heavy DOT going, then switch to the Launcher Pistol. Think of the flame as a bleed with high opening damage. Once it's on fire, switch to something else.


Also, if that Falumpaset closed to melee, it's no surprised you got your ass kicked. If you're not a melee you can't take high blues straight up. You have to kite them. But the Falumpaset still died...

Ferroan
Sun Aug 24, 2003 3:11 pm
#12

I think this SUXORS, where is the really big damage, I do more damage than that wth my laser carbine using /fullauto2 and can do it at least twice as fast.


And didn't you guys catch it, he is fighting greens, lt blue's, and getting incapped by dk blues - that is fricking ridiculous. The way the dev's hyped this I would've expected that level of mob to be instant BBQ, much less incap Lambeau. And we are supposed to be the uber damage dealer? Excuse me, let me go back to pistoleer skills and blow the suckers up with my LP, seems like that is still our premier, uber damage dealing weapon.....


BTW though thanks for the test info Lambeau, but I think I am going to go back to my LP and not even pick up a real HW till they decide to do something to make it worth spending all my cash on.


Ferroan De'Hematite


Intrepid - Rebel - Commando and jack of all trades

DrkSensei
Sun Aug 24, 2003 3:21 pm
#13

"You're not using the Flamethrower right. I know, I'm not a commando, but based on what you've just shown you need to use the Flamethrower to start out. Hit with a Flamesingle and get the heavy DOT going, then switch to the Launcher Pistol. Think of the flame as a bleed with high opening damage. Once it's on fire, switch to something else.

Ok first of all..the special locks ALL attacks for the timer duration..so for 8 seconds you are not using anything but harsh language. Also you have to be 16m away..mobs melee at 15... This is glaringly shown by the falumpset.You have to be that close to use the special..and pray you hit.Then you are a sitting duck for 8 seconds.I kill blues, yellows, and redsall the time..when I am not using my commando weapons(well I can do it with the launch too).This is why the commandos by and large find this unacceptable.




Bothan Bounty Hunter ~ Starsider
Narak Al'Stari
C o g i t oE r g oS u m
Bothan Commando M Gorath

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