Commando Archive
Thread: Why I still love heavy weapons!
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Dim_Reaper
Sun Jun 26, 2005 2:27 am
#1
I think this is only my second post here in the Commando forums, but I have been following the various threads here for the past few months. My apologies if this is long for someone new to the community.
I originally took up commando for just one reason - I saw someone using a launcher pistol on a squill hunt and decided I wanted one! I'd got to about 2333 in commando just before the CU, and loved the flame thrower and it's ability to set stuff on fire
After the CU, I made it to Master Commando, but I've got to say that I was a bit disappointed by the damage of the weapons (just like most people here). I found that using an elite carbine I was doing more damage than with the heavy weapons 
However, I love the questions I get when I pull out a huge gun on a hunt (got one the other week on afriendly duel, pulled out my Lightning Beam Cannonand got a "What the f*** is that!" from my opponent
Anyway, I kept using the heavy weapons on hunts where I could, and like has been mentioned here, found that novice smuggler was good for mass-roots.
Lately though, I've been seriously considering dropping at least some commando skills in favour of carbines to complement BH. Like most people here, I've kept holding on though, hoping the devs would fix our weapons, and I've just not been able to give up Master Commando. I've been telling myself, "Two more publishes, then if they don't fix anything I'll drop commando..." or "Another 6 months, then I'll go to carbineer..."
But to the reason I'm posting here now:
Last night I was using mass confusion shot and improved knockdown with a Plasma Flamer when our group got attacked by cannibal dewbacks just as we approached a lair. They were everywhere, but the area attacks helped keep them under control whilst our group re-organised. Score 1 for the Heavy Weapons!
Much later, we decided we'd done so in well killing bantha and dewies that we'd go get the badge for killing an ancient krayt. We had one player with a Res arm just in case. We killed a few juveniles for practice, then a big one (can't remember the name lol), then moved onto the ancient. We did pretty well. I was using a carbine. Then, it RETREATED and began to heal. We kept going but many of the group were running low on action, and people started to get incapped. Ended up with just two of us firing, rootingand retreating whilst the Res guy was going around the others. However, we weren't getting the health down. With nothing to lose, I pulled out the plasma flamethrower and started roasting some Krayt. Health started going down straight away, after a few minutes the rest of the group arrived, it's health wasalready lowand we killed it!I'm certain the DoT made a big difference here. Score 2 for the Heavy weapons.
We killed another two ancients and two juveniles, but I noticed something - the heavy weapons seemed to be making the states stick better than the carbine. Don't know if it was just my impression, but I seemed to get less "resisted" messages using the plasma flamer, so for me, Score 3 for the heavy weapons.
Because we had a guy who could Res, the hunt wasn't too dangerous for us, but I was really pleased to be the only person in a group of 7 who didn't need to be res'd at any time - just had to pop a couple of stim D's on one fight.
So overall, I think the heavy weapons, despite their current faults are definitely worth sticking with - they made a much bigger impact on that krayt than they do on say a bantha. When the elemental damage is fixed, they'll put us pretty close to where we should be.
Just a question for the Commando community - I'm not the only one who loves the smell of a burning bantha am I? 
_Vicious_
Sun Jun 26, 2005 6:41 am
#2
the dot helps counter the health regen of the krayt which makes it easier to take down
Dim_Reaper
Sun Jun 26, 2005 7:10 am
#3
_Vicious_ wrote:
the dot helps counter the health regen of the krayt which makes it easier to take down
Ah right! Not thought of that *blush*
I knew the Dot was causing damage (obviously) but didn't take into account the regen of the Krayt. Like I said, for something like a bantha, I've not noticed the DoT making a huge difference, because the bantha isn't alive long enough for it to make a difference.
Thanks for the info.
LecheHombre
Sun Jun 26, 2005 7:54 am
#4
In my experience, the flame DOT has seemed fairly weak, although with a fast-regen Krayt every bit you can slow it down will help. If elemental damage is actually fixed, we'll get a pretty reasonable up-front damage increase, and I've been wondering if the flame DOT will also take a big boost as well.
So, maybe you'll be even happier that you waited, lol.
So, maybe you'll be even happier that you waited, lol.
Kesslan
Sun Jun 26, 2005 8:02 am
#5
I dunno bout that. The flame dots i tend to stick seem to do quite abit of damage when I look at the combat logs. At the very least they do the same per tick as my MCM using enhancers. It doesnt last as long. But it's definately on par, and i've found it hampers regen on high level mods enough that it makes them alot easier to kill as a result.
RagNoRock5x
Mon Jun 27, 2005 10:03 am
#6
A 300-400 damage DoT in the new system is nothing to scoff at.
When the big things no longer have 10000000000000000000000000000 health and such 300-400 makes a big difference.
When the big things no longer have 10000000000000000000000000000 health and such 300-400 makes a big difference.
RagNoRock5x
Mon Jun 27, 2005 3:10 pm
#7
Indeed, a 400 damage tick on a 4000 health person, combined with the actual damage of the hit....
Mmmmm leathal
Mmmmm leathal
Hedd
Tue Jun 28, 2005 12:14 am
#8
300-400 fire tick isn't weak in the least. I've area controlled mobs just to find the outer mobs ready to die when I get to them from the burn. Also, the fire tick isn't effected by the PvP damage reduction so you're doing a mean tick on players as well.
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