Commando Archive
Thread: Rocket AP3 modifiers
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eakop
Tue May 04, 2004 6:47 am
#1
Hiya Guys,
Just messing around with some rockets last night, and noticed that it appears that the ap3 moddifiers where not being applied to damage on unarmored targets. Can someone confirm, or am I just loosing it?
Any how when a 3.6k dmg rocket hits a dragonet you would expect to see a dead dragonet given the mods and all, I was landing about 2900 pts of damage from a rocket and they had 15% resists. Not perfect math but not quite what I expected at 1k a shot.
-eakop-
Cylenthia_Tavishaun
Tue May 04, 2004 6:51 am
#2
15% * 3600 = .525 = 3075 So doing 2900 pts, you weren't off by much.
LuapLink
Tue May 04, 2004 6:55 am
#3
AP is only supposed to effect the weapons ability to pierce armour, e.g. an AP0 weapon against player armour (AR1) would get a 50% reduction because it was hitting a more armoured target, but an AP1-3 weapon simply cancels the armour. For quite a while you did get a bonus if you used an AP weapon on a target that had less armour, e.g. AP2 against AP1, but this was a mistake by the devs and was fixed. If you used an AP3 RL on a target with AR1 then you will cause no more damage to it than if you had used an AP1 weapon.
eakop
Tue May 04, 2004 9:28 am
#4
Back to the flame thrower....lol.
Now mind you that I'm not a math person....so I may screw this up....
But if for instance a target has ar1 and identical heat and blast resists you should still use flamesingle2. Since 50% of 10k is 5k and that is still 25% more damage than a rocket will do. Not sure what the other armor lvls do to damage, but it would have to be a 66% reduction in base damage before rockets make sense damage wise.
Now on top of that add in the cost of 1k per shot, now we have to factor in the cost per point of damage vs. the cost of the flame thrower. I fail to see a cost/damage situation where it makes sense, unless you are 3k of damage away from the cloner on a ap3 target.
Man, we need a re-usable weapon that can do armor peircingat a reasonable rate. Makes me feel like an fool when a riflemen and a t21 can out damage me when I'm using rockets and literally burning up 1,000 credits per shot. (IMHO)
-eakop-
LuapLink
Tue May 04, 2004 9:47 am
#5
The flamethrower would be better because it is far cheaper than the rocket launcher and it has a DoT. The rocket launcher is only useful against mobs with heavy armour and low blast resists.
Pure_Fusion
Tue May 04, 2004 10:07 am
#6
LuapLink wrote:
For quite a while you did get a bonus if you used an AP weapon on a target that had less armour, e.g. AP2 against AP1, but this was a mistake by the devs and was fixed. If you used an AP3 RL on a target with AR1 then you will cause no more damage to it than if you had used an AP1 weapon.
What? I leave commando for a few weeks and my beloved rocket launcher lost it's only plus.
When did this change?
StarNick
Tue May 04, 2004 2:06 pm
#7
Hopefully during the CB they'll make AP affect lightly/un-armoured opponents more...like increased damage....otherwise having such long delays/ham/and low damage for our hvy weapons is just plainly stupid...
Or just up the hvy weapon modifer and such...or something! hehe
LuapLink
Wed May 05, 2004 2:23 am
#8
The stupid part of RLs is that the SBDs are 100% resistant to blast.
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