Commando Archive
Thread: Unable to fire HW in Nightsister Cave?!
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Varashan
Fri Feb 20, 2004 5:01 am
#1
I was working on finishing off my last box to get master last night, and went with my guildies to take out the Nightsisters.. I have been here plenty of times before, but that was always as a Pistoleer so I could use a variety of guns to takle the different damage resists.
As they all have 100% heat resist, i put away my Flamer and was using my Lag Pistol instead - I had got some Beam Cannons for the trip too and emptied a whole cannon into an Elder outside.
All good so far.....
We then go into the cave and clear out the protectors etc.. and then pull out Axkva Min - Seeing that see has 15% resist to Energy and Blast, I pull out my Beam Cannon again thinking that it will help a great deal against her heavy armour, but nothing comes out.
I try this several times, and come to the conclusion that we aren't able to fire HW in a dungeon..
This sucks! - This cave was put in to provide higher level content, with challenging mobs. I as a commando have a variety of HW that although expensive, should provide good firepower for a place like this - I had to use my Lag Pistol for the whole thing.
Was this a bug for me, or is this as intended?
bAss_ackwards
Fri Feb 20, 2004 5:31 am
#2
You have not been able to fire heavy weapons and grenades since...I think beta [I dunno, I was a Swordsman then
]. Go figure, I don't know why they made it that way either.
Ackeck
Wed Feb 25, 2004 11:20 am
#4
And here I was hoping it was something that was just limited to the Geonosian Bio-Lab...
That Enhanced Kwi really wanted to eat a Particle Beam... and I just couldn't comply.
Ster
Wed Feb 25, 2004 8:01 pm
#5
Yeah this has been the case for a while. I guess they think it would cause the cave to cave-in or something.
garvin
Thu Feb 26, 2004 9:51 am
#6
I don't know if it's a good thing or bad thing we can't use our Heavy Weapons indoors (which includes all bases and caves)....I see arguements for both sides and it's possible they were meant for field battle...
BUT...
I personally LOVE to use this fact as a STRONG arguement when people say we aren't broken...and the NS Cave is a perfect example of a place we are useless. Even when group'd, what can we offer to that group? 100% Heat resists invalidate our FT...Our LP can typically be out damaged/accuracy by our Dabbled skills and produces even more lag indoors then outdoors...And our HAR broken just enough that it's not reliable in battle...So where does that leave our Commando Skills...Is it fair to say that some combat professions should be locked out of certain combat areas? I see a balanced game as one that if a creature has high resists in one area, that profession should have other VALID options to attack it another way...as we stand, we lack that other VALID option in this case...
I am slightly optimistic about the HAR changes coming...I'd love to hear more...The reason I am optimistic is because of the way the post about it is worded...they didn't say the HAR would be fixed next patch...they said the HAR would be ENHANCED next patch...to me this says it's being changed from how it exists currently, non just repaired...I only hope I'm reading that right...It would be nice to have the HAR not be a weaker broken clone of the FT, but be it's own weapon with unique specials (hopefully ranged)...but of course...time will tell...and hopefully LordS can sneak us out some info prior to the patch...
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