Commando Archive

Thread: Flame DOT PVP bug with a recent update

Doobeous
Sun Jan 11, 2004 5:38 am
#1

I'll probably get 1 starred and flamed for this, seeing as how 80% of commandos seem to think they are kamikaze pilots in pvp anyway...


I consider it a major glitch, after you get flame DOT incapped in pvp you have NO BREAK when you get up- its like, 1 second BOOM then 400 damage. Previously you had 30 seconds to run and find a medic or find water before the flames set in again. This puts characters with no medic skills at a SEVERE disadvantage.


The reason this is stupid and I think it is a mistake is the only timeI have noticed that it happens is after I've already killedthe commando and/or group of people that attackedme sothey cant incap me personally--he doesnt reap the faction point benefit of deathblowing you when this obnoxious phenomenon of a triple incap sets in. Its like I lose-you lose-we all lose.


There needs to be some sort of antidote to flames now or else they need to change it back to the way it was.. I'd be fine with them changing it back.


Otherwise, I may have to investin a few crates of tatooine sunburn... even then though the damage over time comes so fast, the buff will not have time to take full effect


major bug. want to draw it to attention. flame away.


Dubious-Master Smuggler-Master Gunfighter-Master Teras Kasi- NARITUS





Dubious
+Imperial Colonel+Master Smuggler+
+IMPOL White Cell Squadron+

A fiesty little fellow to be sure

SpecOp9
Sun Jan 11, 2004 6:04 am
#2

If your on fire for a couple of minutes in real life, what do you expect to happen eventually over long periods of time?
Doobeous
Sun Jan 11, 2004 6:11 am
#3

in real life i would stop drop and roll or find a fire extinguisher etc..


this isnt real life though- this is a system and sometime it has flaws.





Dubious
+Imperial Colonel+Master Smuggler+
+IMPOL White Cell Squadron+

A fiesty little fellow to be sure

SpecOp9
Sun Jan 11, 2004 6:15 am
#4

Well, you heard it Devs, he's looking for a


/stopdropandrole


command

Knightcrest
Sun Jan 11, 2004 6:19 am
#5






Doobeous wrote:

I'll probably get 1 starred and flamed for this, seeing as how 80% of commandos seem to think they are kamikaze pilots in pvp anyway...


I consider it a major glitch, after you get flame DOT incapped in pvp you have NO BREAK when you get up- its like, 1 second BOOM then 400 damage. Previously you had 30 seconds to run and find a medic or find water before the flames set in again. This puts characters with no medic skills at a SEVERE disadvantage.


The reason this is stupid and I think it is a mistake is the only timeI have noticed that it happens is after I've already killedthe commando and/or group of people that attackedme sothey cant incap me personally--he doesnt reap the faction point benefit of deathblowing you when this obnoxious phenomenon of a triple incap sets in. Its like I lose-you lose-we all lose.


There needs to be some sort of antidote to flames now or else they need to change it back to the way it was.. I'd be fine with them changing it back.


Otherwise, I may have to investin a few crates of tatooine sunburn... even then though the damage over time comes so fast, the buff will not have time to take full effect


major bug. want to draw it to attention. flame away.


Dubious-Master Smuggler-Master Gunfighter-Master Teras Kasi- NARITUS






Hmmmm... tough choice, PvP and fuss about the power of a commando? Or do I play it smart and do what SOE wanted in placing streams close by? Find a pool of water and make us use secondary skills.



Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
tacwraith
Sun Jan 11, 2004 6:55 am
#6

Interesting, I see no difference before and after patch. Anyone on fire and incap would get a fire tick the second they got up (healed or force of will).

But I agree with you, the fire dot should get a 30 second stop-timer after an incap.




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Bloodborn
Sun Jan 11, 2004 8:01 am
#7

in real life i would stop drop and roll or find a fire extinguisher etc..


Ok so you are hit with a sticky flamable liquid and you THINK that stop drop and roll will make you into something OTHER than a torch still? If you were carrying a fire extinguisher and I hit you with this stuff that baby is gonna soo pop soon after and do MORE damage to you then even I did...um yeah go for it I ened a laugh.


Man guy gets hit by basically napalm and he thinks he can just stop drop and roll LOL



Bloodborn
Sun Jan 11, 2004 8:03 am
#8

and after Incap? yeah I suppose but if we actually HURT you don't we deserve to keep you off us for awhile? TK's just knock you down and YOU WILL DIE... and we are lucky that we hit you at all heh



Wolfmann31
Sun Jan 11, 2004 8:11 am
#9

Before the last bigpatch, every burn, disease, bleed and poison had a lil thing called "incap immunity".


If it incapped you, you had a short period of immunity to the bleed, burn, disease or poison.


This is now gone...I found out after a friendly duel with a friend..where she didnt even manage to run to the water 5m away before 3 incaps and death.



This immunity needs to be reinstated for burn at least.(since diseases and poisons now stop at 1 ham, thus not incapping you)


As a commando, I cannot any longer do friendly duels..unless I use my HAR and its 18 second "cooldown"....if I burn them..they die..





RK-31
In memory of Stormtrooper Detachment Epsilon

We will not become a shadow of our former self

When the Star Wars world ends, my reason for being here ends. Thank you Helios_SOE for making that clear to me
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Mikail_Ledeuar
Sun Jan 11, 2004 9:59 am
#10

Just a thought for non-medic personel.... you might want to invest in your local chef. Flameouts (funny name eh?) work wonders for dealing with a flame burn. Adds roughly 2000 health for about 5 minutes usually. Personally I find that is well more than enough for me to get away and heal. There are also several other alternative foods, such as thakatillo that adds to health strength and constitution.

Evelas
Mon Jan 12, 2004 7:59 am
#11

I once had time to


/stop


/drop


/roll


before flames killed me, it doesn't work, trust me.




Evelas - Jedi, Magnan - template pending
"I'm just dying for them to give Jedi that neat power that allows them to yank weapons out of your hand, so I can pull out a Grenade just as he's doing it." -Merc93
maddogs
Mon Jan 12, 2004 9:05 am
#12

lol 2 things i must make known


1 heaking when on fire makes burn tic 87% of the time so if your heald from incap it makes burntic and you are reincaped belive me its just better not to heal this was done in last pach tho most commandos still havent realized it nore most ppl


2 master chafs can make a new food called flam out i belive (not sure of name ) that puts fire out wierd huh but it works i have seen it used about 20 times now


so i hope this helps you out


and yes i agree after 2 end incap it should stop burning and if you were dueling after duel end it should stop tho it might not be realistic it would help alot with the grifing/nerf screeeming of commando s




===============================================================


Daniel' Judson-Leonheart

DerekP
Mon Jan 12, 2004 9:28 am
#13

I didn't bother reading the rest of the post but, I might argee to a slight delay. Not your 30 seconds but a delay none the less.(5-15 seconds) . Also leave the wounded damg, I love it.



DerekP - Master fencer , Master Commando


Thebluntster - Master Ch, Master Doc

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