Commando Archive
Thread: Compiled information for our Correspondent to fight the nerf
So after gathering information on the discussion board, my personal server board, and the commando forum,I see these three issuesare why peopleare crying to nerf commandos.
- Flamethrower is considered to be a melee weapon ("You swing your flamethrower..." appears often on the combat text) so it deals 3x damage vs. riflemen
- The Revenge TEF allows a Commando to revive from the cloning station and come back to deliver a lot of wounds using the flame specials. Because of the easy accessibility of the cloning stations, it is wounds that win PvP and not kills (because essentially wounds will take a player out of combat).
- The flamethrower dot does not compensate for creature / player resistances and so if they have a protection against heat, the dot will stillburn them up.
Definitely if these three fixes are in place, I think the commandos can avoid a nerf. I don't see any issue with the damage or even the fire dot as long as it can compensate for resistances.
Totally agree even though #3 is after all a nerf,i think it is a reasonable one.
Good points,if these gets fixed i truly hope we can keep living without a "If you need to flame,flame here" sign on the commando forum...eve though after all flaming should logically bea lot more common in a commando forum when you think about it ![]()
Chino69 wrote:
- The flamethrower dot does not compensate for creature / player resistances and so if they have a protection against heat, the dot will stillburn them up.
No DoT's take resists/Armor into consideration. If it goes into effect for the flamer it should go into effect for all DoT's. I can use my LP on a War Gronda (70% blast resist) and bleed it for 1100 and 800 with healthshot1 and 2. I can do the same on Picket Longhorn Females (Armor 1 and 15% blast resist). This isn't a problem specific to Commandos, it applies to anyone that uses a bleed/DoT. Hell you could mindshot a chicken walker with a Jawa Ion Rifle when they could be DoTed.
Screw revenge TEF's, fix the melee bug... that's half the Nerf callers complaints fixed. The other half just don't realize that our damage over time is just about the same as everyone elses. We're a little higher (as we should be) but all our damage is done in one hit. Not to mention we have AP0. Put on some frellin armor with even just a little bit of heat resist and see how much we do. I wear composite with 45 to 60 resists (love those 40% slices) and can take flame shots with no problem (330 damage or so with an original shot of 1200 after PvP reduction and 45% resist). And that's only if I'm stupid enough to let some Commando within 16m of me and still still long enough for him/her to hit.
Hydrargyrum
Kauri
Master Commando
I totally agree with all of your posts. And if it's not implied, these are bugs and not nerfs. A fire breathing dragon should not be able to resist a flamethrower blast and then burn into a cinder from the fire dot. Nor should a shot from DX2 pistol cause an acid resistent creature to bleed as profusely as any other creature.
I think these are fixes that should apply to all classes and the revenge TEF is the big one. Combat medics are becoming just asdespised as us commandos.
True,it seem totally out of context since RTEF is not commando related but it needs fixing primarly cause its whats affecting other players the most when a commando uses it along with Combat meds as stated above.
As for the burn,only a fix to take resist into consideration,making some ticks do 0 damage is not a very good idea though.I prefer seing them all tick a bit less than to see some just not do a thing.
And true though,if they do fix the burn resist they should fix it on everything,pistol,rifle,carbine,everything.