Commando Archive
Thread: Stop, Drop, and Roll?
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Meiron
Mon Sep 15, 2003 1:02 am
#1
Blast Vulnerability versus 3500 damage AR 3 PRE-sliced Rocket Launchers would just lead to AT-STs dying in 2 hits again...AR 3 vs effective AR 0 is a 195% damage bonus, so, multiply 3500 by 1.5 for the base attack damage, then multiply by 1.95 for the AR bonus, and factor in a 25% slice...you're going to end up with a single rocket that does nearly 13,000 damage on an AT-ST. From 64 m. That doesn't help solve the problem, it actually makes it WORSE.
Hypatian
Mon Sep 15, 2003 1:20 am
#2
Um. That's what a rocket launcher is *supposed* to do to an AT-ST. That's why you pay more than 1000 credits a shot for rocket launchers, and why firing one is so dangerous (long lead time, long cooldown time.) Similarly, a launcher pistol would be able to do reasonable amounts of damage to an AT-ST when ignoring the armor (although not as huge as a rocket launcher.)
It's *not*, however, what a flamethrower is supposed to do to an AT-ST. (The flamethrower being fairly powerful overall, DOTs hurting pets so very much, and armor being ignored by the DOTs. Not to mention the important point: no cost of firing.)
Anyway, I'll stop now. Balancing blast weapons to be sure that they work as they're intended (or so we hear) on AT-STs, turrets, and the like is a different issue from DOTs ignoring armor, which is I think an unintended feature.
So: Can anyone confirm that stop drop and roll works? Or will I have to ask a sacrifical victim to help me test tomorrow evening?
It's *not*, however, what a flamethrower is supposed to do to an AT-ST. (The flamethrower being fairly powerful overall, DOTs hurting pets so very much, and armor being ignored by the DOTs. Not to mention the important point: no cost of firing.)
Anyway, I'll stop now. Balancing blast weapons to be sure that they work as they're intended (or so we hear) on AT-STs, turrets, and the like is a different issue from DOTs ignoring armor, which is I think an unintended feature.
So: Can anyone confirm that stop drop and roll works? Or will I have to ask a sacrifical victim to help me test tomorrow evening?
Hypatian
Mon Sep 15, 2003 12:09 pm
#3
I saw an interesting thing the other day--a commando was duelling another commando on Tatooine. There being no water nearby, I was rather interested in how they were going to avoid serious burnings.
Well, after the fight, the winning commando came in to the house where I was performing as a dancer. I targetted him, and he had the "on fire" symbol. At this point, he did /prone for a moment, then stood up. And the fire DOT was gone.
Has anyone else noticed this behavior? That you can stop, drop, and roll, as it were, to put the flames out? Are there limitations on it? If not, then once this becomes common knowledge it may put an end to at least some of the worries about flamethrower wound damage. Sure you get hurt, but if you're paying enough attention to notice "Hey! Somebody just SET ME ON FIRE!", and you're not in immediate danger, doing /prone; /stand to put the fire out is pretty incredibly easy. Even easier than stopping bleeding.
Well, after the fight, the winning commando came in to the house where I was performing as a dancer. I targetted him, and he had the "on fire" symbol. At this point, he did /prone for a moment, then stood up. And the fire DOT was gone.
Has anyone else noticed this behavior? That you can stop, drop, and roll, as it were, to put the flames out? Are there limitations on it? If not, then once this becomes common knowledge it may put an end to at least some of the worries about flamethrower wound damage. Sure you get hurt, but if you're paying enough attention to notice "Hey! Somebody just SET ME ON FIRE!", and you're not in immediate danger, doing /prone; /stand to put the fire out is pretty incredibly easy. Even easier than stopping bleeding.
Meiron
Mon Sep 15, 2003 12:36 pm
#4
Uh, are you sure the fire dot didn't just burn out? They do have limited durations, you know. As far as /prone goes, I've never heard of that tactic. And it wouldn't solve the problem of AT-STs dying to 1 or 2 Flamethrower specials from a Revenge TEF Commando even if it did work.
Hypatian
Mon Sep 15, 2003 12:56 pm
#5
I'm almost completely positive that it wasn't just duration, yes. I saw it happen more than once, and each time the fire status went away immediately when the person went prone.
And as far AT-STs: true, but, well, I expect them to either become immune to fire DOTs or for DOT resistance to be fixed at some point.
Hopefully at the same time that blast vulnerabilities go in.
And as far AT-STs: true, but, well, I expect them to either become immune to fire DOTs or for DOT resistance to be fixed at some point.
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