Rifleman Archive

Thread: Commandos missed the Nerf Bat?

YarKi
Tue Nov 25, 2003 11:40 am
#14






Seflyn wrote:

I really don't see the problem, Commandos havetwo goodtools andone of those is flame. Sure it's annoying as hell, and sure a master doctor should be able to put out flames somehow, but comeon look at the spec points they use and what they get in return.


Laucher Pistol and Flamethrower are the only reasons for going Commando that I can see. The launcher pistol being largely for taking out AT-STs or turrets at lightning speed.






Actually what spec points are you talking about? I hope not the points needed for master comando, because almost nobody does that. Most go up to flame 4 and thats it.
Azhara
Wed Nov 26, 2003 12:04 am
#15

i think the reason Commando flame can still incapp is really thats all they have at the moment...


a master commando has only 1 real fuctioning weapon and his only armor peircing abilities come from expendable heavy wepons. HAR accuricies dont stack and its the only acid gun without any AP. Grenade HAMS arnt worth the costs and at idea range tend to do as much damage to the commando as the target...


i used to play as a commando, but stoped a while after the the rifle modifier was applied to the FT. Once implimented, i had to grind up to 0004 tka for the defensive mods just to survive long enough to try to run away after i had lit something on fire. Commandos have no dizzy, stun knockdowns etc but still need to get into melee range to use a special, and i got quite a bit of my commando exp lying on the ground with some bar or another at 0.


Flamer and fire dot still need to be fixed tho, possibly reducing wounds, or at least reducing wounds in pvp, and not allowing the dot to either a)inflict wounds upon an incapacitated player or b)dissapate after becoming incapacitated


well its late...Im tired...and knowing my luck im going to get flamed to no extent for making this post, but heres hopin that i wont

jadegreif
Wed Nov 26, 2003 2:41 am
#16

From what I understand, the incap on flame DoT is a simple bug, due to how the game calculates your current health.
Most DoTs just do damage, so its easy for the game to calculate when a DoT tick would kill you or not, and hence stopping at 1 HAM.
For the flame DoT its not that simple, as it not only does damage to your current health, but at the same time to your maximum health (through wounds).
I believe thats why flame DoT's still incap you, since say a DoT tick does 300 damage, and you have 310 health left. Tick kicks in, game checks your health, it is at 310, so damage is done full since you would have still 10 health left after it. At the same time, wounds kick in though, say 20 wounds, so you end up at -10 health, and incapp.
Just a theory.




Tanja Jadepanther - Master CH, Master Bio Engineer - Lowca
Val'ry Azure - Master Commando, Master TKA - Wanderhome
Valenia - Sharpshooter (4/2/3/3), Ranger (4/2/4/3) - Sunrunner
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