Rifleman Archive

Thread: New commando/BH weps vs T21

Krupskaya
Thu Sep 04, 2003 5:03 pm
#14

"I still think the funniest post ever on these riflemen boards was when Holo was talking about the first fixed T21s being capable of a 3k damage 8 second shot, and that making him nervous. Guess he got over his anxiety with the heavy weapons."


Yes, that is just unconscionably outrageous that he could have done a 360 like this. No weapon should be capable of doing in excess of 3000 damage, so the T21 was nerfed; but no weapon should be capable of doing in excess of 3000 damage, so, naturally, several Commando weapons should be given 3000+ BASE maximum damage, before a 1.95X modifier against most targets thanks to AP3. So with a hefty damage slice, we suddenly have Rocket Launchers and Heavy Particle Beam Cannons which do not 3000, but 8000 damage an attack in P v P! T21's should not be permitted to do 3000 damage because that is excessive, and for that very same reason Rocket Launchers and Heavy Particle Beam Cannons should do 8000 because that is acceptable!


And with the changes in AT-ST blast vulnerability, that means a Commando will be theoretically be able to kill 3 AT-ST's in 2-3 hits combined using the AoE Rocket Launcher. And absolutely liquify normal players, literally killing them twice over. While our T21 has its MAXIMUM damage reduced to 375, whereas very much suboptimal Commando weapons now have over 3000, which is likely just a fraction of their potential. Good thinking, Devs!




IGN Memos
Zarl0k
Thu Sep 04, 2003 5:19 pm
#15






AldeonAvardulin wrote:





Krupskaya wrote:


That is absolute HOGWASH -- Heavy Particle Beam cannons with over 3000 max damage and Heavy AP are already selling on my server for 12K. Meaning maybe 400 credits per shot. Ooh, how very expensive! 400 credits for a one shot kill! You're telling me somehow that's NOT overpowered?






Armor rating does not work on un-armored oponents, and since there are no styles on a rocket launcher, that means 3k max damage, that means 750 damage in PvP. So when you see a commando take off your helmet, why you would be wearing a helmet as a rifleman I dont know


Its not very smart to use a rocket launcher on PCs, its meant for the AT-ST. It has a smaller max range then most player,s and takes a bit of time to set up, let alone shoot. Chances are you will be knocked down in that time.





Umm, I don't know what plnaet you are on, but they must have some good weed. With just an average damage slice a commando has about a 50% chance to kill you when unarmored.
Hoabob
Thu Sep 04, 2003 5:26 pm
#16







Shock-N-Awe wrote:



....except we take 2.5x the damage is someone hits us with a stick.






And a Commando must be nearly in melee range to use the specials and take 3.0x the damage if someone hits them with a stick. Also AT-STs do not have blast vulnerability yet.
Pecos
Thu Sep 04, 2003 5:50 pm
#17

LLC, stats on weapon is 410-746, 4.4 speed, Light armor piercing. Does over 1000 damage on normal hits.


And you can do styles with it, in fact there are styles especially for the LLC.



Rifleman = obsolete.


-Myrick-
Thu Sep 04, 2003 5:50 pm
#18

Yea, was getting hit in pvp for 1900 with a flame thrower. Heard that they're hititng mob's for 15k+ , one shotting rancors and stuff like that.


Like mentioned earlier, guess he got over the anxiety with high damage.




Myrick

Eltestor
Thu Sep 04, 2003 6:47 pm
#19

I took the below dmg info from the commando forum.


"426-815dmg


4.6 speed


unsliced "


This is how high the dmg is on some of the new flamethrowers. I just got hit for 2100 then 2700 in pvp wearing 0 armor ( i never wear amor due to ham cost). Basicly they can 1 shot anyone even with the 75% reduction. I havent fought a bh yet so I am not sure about them. I would'nt say rifleman are gimped in pvp but we will have to take out commandoes fast inorder to survive.

StandUpWookie
Thu Sep 04, 2003 9:54 pm
#20

I dont think its the "charged" weapons anyone has a problem with.



The Flamethrower is a regular weapon without charges (I believe). Take a look at the stats (sliced an unsliced) on the Commando Boards and the damage that thing does, plus the massive bleeds with flameshot.



Also is uses action points to use, meaning you can heal up some more specials. People are posting damage in the 5k an higher range.



Commandos should be good...but not that good. They are pulling out Dark Jedi Master damage.


madeline

Eltestor
Thu Sep 04, 2003 10:12 pm
#21

If you did'nt read my other post in this forum. Commando attacks are beeing counted as melee attacks, so in pvp they are getting a 2.5 times dmg bonus against rifleman.


This makes those newflamethrowers hurt bad.

tacobizell
Thu Sep 04, 2003 10:39 pm
#22

Commandos are not certed for the LLC... do you mean, maybe, the Lightning Beam Cannon(LBC)? You don't get that until HW3, and it has no styles...




- Hatch
Outer Rim Alliance
ajm317
Thu Sep 04, 2003 10:55 pm
#23

The title of the thread is commando/BH weapons. BH's can use the LLC.



So the LLC is relevant. (It's been increased to godly levels as well.)




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Hoabob
Fri Sep 05, 2003 12:18 am
#24

Commandos have some theoretically good AoE attacks. So under the right circumstances they could do lots of damage to clumped players. I'm expecting Commandos to be really good at cleaning out buildings that enemy Overts try to hide in, think of it like a point blank Riflemen.
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