Rifleman Archive

Thread: Flamethrower vs. Rifle

Grrowl
Tue Oct 07, 2003 1:12 am
#14

Oh, i understand they are wondering about the damage spike and the melee advantage. I just wish I had those wonders and love to know I am on the recieving end of those damage spikes (2.5x).

Oh, and I hate the argument,"commandos are easy. Just stay at 60 range, keep moving, and blind them and you will own them." Hmm, if I keep moving I miss as much as a commando. He does more damage then me. He does 2.5x on top of his greater damage. Oh ya, he does not stand nicely at 60 meters away for me. Now, if he did, or if I had a shot to make him, then I would buy the "commandos are easy to beat" argument.

Just because you are a better player then someone, does not mean there is balance. I try to remember that they have tactics just like us. So, the argument on balance is not who has better tactics, but, all else being equal, is there balance?

Given the numbers of commandos out there, and the fact I think people are generally rational (I said generally), it seems safe to say commandos whoop other classes. If people just like the title or something, before they where buffed we would have seen a ton of them.
Bashin
Tue Oct 07, 2003 4:50 am
#15

Ok...


I have to put my two cents here again...


Yes I will hit the commando with the flame thrower 4 times to his one at 40-50m.


But he only has to hit me one time to win.


The best hope I have is that he incaps comming to dp from mind bleed.


I do sometimes get lucky and hit BIG with Headshot3 on my laser and win.


Most of the time I die. Sometimes I hitburst and get away to die due to the flame dot..yeah 20 min in med center for me!


Or about 1 out of 4 I get in a bleed and the command incaps before he can get to me... YEA only to have some novice marksman Death blow me and I loose 46 faction cause he is much lower than the commando..hehe






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DacianThrax
Tue Oct 07, 2003 6:20 am
#16

http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=25579


16k wow.... just... wow




Dacian Thrax
Raven's Fury

Amwix
Tue Oct 07, 2003 9:20 am
#17

One thing we must remember when looking at the dmg / skills of other class's is the number of points left after getting master.. thus give us the ability to get skills in other areas


Rifleman has 158 at master


Commando has 81 points at master


Bounty hunter has 33 points at master



Now this is why they are so powerfull and have them sweet weapons.. but this dosnt work for ppl who just get 1 line in a profession..


but something to keep in mind when looking at them.


Grrowl
Tue Oct 07, 2003 10:40 am
#18

Grr, thought people had killed the "skills point" argument.

A Commando needs 106 from pre reqs. Next, he does not need master to be able to smack people around (like riflemen do to get strafe/speed on rifle). Take flamethrower line and heavy weapons. That means, to be able to land 2k hits on people consitently, it cost you 140. Thus, you can go master another line, or pick up some elite skills in a line that is part of that oh so hard novice (meaning they could grab an elite pistol move for cheap since they already have the noivce requirment). Probably why you see so many CH/Commandos and med/Commandos.

Oh ya, and even if they want master Commando, they can still pick up med skills, or, if they wnat the most out of points, even become a master Rifleman. Guess that's the solution for us:]
Noules000
Tue Oct 07, 2003 10:58 am
#19

Pick up ranged defense (it might actually be melee defense for FT/LLC). Ranged defense works like negative accuracy, and it's where the low-skill point classes benefit - you can grab the defense lines from many professions to get much larger ranged/melee defense compared to the hybrids.
Swiller
Tue Oct 07, 2003 11:07 am
#20

"Now this is why they are so powerfull and have them sweet weapons.. but this dosnt work for ppl who just get 1 line in a profession.. "


Which would be about 95% of the commandos and bhs. So that skill point arguement is really weak at best.

SocialConformer
Tue Oct 07, 2003 11:19 am
#21






RebRifle wrote:
Rap is more of a musidcal art form the heavy metal.




If you say so. Besides the point, I don't actively listen to either of those although I used to listen to old Metallica a lot, lately I listen to NPR which plays Classical, Barroque, Jazz, etc. Less repetition means no more getting upset with the DJ.




Denzien, Bria server
Artisan 3/0/0/4 Scout 4/0/4/2
Brawler 4/0/0/0 Smuggler 1/0/1/0
Marksman 4/4/0/4 Rifleman 4/1/3/3

rustee
Tue Oct 07, 2003 2:02 pm
#22

im good friends with a commando... and even SHE admits they're broke.
SocialConformer
Wed Oct 08, 2003 12:48 am
#23






Amwix wrote:

One thing we must remember when looking at the dmg / skills of other class's is the number of points left after getting master.. thus give us the ability to get skills in other areas


Rifleman has 158 at master


Commando has 81 points at master


Bounty hunter has 33 points at master



Now this is why they are so powerfull and have them sweet weapons.. but this dosnt work for ppl who just get 1 line in a profession..


but something to keep in mind when looking at them.







Well, then I guess they should just increase the requirements to become a rifleman to include the skill trees most of us get *anyway*. Then what would you think?




Denzien, Bria server
Artisan 3/0/0/4 Scout 4/0/4/2
Brawler 4/0/0/0 Smuggler 1/0/1/0
Marksman 4/4/0/4 Rifleman 4/1/3/3

InquisitorPayne
Wed Oct 08, 2003 3:07 am
#24

SocialConformer wrote:


Well, then I guess they should just increase the requirements to become a rifleman to include the skill trees most of us get *anyway*. Then what would you think?


Szre, sounds fine, as long as they atre as useless as the commandos skills. Bascially the commando dumps 105 skillspoints and gets nothing out of it. Commando does not use the Unarmed line (although i still think a commando without unarmed training is not a commando). Commando does not use any Lines from Marksman other than Pistol and ranged support and those only on the launcher Pistol. Taking that into account, i would agree to "dump" only 91 Skill Points. Commandos therefore only have 159 Skill Points to start with. Now taking away what is needed for commando....


Sure, a Commando could start Pistoleer to improve his Pistol but no one became Commando to use a Pistol anyway, hence: useless


Acommand could become Rifleman or Carbineer but that simply doe not enhance his pown profession.


Vasically a commando has to choose wether he likes:


Medic skills


Creature handler


Scouting skills


Smuggler


everything else is simply stupid for a commando. No crafting professions possible. No other brawler professions possible other than TKA, Let's face it: a commando i solely about combat. We can't do anything else. We have no variety. The reason why i don't give up commando is because i chose it from the start and i will stick to it throug all times. I will on the other hand get another character just to compensate for the lack of variety, as playing Commando only gets boring fast.


Bounty Hunters get more usefull skill si their requirements (TN) But have to keep Skills they don't use either (Trappin, Survival, Hunting). They make no use of one complete line from their Marksman Tree. Basically, they "dump" 56 sill points.



If you are now willing to increase yoour requirements in the same way, I ahve no problem with it. But remember: The more damage you want in one hit, the more skill points you have to "dump"


To explain dumping a little bit further: Skills you never make use of and that don't provide you with an ability to earn money.


Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


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