Rifleman Archive
Thread: Commandos now suffer fromt he 2.5 mod like we do! Does this make anyone else laugh?
Gving them the melee mod makes no sense at all. They have unarmed as a prereq to even qualify for Commando.
Don't get me wrong, I'm a rifleman through and through. But adjusting their class in that way makes little to no sense at all.
Still no one has given one good reason why a profession can one shot ANYONE at 15 meters should not be one shot by someone that has to be with in 5 meters.
The same people here supporting Comando's are the same whiny Rifleman that want the penality removed from our profession. So all these whines, all these complaints about the rough road ahead of Comando's have been whined already by some Rifleman on this board. Not one has been a valid reason for removing the penality, because none have looked at the balancing effect of the penality in PvP.
nvoigt wrote:I guess it is the same for all "large weapons" now even though it makes no sense at all.
I beg to differ, that makes perfect sense. If you are too encumbered by your two handed weapon to effectivly dodge or duck and you weapon is too heavy to be used to effectily move it around for parrying, this should result in a penalty. Almost any good game I know has a penalty for using a heavy weapon. The only question is if rifles are already belonging into the heavy weapons category.
You can't dodge yes. Enemies should possibly get a bonus to hit you. But just how the hell does carrying the weapon make it *hurt* more? Have someone punch you in the arm, then punch you in the arm carrying something? Did it hurt 2 and a half times more?
Heres a question for all the commando's readign this post, HOW MANYU ONE SHOT KILLS DO YOU GET IN PvP? Now heres one for the riflemen, HOW MANY ONE SHOT KILLS DO YOU GET IN PvP?
THis BS of head shots and mind bleeds is jsut what I said, what good does a mind bleed do when the commando one shooted you? Anyways back to the 2.5.
The 2.5 is a good way to balance out everything. It give the TKA's/brawlers a chance to kill the people who can do the most damage to them. We riflemen can kite and kill a Meleer and Commando's have more weapons than the Flame Thrower. You jsut have to use tactics. I've said this soooooooo many times in Posts. Tactics make a difference between you being the victor or your target being the victor. All you part time commando's who picked it up just because it was and still is a uber class now have to learn a lil thing called tactics, they took away your R-tefs so no longer can you jsut run up flame a guy and laugh, they make it so you have to plan out an attack on a meleer, welcome to our world. I do that everyday. I PvP daily and I get10-20 kills per my one trip to the cloning center. Thats good odds in my mind. Sometime I lose, more often than not I win. Same can go with you if you use your mind, instead of jsut rushign in blind flamer in hand.
Before some of you riflemen start feeling sorry for the commando's or start chewing out other riflemen let me give you a clue about the flamethrower since you obviously have none. The flamethrower specials COMPLETELY IGNORE ARMOR AND RESISTS... that's right, they completely ignore it.. makes the AP3 on your T-21 completely worthless, doesn't it? Yep it does. 2nd the flamethrower specialls have an ADDED DOT EFFECT that means when they hit for 5k with flame single 2(yes, they can STILL hit for 5k+ with specials.. they can no longer hit for 14k but they can still hit for 5k+ with a mediocre damage flamethrower) not only does the shot completely ignore the armor and resists of the player or mob, but there is the added burning effect.... thirdly ALL 4 OF THE FLAMETHROWER SPECIALS STACK.. meaning yes, it is possible for a commando to puthave 4 burns on a mob. Fourthly,2 of the attackshave an AREA OF EFFECT DOT meaning the commando can do this massive armor ignoring attack and burning on multiple mobs at once. Before you noobs go checking, no riflemen don't have an area of effect dot.
Maybe I shouldn't have postedwhat the commando's seem to not want you to hear as now many of the nifleman noobs reading this thread and agreeing with commando's will be going commando.
hmm.. I read it on your boards that they ignored armor resists... obviously that person was wrong.. butAE dots are still essentially god mode... especially if the commando is smart enough to get feign death.
also wouldn't you other rifleman be able to stack 4 dot's like this?
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=19495&highlight=flamethrower+ignore+resists#M19495
1440 per tick.. that's only 1 flamethrower dot, and an extremely weak one... imagine 4 of those babies.
Having the damage penalty makes sense for PvP. You can easily kite melee PvPers so the damage bonus helps give them some balance. Granted, it's pretty extreme for rifles and heavies, especially when other weapon types have virtually no penalty, but in theory the penalty is good.
What it stinks in is PvE since everything is melee (90%+). 2.5x damage in PvE is terrible. I get killed by most things before I even realize they've spawned and warped on me. I even got incapped by a n00b mob the other day since I missed 5 times in a row and it 2.5x damaged me.
GalacticDarkMaster wrote:
God Ive been laughign for a good 10 mins now, I hopped ont he commando's board for funa nd read that they now take the 2.5 melee damage hit like we do! lol ha ha ha! I wanna see them fight it out and 1 shot each other! I think this was the best move SOE has ever made. Cause now they will either have to learn tactics like we have, or there will be less commando's in game. Plus another benefit their precious armor is gunna get eaten up quick! God this makes me laugh! Who else thinks this is way too funny!
They are getting all pissy about it liek, hows that fair? How can we fight high lvl mobs now? Whhaaa whaa whaa lol god this makes me laugh!
THANK YOU SOE!!!!
Translation: My class is broken, and rather than fix the problem, I want to see all other classes broken to match the **edit**ty state of my class. I am a petty whiner.
Try encouraging the problem to be fixed tool, rather than gleefully cheering when another class gets broken.
GalacticDarkMaster wrote:
Heres a question for all the commando's readign this post, HOW MANYU ONE SHOT KILLS DO YOU GET IN PvP? Now heres one for the riflemen, HOW MANY ONE SHOT KILLS DO YOU GET IN PvP?
THis BS of head shots and mind bleeds is jsut what I said, what good does a mind bleed do when the commando one shooted you? Anyways back to the 2.5.
The 2.5 is a good way to balance out everything. It give the TKA's/brawlers a chance to kill the people who can do the most damage to them. We riflemen can kite and kill a Meleer and Commando's have more weapons than the Flame Thrower. You jsut have to use tactics. I've said this soooooooo many times in Posts. Tactics make a difference between you being the victor or your target being the victor. All you part time commando's who picked it up just because it was and still is a uber class now have to learn a lil thing called tactics, they took away your R-tefs so no longer can you jsut run up flame a guy and laugh, they make it so you have to plan out an attack on a meleer, welcome to our world. I do that everyday. I PvP daily and I get10-20 kills per my one trip to the cloning center. Thats good odds in my mind. Sometime I lose, more often than not I win. Same can go with you if you use your mind, instead of jsut rushign in blind flamer in hand.
So you're a Riflemen who is engaging Commandos in 16m range, and are surprised when you die. Yeah... It's funny that you tell people to use tactics and then whine about Commandos being overpowered, when all it takes is intelligent playing to beat a Commando. But then that is why they kill 95% of SWG players too.
The 2.5 is a good way to balance out everything. It give the TKA's/brawlers a chance to kill the people who can do the most damage to them.
No, it doesn't. 2.5x is pointless in PvP. If a brawler can't CATCH a kiter, it won't matter if they have a 10x mod, or a 100x mod. They'll still lose. If a brawler COULD catch a kiter, then the 2.5x mod would be completely unnecessary as they could kill them fairly easily without any multiplier at all. The 2.5x looks good on paper for brawler, but in practice it accomplishes nothing against anyone with a clue. It's the same with Commandos. Commandos frontload damage. If they miss and a TKA caught them pre-patch, they'd be dead before the 2nd flame. Adding this 2.5x modifier only makes Commandos yet ANOTHER class dependant on Creature Handler in PvE.