Rifleman Archive
Thread: Commandos missed the Nerf Bat?
cos the devs arent exactly noted for their thought processes?ok fair enough there must be alot of things to take into account when adjusting skills and abilities- but how hard is it to make a list..
dev1: ok lets change the DoT effects. they have a rather nasty side effect.
dev2: k.
dev1: now how may specials have/use DoTs? hmmm...
dev2: k.
dev1: lets make sure that we change all of them, or people will start to think we dont even know our own game.
dev2: I like pie.
Oh I dont know, maybe because they have to get with in 15 METERS to use it might have something to do with it??
I've played both a Master Commando and a Master Rifleman, and there is absolutely no reason for their DoTs to be taken away until a higher damage is put in place.Master Rifleman are MUCH MUCH MUCH better off than a Master Commando. Besides, the way that flamethrowers work is not to actually burn you (but they can), but to eat up all the oxygen in a container. Hence, flamethrowers were commonly used on tanks and fortified positions. For SWG, this means that it *should* severly hurt AT-STs as the pilots cannot breathe and anybody in armor as you're getting no oxygen! I think this is where the justification for the high damage comes from. However, you're still on fire, which is going to hurt regardless.
nihil66 wrote:
I think it's totally lame too, but think about the alternative. If fire didn't kill you, you would have totally black bars as you continued to burn wounds at +1 ham.
HA! I was buffed by a master Doc before I was hit by one of those flame throwers after the DOT nerf. yet it had no trouble incap'n me in short order and leaving me with 1 health from wounds before the first incap. Oh I still had health left to heal only because of the buffs, but my wounds were all but 1 of my natural health. Of course the Imp in question woudln't DB, no he let me suffer through 3 incap's for the death.
The whole time I could see the nearest river I just couldn't reach it before the incap's started.
At least I did manage to kill that Commando twice before he got in range with his Bic Lighter. SS2 is real nice ![]()
I think the whole point of this thread is their DOT shoudl end at the same point ours does. Of course the devs really need to tone down the wounds from flame dots. Or make our mind bleeds do as much wound damage as the wound % on the rifle we use. So my T21 at 27.5% wound with a 1200 Mindshot 2, reduced to PVP dmg makign it 300 per tick should also be doing 82.5mind wounds per tick as that's 27.5% of 300.
Then the wounds from Flamethrowers would be fair as they stand now.
First this was never about taking away your DOT"s, but I have seen the light if you dont die from catching on fire MY wounds would be attrocious. So i retract my earlier statement.
MarcoRenaldi wrote:
OK i understand the DOT's dont incap right? The only reason behind that i can figure is the CM area diseasing everyone in sight(which was unfair), and so instead of just nerfing them they nerf all DOTs EXCEPT Commandos. Catching on fire STILL KILLS YOU. If i can burn to death why cant someone else bleed to death???
and they say rifle is the only class that can kill at range.
and they say rifle is the only class that can kill at range
DuelsenD there are some real stupid people that post here, but you just made them all look brillant with that remark.
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.