Rifleman Archive
Thread: Thats it, we are screwed of imperial destroy missions.
I couldn't believe it at first, so I tested some more, the IDM, and prolly the Rebel counterpart, have seen their lair get an AR rating of 2 recently. Plus they got a boost in HP (some have 8k now)
For a rifleman, that means only the laser rifle is effective, the DLT 20a and the T21 gets their shot reduced by 56%, meaning mobs can spawn while we take an infinetaly long time to destroy the lair.
But, thats not where my complain is. When you think about it, it makes sense that a rebel bunker as some sort of armor protection.
But that means they can modify AR as they see fit...so,
HEY DEVS, HOW ABOUT FIXING THE T21.....NOW.....
/rant
I have attacked a rebel spawn with the DLT20a recently, didnt notice any AR issues.
Well, as of tonight, I just did another, maybe there are specific encampment having that protection, but cjeck a speopc out post, I needed to whip a laser carbine out to get them.
Have you noticed the rise in hp?
Higher the level more HP lairs have. I did a rebel general camp, and it had 7.7k HP, but no AR.
Tried it again, ok, maybe its my level (I'm 2/3 rifleman tree and 1/3commando tree) but the rebel base Definately have an AR 2.
Laser carbine does the same damage in the windows and in the floating number. thats what it means no?
The imperial missions ARE harder, the spawns are tougher and harder to kill
if you can believe it they are making even harder to get Imperial FP
way to take a step in the right direction.........