Weaponsmith Archive
Thread: What happened to Commando weapons?
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Terv
Thu May 19, 2005 1:58 am
#14
The SAC on those things is never reasonable, way too high and dmg is way too low.
The weapons lvl's just need another pass to try get things in line.
The elemental dmg doesn't really jump much for what you would lose on normal dmg and speed.
I'm sure that there are adv versions of the weapons to come, when we get all the other weapons we were promised for CU.
Really really sucks when we are always left in the dark...
roxby
Fri May 20, 2005 1:52 am
#15
I think most level 54 firearm weaps are capping at around 300-320
Pistols are the fastest weapons, lowest damage , Heavy Weaps the slowest with the highest damage. Carbs and Rifles are in between
That is why heavy weaps have high action costs. You have to take fewer shots to achieve the same damage.
typically (guessing figures, buth these are close)
Pistols 1.85 speed, 580 average damage, 115 SACSAC per sec 62
Plasma Flamers 2.7 speed,820 average damage, 136 SAC SAC per sec 50
Commando weaps are superior using these numbers - course, doesnt take into account actual usage...
Message Edited by roxby on 05-20-2005 06:12 PM
WolfGuy
Fri May 20, 2005 10:46 pm
#16
What people tend to forget is that even if the AOE worked for commando weapons, it is still pretty useless because most commandos are not great tanks. Thus, unless massive slash-damage occurs (which would be unbalancing) a commando is screwed if he agros more than he can kill in a couple shots.
Also, although commando weapons might be more effcient in terms of damage/SAC, we are still out-damaged in DPS by EVERY other profession. One would imagine that a commando might be less effcient but deal more front-end damage than a pistoleer but that is unfortunately not true. In most cases, especially with low-SAC, moderate DPS (which puts them roughly on par with commandos in terms of DPS) pistols and carbines, they are both more effcient and out-damage a commando weapon.
This might be accounted for if the elemental damage and other side-effects of commando weapons could be boosted without sacrificing too much in DPS and SAC, but that is not the case nor is it likely to happen.
But I am just bitter
Also, although commando weapons might be more effcient in terms of damage/SAC, we are still out-damaged in DPS by EVERY other profession. One would imagine that a commando might be less effcient but deal more front-end damage than a pistoleer but that is unfortunately not true. In most cases, especially with low-SAC, moderate DPS (which puts them roughly on par with commandos in terms of DPS) pistols and carbines, they are both more effcient and out-damage a commando weapon.
This might be accounted for if the elemental damage and other side-effects of commando weapons could be boosted without sacrificing too much in DPS and SAC, but that is not the case nor is it likely to happen.
But I am just bitter
Message Edited by WolfGuy on 05-21-2005 01:47 AM
StarNick
Sat May 21, 2005 6:50 am
#17
Btw JohnAdams - I liked both posts you made here and in the Commando forums 
And back to what Im here to say:
Whats a bit annoying, HW's (Power Hammers too, and Im *assuming* Rifles) all get in the 900-1000 range mark on max damage. Mine is about 930 or so max damage, however...I may hit just for a tad bit more, but my FWG5 pistol is 880 max damage. In the end, we pretty much hit for the same damage, and oftenly get outclassed because of the pistol's speed (although it doesn't effect *all* specials, as they do have warm-ups/cool-downs now).
This little increase puts our weapon damages on par with our counterparts, BUT because our weapons are suppoused to power-up specials - which they don't - we fall behind. We have the same type weapons, but wrong type of vehicle in dishing out Heavy Damage. Theres nothing really special concerning our HW - cept for the DoT, which helps and can be a bit effective especially in PvP. But in PvE, its a whole different matter...we aren't tanks yet our weapons force us into a tanking position. We're often times better off using a different profession's weapon...and our weapons suppoused uniqueness is what is currently killing our profession (broken AoE), which also doesn't bring us to the level of our counterparts...rather giving us something that can hit as hard as a pistol but 3 enemies rather than 1. That pistol could use fanshot to achieve the same effect - longer range too, and for less skillpoints.
We no longer hit hard as our counterpart professions do...and thats our biggest problem yet. Some type of mechanism - whether it be forms of armour break (doesnt even have to be a full armour break)..or anything that allows our HW to actually power-up specials and be comparable to another profession. Thats why we didn't get specials, but now we rely on other professions for our damage - is that comparable? Heck, we may have to go as far as getting back our specials...as our prof ain't living up to what was pitched to us pre-CU.
And back to what Im here to say:
Whats a bit annoying, HW's (Power Hammers too, and Im *assuming* Rifles) all get in the 900-1000 range mark on max damage. Mine is about 930 or so max damage, however...I may hit just for a tad bit more, but my FWG5 pistol is 880 max damage. In the end, we pretty much hit for the same damage, and oftenly get outclassed because of the pistol's speed (although it doesn't effect *all* specials, as they do have warm-ups/cool-downs now).
This little increase puts our weapon damages on par with our counterparts, BUT because our weapons are suppoused to power-up specials - which they don't - we fall behind. We have the same type weapons, but wrong type of vehicle in dishing out Heavy Damage. Theres nothing really special concerning our HW - cept for the DoT, which helps and can be a bit effective especially in PvP. But in PvE, its a whole different matter...we aren't tanks yet our weapons force us into a tanking position. We're often times better off using a different profession's weapon...and our weapons suppoused uniqueness is what is currently killing our profession (broken AoE), which also doesn't bring us to the level of our counterparts...rather giving us something that can hit as hard as a pistol but 3 enemies rather than 1. That pistol could use fanshot to achieve the same effect - longer range too, and for less skillpoints.
We no longer hit hard as our counterpart professions do...and thats our biggest problem yet. Some type of mechanism - whether it be forms of armour break (doesnt even have to be a full armour break)..or anything that allows our HW to actually power-up specials and be comparable to another profession. Thats why we didn't get specials, but now we rely on other professions for our damage - is that comparable? Heck, we may have to go as far as getting back our specials...as our prof ain't living up to what was pitched to us pre-CU.
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