Bio Engineer Archive
Thread: Getting to know you and your profession!
UFO-MOE
Mon Oct 11, 2004 3:13 pm
#508
make the Har better, or (in my opinion, a better idea) replace it with an Assault Rifle type weapon. The Assault Rifle could be our bread and butter, all situation use weapon, and the flamethrower could be more of a special use weapon (maybe indoor fighting)
superbike
Mon Oct 11, 2004 3:17 pm
#509
as a former commando and a current quasi commando i feal that a commando defined is someone who jumps in the trenches and messes up everyone around and comes home to mommy at night to tell war stories. under the current system this is not happening. my suggestions are:
1. accuracy needs improved. mainly i think its rediculous that someone can dodge/block/counter or simply get out of the wayof a huge spray of flame and or acid. also considering that a commando is a master marksman, the accuracy seams like it should be better then it really is (master marksman hands no speed and accuracy bonuses to commando weapons even though it is a pre requirement to the commando page. +10 or 20 accuracy and speed needs put into the master marksman title to complement commando since it is a requirement. no one really uses overchargeshot2 from master marksman. it just takes too much out of a gun)
2. defense. unarmed 1-4 gives no melee defense at all and the range defense from ranged 1-4 does not really do enough to even be considered range defense. if i recall correctly the other professions such as pistoleer, swordsman and so forth all have some form of evasion aka dodge, block and counterattack. dodge to me just dont seem fitting for a commando who is fighting up close and personal. but, i dont see why a commando can not have block or counterattack. most commando arsenal is only somewhat accurate within 15 meters and most of their weapons are only effective within meters. this puts them in the land of melee people. commando should have similar defense systems aka bock/counter and some real defense vs knockdown and dizzy and so forth. atleast on par with the other master professions considering commando is a second page master. put in some equivelant def vs states and a counter attack or block and more people just might consider remaining a master commando
3. the rocket launcher and so forth should be armor piercing of a serious level. imo it should even do more armor pierce then a t-21 after all, its a rocket. in the current milenia of the real world, simply put rockets dont miss. they should not miss in this time period of starwars. when a target sees a rocket coming they should be exclaiming "oh crap". make the rocket launcher what is supposed to be and i really doubt anyone is going to complain about the price of consumables.
4. flame thrower in my opinion should not be armor piercing. its a big ball of fire spraying forth from a weapon. it should pour all over someone and cause wounds. the accuracy needs to be increased in the use of this weapon. i would go as far to say that it makes no sense that <name> dodges or blocks your intense stream of fire and i really dont see how a jedi can just shrug off this amount of fire. but the whole system cant be changed just because of one weapon and my views. so i would say to increase the accuracy on this weapon
5. har. this weapon also i feal should not be armor pierce but it does need to do dot just like the flamer as i think that acid would linger for a few moments causing more wounds. it would be sweet if acid could be used to affect action where the flamer affects health
Drygo
Mon Oct 11, 2004 3:24 pm
#510
ARGH...it ate my last post.
So, I guess I'm going to be brief because I don't feel like re-typing out the novel I just wrote.
The top issue for me is afk/buffbots.
It marginalizes us, it removes all economic viabililty, it removes us from the interdependencywithin the SWG universe. It's the cause of most of the disrespect that we garner from fellow players. It is gamebreaking.
Shaizann
Mon Oct 11, 2004 3:27 pm
#511
First, let me say, I'm not a Master Dancer. I am, however, a 0 0 4 0 Novice for the purpose of Roleplay dancing primarily. I am, however, a Master Musician and Master Entertainer so many core Dancer issues are also core Musician issues. That said, let me give my opinion:
1. AFK "Play" - As stated above and will be many times after I hit the 'submit post' button, this has to go. It has hurt the environment of our Cantinas and hurt the Dancer ability to effectively sell buff due to free public buffbot stations. Few things are more aligned against a social plyastyle than the antithesis of social play...that being: the fully macro'd dancer. How are the social folks supposed to ply the social side of their trade comfotably ina sea of AFK zombies? Experinece tells me that while it is possible, it is not all that fun.
2. Broken Base Dance - Lyrical and Formal (and coming soon: Theatrical) look to be beautiful dances to the dancer, but not to eveyrone else. I understand that this may be an issue with player position prediction code. If that is the case then I can sympathize because the Devs on the Planetside team (which I also play) have been wresteling with this one for a year now They finally just found a work-a-round that was not the best, but perhaps, only solution. However, if it's possible, please fix this, it feels like we're being denied some of our really more unique wide area perfomances.
3. Eight Florishes for Every Dance - This is another big issue. I think it's a bit of a sad state of affairs when I do Exotic 2 (my highest dance) and only have three different flourishes. One of those is borrowed from another dance as it is. It really feels like in the initial development of SWG the team had to hurry up and finish the higher level dances so they could get the product out the door. The corner they cut was a lack of flourish variesty. It is a tad unbalanced that the higher level performances lack depth of variety when they take the most investment of time and skill points to achieve. So, let's hire some professional dancers from both genders and get some MO-CAP rolling, please.
4. An Equivilant to /changeband, /startband, etc. - As a Master Musician, I enjoy the fuctionality these commands give. As a Dancer I find myself longing for that same functionality. They help facilitate performance and make for smoother music, and the dancer profession would benefit well from some analogous commands. I suggest /changetroupe, /starttroupe, etc. for the acutal commands.
5. A Buff Window - Granted, I do not buff as a Dancer, but I think this is another issue that should be addressed for both the performing elite entertainer professions. I would love to have a Buffing Window in the same vein as that which the IDs have for their services. Soemthing that shows who is watching/liestening, who is presently being buffed and the time remaining to a full buff.
Tiggs, thank you for making this effort, but we have already had plenty of data calls for our issues. Some plan of attack on how you will/can tackle them would be appreciated in furthur communication.
1. AFK "Play" - As stated above and will be many times after I hit the 'submit post' button, this has to go. It has hurt the environment of our Cantinas and hurt the Dancer ability to effectively sell buff due to free public buffbot stations. Few things are more aligned against a social plyastyle than the antithesis of social play...that being: the fully macro'd dancer. How are the social folks supposed to ply the social side of their trade comfotably ina sea of AFK zombies? Experinece tells me that while it is possible, it is not all that fun.
2. Broken Base Dance - Lyrical and Formal (and coming soon: Theatrical) look to be beautiful dances to the dancer, but not to eveyrone else. I understand that this may be an issue with player position prediction code. If that is the case then I can sympathize because the Devs on the Planetside team (which I also play) have been wresteling with this one for a year now They finally just found a work-a-round that was not the best, but perhaps, only solution. However, if it's possible, please fix this, it feels like we're being denied some of our really more unique wide area perfomances.
3. Eight Florishes for Every Dance - This is another big issue. I think it's a bit of a sad state of affairs when I do Exotic 2 (my highest dance) and only have three different flourishes. One of those is borrowed from another dance as it is. It really feels like in the initial development of SWG the team had to hurry up and finish the higher level dances so they could get the product out the door. The corner they cut was a lack of flourish variesty. It is a tad unbalanced that the higher level performances lack depth of variety when they take the most investment of time and skill points to achieve. So, let's hire some professional dancers from both genders and get some MO-CAP rolling, please.
4. An Equivilant to /changeband, /startband, etc. - As a Master Musician, I enjoy the fuctionality these commands give. As a Dancer I find myself longing for that same functionality. They help facilitate performance and make for smoother music, and the dancer profession would benefit well from some analogous commands. I suggest /changetroupe, /starttroupe, etc. for the acutal commands.
5. A Buff Window - Granted, I do not buff as a Dancer, but I think this is another issue that should be addressed for both the performing elite entertainer professions. I would love to have a Buffing Window in the same vein as that which the IDs have for their services. Soemthing that shows who is watching/liestening, who is presently being buffed and the time remaining to a full buff.
Tiggs, thank you for making this effort, but we have already had plenty of data calls for our issues. Some plan of attack on how you will/can tackle them would be appreciated in furthur communication.
capzyL
Mon Oct 11, 2004 3:48 pm
#512
My view of Combat medic is that we should get hit with 75% dmg reduction as every other profession, but to wager this we should get poisons with lets say 200% more effect. This would keep us where we are today in PvP standars. In my opinion we are still very good. And if you play your cards right we are clearly one of the hardest hitters. And it would also alow the ones using CM for PvE to play more efficently. Since CM would have a closer to the other professions dmg output vs mobs.
I would also like to say that i think the balnce is pretty good. You have to wager your crafting for your playing style. You cant the the power/uses/potency and range in one kit no more.
smeesh
Mon Oct 11, 2004 3:49 pm
#513
In one word: Weapons.
1. Let's see an AP on the flamethrower.
2. More functionality in the other weapon trees.
3. Ease some of the resource requirements for the consumable weapons. As they are now they are too pricey for most Weaponsmiths to produce.
4. We need pistol Mods. If the launcher pistol is supposed to be a main weapon we really should get better as we level up commando.
tacwraith
Mon Oct 11, 2004 3:51 pm
#514
Greets Tiggs.
Ive been master commando for over a year now, dropped it for the hologrinding and still i re-mastered it 4 times during the hologrind just because i liked it so much. Ive been master of all combat proffessions minus fencer as well.
I've PVE'd against every critter in this game and did extensive PvP as Commando.
The issues this proffessions has in my view:
1- Lack of defined role : Just what is our specialty supposed to be? All other combat classes have specials geared towards specific purposes (aka carbineers have mostly crowd control specials). The commando has a bunch of weapons which are not higher in damage than the other proffessions, does not use its expendable weapons (shoulder mounted weapons, grenades) for anything in particular (since they do the same damage over time as using the flamethrower or the HAR)... has no defenses or abilities or specials (BH have fire dot too) that would make commmando unique.
2- Redundancy of weapons: The commando weapons are Grenades (C22,Cryoban,Glop,Imperial Detonator,Thermal Detonator,Proton), Shoulder Mounted weapons (Heavy Particle Cannon, Rocket Launcher, Heavy acid Stream launcher, Lightning Cannon, Flamethrower, Heavy Acid Rifle and the Launcher Pistol.
This proffession has the most numerous proffession-specific weapons.. all others only have 2 weapons unique to them. However, when the Commando weapons are compared to each other, they are either the same thing with a different animation AND/OR inferior versions of another weapon in the commando arsenal.
For example, the Heavy Acid Rifle is a weak copy of the flamethrower. Same range, same specials (no dot though), weaker damage, same armor piercing (zero), same refire delay. And even though the damage types are different (heat vs acid) its of no difference since all creatures in the game that have high acid resists also have high heat resists. For a weapon with zero AP and high refire rate against these creatures is really pointless (read: commando using a marksman certification weapon will do the same if not higher damage than to use the HAR on said creatures).
Of all the above weapons in our arsenal, the commando only really uses the flamethrower. Launcher pistol has no mods or specials, shoulder mounted weapons are of no use against any target in the game (damageovertime wise you outdamage them with a marksman weapon), grenades have the same issue as the shoulder mounted weapons and the HAR is weaker than the flamethrower.
In short, 99% of our weapons are uselessly redundant. No point in using them over the flamethrower no matter what the target is.
3- Complexity of crafting Commando Weapons: Huge issue with commando is the avaliability of our expendable weapons. The schematics to make these weapons are so complex that most weaponsmiths dont even bother to make them...too hard to find resources to make decent stat weapons, take too long to have factories produce them, and in the end too expensive for the costumer base to buy them regularly.
Ive been master commando/weaponsmith, and I can tell you that I could not keep up with my OWN needs as an active pvp and pve commando.
4- Commando Pre-requisites not serving commando: Namely the unarmed 4 requirement. We are required to burn points in a set of skills that the commando will NEVER use. When any commando player unequips his ranged weapon (all commando weapons are ranged) he becomes a brawler..and a wimpy one at that. We do not use unarmed blind or unarmed stun or unarmed hit.
5- Weapon Issues : Aside from the weapons being redundant, the commando arsenal is riddled with bugs. Grenades have their accuracy modifiers as 'ideal' (aka best accuracy) inside the grenade's own blast radius. In short, if we want to hit a target with a grenade we may as well pull the grenade and throw the pin because we WILL get hit by the grenade alongside our enemies. The Beam Rifle certification has been broken since day 1 of release, we cant use it! no Mods for it either. Expendable weapons having no option to choose a HAM bar to hit, and for expendable weapons with rather bad chances to hit, that do less damage per time than non-'heavy' weapons, having the penalty of having only a 33% chance to hit the same ham bar every shot (long refire delay too) makes it counter-productive to use the expendable weapons over another weapon.
What I suggest needs to be done:
Commando's Role:
Commando's role should be the front-loaded damage dealer & the anti-armor (atst's, droids, anything with medium or higher armor rating) specialists.
If you are not familiar with the term front-loaded, it just means that if a rifleman does 10k damage over 10 seconds in 10 shots (just to use easy numbers), the commando should do 10k damage in one shot and needs to wait 10 seconds to re-fire.
In other MMPOG's the classes that are frontloaded damage dealers usually do high damage but also take high damage since they have the least defenses, making them very vulnerable during those 10 seconds they have to wait unable to fight back.
This ability can be combined with the anti-armor role.
This would make the commando be what its arsenal defines him to be: high damage dealer but with long refire delay... the kind of guy you want along in your group to soften or finish up a target quickly.
Commando Weapon Redundancy & Weapon Issues:
This is the easiest part and the most vital part that needs to be addressed.
-Make the shoulder mounted weapons all have heavy armor piercing (ap3), have high minimal damage (5k min) and max damage (12k max) stats, and give them really long refire delay mods (we're talking 10 to 12 seconds not the 3 seconds it is now). These weapons should all have the same accuracy mods and just be different in the damage type and radius damage they inflict (rocket launcher has blast radius and does blast damage, lightning cannon and heavy particle cannon have no blast radius and are electricity and energy damage type respectively, acid streamer has blast radius and does acid damage)
-Grenades should have an ideal accuracy range of 30m and a blast radius of 10m. Grenades should also inflict state effects (C22=stun, Cryoban=warcry effect, glop=posture down, imperial detonator=dizzy, thermal=weak fire dot, proton= no status effect, just does massive damage). Grenade damage types should change to : C22= kinetic, cryoban=cold, glop=acid, imperial detonator=blast, thermal=heat, proton=stun.
-Beam Rifle certification and accuracy/speed mods need to be added to HAR branch. Beam Rifle should have specials that make the rifle fire a constant beam of energy for the 4 to 5 seconds it takes to refire and does around the damage the current HAR does with acid single2 (about 5k max), Beam Rifle should be AP2, Beam rifle's 2nd special should be a cone attack that does normal shot damage but to multiple opponents in the cone.
-Flamethrower should be prevented from firing past 30m. Just like some weapons have 'max range 40m' and they cant shoot if target is over that range, so should the flamethrower. This whole 'lobbing fireballs' is very lame. The flamer should be a close range combat weapon only.
-Launcher pistol needs specials and launcher pistol-only mods. Add L.P. accuracy and LP speed mods, specials for the launcher pistol should be: Homing Shot (weapon has 100% accuracy for that shot but does no extra damage than a normal autofire shot) and MIRV Homing Shot (same as Homing shot but hits all targets in cone).
Note: the LP should have its graphics changed so that the rockets it fires go UP 45 degrees when fired and only descend to the target to hit it. It will significantly reduce the lag-issues from rockets exploding against the ground.
Weapon Complexity when Crafting:
Duh. Make it easier to craft commando expendable weapons. It should be no harder to make a rocket launcher than it is to make a T-21 rifle. For a set of weapons that are designed for one class to use constantly (hence expendable), its ridiculous to have very hard to make and very expensive to buy weapons. Most commandos cant even AFFORD to buy a single crate of proton grenades or gods forbid a rocket launcher.
Commando Pre-Requisites:
As said before, unarmed does nothing for the commando. instead switch it to exploration4. When have you heard of a commando unit not being trained to negotiate rough terrain? And lets be honest, if a commando meets a teras kasi the last thing he's gonna do is drop his flamethrower to throw a punch.
Final Notes:
Commando needs to be given 'grandmaster marksman' abilities as well so it can use its marksman cert. weapons against other elite proffessions.
This means the commando trees themselves should contain mods and specials on rifles,carbines and pistols... not to make them as good as the specialist proffessions (rifleman, carbineer, pistoleer), but to make the commando be the equivalent of a player thats HALFWAY to master specialist proffession (aka a 2.2.2.2 rifleman/carbineer/pistoleer). and for simplicitie's sake, recieve cross-marksman weapon specials.
Changes to be made to the commando Field Tactics Tree and Master Box to accomodate all this:
+17 pistol speed +20 pistol accuracy (same as found in novice pistoleer+box2 of accuracy and speed)
+15 carbine speed +20 carbine accuracy (same as found in novice +box2's in carbineer)
+30 rifle accuracy +25 rifle speed (same as in novice +box2's in rifleman)
+40 unarmed speed +70 unarmed accuracy (same as tkasi novice and power2box and precision2 box)
(The above split half and half in box4 of Field Tactics and half in Master Box...to prevent dabbling in just 1 tree in commando to make elite ranged profs super accurate or super fast)
Specials to be added to heavy support weapons tree, that can be used by any marksman or flamer/HAR:
- overcharge shot3 (same damage as overcharge shot2, but does not damage the weapon)
- AIM 2 (same accuracy bonus as aim1 but does not stop the commando from moving)
- Tumble to prone/kneel/standing 2 (same as the marksman tumbles, but cost no HAM)
- Cover2 (same as cover1 but costs no HAM)
- Area Fire (normal weapon damage AOE attack with a 1.2 ham cost modifier)
Commando Defenses:
The Commando should be a tough unit to deal with in combat. However, this does not mean to turn the commando into a Matrix-fencer-pistoleer like dodge machine or a ranged/melee defense stacking maniac. No, the Commando should, imo, have ZERO ranged and melee defenses and NO dodge/counterattack/block defenses. Instead, the commando should have strong anti-status defenses.
Plug those into the box4 of the Acid Rifle Tree and the Flamethrower tree and Master Box. +70 Defense Vs Blind, Vs Dizzy, Vs KD, Vs Intimidate, Vs Stun, Vs Warcry vs posture change (down) and (up).
The above status defenses should be split +40 in the master box, +15 in the HAR and +15 in the Flamer Tree box4's. Again, to prevent dabbling to raise defenses significantly.
This way the commando would be tough to STOP from coming at you by using status and posture attacks, but not so tough to deal with in melee or ranged combat (as far as hitting him in melee or ranged.. this is to counteract the fact that the commando has better firepower via heavy weapons and half as good in any master elite ranged weapon).
Commando being a hybrid proffession should not receive Mitigation 3. However, since its a class that has both ranged AND melee range weapons (and whose role is melee ranged and ranged!), commando should be given both Ranged AND Melee Mitigation 1 in a box3 and melee and Ranged mitigation 2 in Master Box.
There, thats what I had to say.
Ive been master commando for over a year now, dropped it for the hologrinding and still i re-mastered it 4 times during the hologrind just because i liked it so much. Ive been master of all combat proffessions minus fencer as well.
I've PVE'd against every critter in this game and did extensive PvP as Commando.
The issues this proffessions has in my view:
1- Lack of defined role : Just what is our specialty supposed to be? All other combat classes have specials geared towards specific purposes (aka carbineers have mostly crowd control specials). The commando has a bunch of weapons which are not higher in damage than the other proffessions, does not use its expendable weapons (shoulder mounted weapons, grenades) for anything in particular (since they do the same damage over time as using the flamethrower or the HAR)... has no defenses or abilities or specials (BH have fire dot too) that would make commmando unique.
2- Redundancy of weapons: The commando weapons are Grenades (C22,Cryoban,Glop,Imperial Detonator,Thermal Detonator,Proton), Shoulder Mounted weapons (Heavy Particle Cannon, Rocket Launcher, Heavy acid Stream launcher, Lightning Cannon, Flamethrower, Heavy Acid Rifle and the Launcher Pistol.
This proffession has the most numerous proffession-specific weapons.. all others only have 2 weapons unique to them. However, when the Commando weapons are compared to each other, they are either the same thing with a different animation AND/OR inferior versions of another weapon in the commando arsenal.
For example, the Heavy Acid Rifle is a weak copy of the flamethrower. Same range, same specials (no dot though), weaker damage, same armor piercing (zero), same refire delay. And even though the damage types are different (heat vs acid) its of no difference since all creatures in the game that have high acid resists also have high heat resists. For a weapon with zero AP and high refire rate against these creatures is really pointless (read: commando using a marksman certification weapon will do the same if not higher damage than to use the HAR on said creatures).
Of all the above weapons in our arsenal, the commando only really uses the flamethrower. Launcher pistol has no mods or specials, shoulder mounted weapons are of no use against any target in the game (damageovertime wise you outdamage them with a marksman weapon), grenades have the same issue as the shoulder mounted weapons and the HAR is weaker than the flamethrower.
In short, 99% of our weapons are uselessly redundant. No point in using them over the flamethrower no matter what the target is.
3- Complexity of crafting Commando Weapons: Huge issue with commando is the avaliability of our expendable weapons. The schematics to make these weapons are so complex that most weaponsmiths dont even bother to make them...too hard to find resources to make decent stat weapons, take too long to have factories produce them, and in the end too expensive for the costumer base to buy them regularly.
Ive been master commando/weaponsmith, and I can tell you that I could not keep up with my OWN needs as an active pvp and pve commando.
4- Commando Pre-requisites not serving commando: Namely the unarmed 4 requirement. We are required to burn points in a set of skills that the commando will NEVER use. When any commando player unequips his ranged weapon (all commando weapons are ranged) he becomes a brawler..and a wimpy one at that. We do not use unarmed blind or unarmed stun or unarmed hit.
5- Weapon Issues : Aside from the weapons being redundant, the commando arsenal is riddled with bugs. Grenades have their accuracy modifiers as 'ideal' (aka best accuracy) inside the grenade's own blast radius. In short, if we want to hit a target with a grenade we may as well pull the grenade and throw the pin because we WILL get hit by the grenade alongside our enemies. The Beam Rifle certification has been broken since day 1 of release, we cant use it! no Mods for it either. Expendable weapons having no option to choose a HAM bar to hit, and for expendable weapons with rather bad chances to hit, that do less damage per time than non-'heavy' weapons, having the penalty of having only a 33% chance to hit the same ham bar every shot (long refire delay too) makes it counter-productive to use the expendable weapons over another weapon.
What I suggest needs to be done:
Commando's Role:
Commando's role should be the front-loaded damage dealer & the anti-armor (atst's, droids, anything with medium or higher armor rating) specialists.
If you are not familiar with the term front-loaded, it just means that if a rifleman does 10k damage over 10 seconds in 10 shots (just to use easy numbers), the commando should do 10k damage in one shot and needs to wait 10 seconds to re-fire.
In other MMPOG's the classes that are frontloaded damage dealers usually do high damage but also take high damage since they have the least defenses, making them very vulnerable during those 10 seconds they have to wait unable to fight back.
This ability can be combined with the anti-armor role.
This would make the commando be what its arsenal defines him to be: high damage dealer but with long refire delay... the kind of guy you want along in your group to soften or finish up a target quickly.
Commando Weapon Redundancy & Weapon Issues:
This is the easiest part and the most vital part that needs to be addressed.
-Make the shoulder mounted weapons all have heavy armor piercing (ap3), have high minimal damage (5k min) and max damage (12k max) stats, and give them really long refire delay mods (we're talking 10 to 12 seconds not the 3 seconds it is now). These weapons should all have the same accuracy mods and just be different in the damage type and radius damage they inflict (rocket launcher has blast radius and does blast damage, lightning cannon and heavy particle cannon have no blast radius and are electricity and energy damage type respectively, acid streamer has blast radius and does acid damage)
-Grenades should have an ideal accuracy range of 30m and a blast radius of 10m. Grenades should also inflict state effects (C22=stun, Cryoban=warcry effect, glop=posture down, imperial detonator=dizzy, thermal=weak fire dot, proton= no status effect, just does massive damage). Grenade damage types should change to : C22= kinetic, cryoban=cold, glop=acid, imperial detonator=blast, thermal=heat, proton=stun.
-Beam Rifle certification and accuracy/speed mods need to be added to HAR branch. Beam Rifle should have specials that make the rifle fire a constant beam of energy for the 4 to 5 seconds it takes to refire and does around the damage the current HAR does with acid single2 (about 5k max), Beam Rifle should be AP2, Beam rifle's 2nd special should be a cone attack that does normal shot damage but to multiple opponents in the cone.
-Flamethrower should be prevented from firing past 30m. Just like some weapons have 'max range 40m' and they cant shoot if target is over that range, so should the flamethrower. This whole 'lobbing fireballs' is very lame. The flamer should be a close range combat weapon only.
-Launcher pistol needs specials and launcher pistol-only mods. Add L.P. accuracy and LP speed mods, specials for the launcher pistol should be: Homing Shot (weapon has 100% accuracy for that shot but does no extra damage than a normal autofire shot) and MIRV Homing Shot (same as Homing shot but hits all targets in cone).
Note: the LP should have its graphics changed so that the rockets it fires go UP 45 degrees when fired and only descend to the target to hit it. It will significantly reduce the lag-issues from rockets exploding against the ground.
Weapon Complexity when Crafting:
Duh. Make it easier to craft commando expendable weapons. It should be no harder to make a rocket launcher than it is to make a T-21 rifle. For a set of weapons that are designed for one class to use constantly (hence expendable), its ridiculous to have very hard to make and very expensive to buy weapons. Most commandos cant even AFFORD to buy a single crate of proton grenades or gods forbid a rocket launcher.
Commando Pre-Requisites:
As said before, unarmed does nothing for the commando. instead switch it to exploration4. When have you heard of a commando unit not being trained to negotiate rough terrain? And lets be honest, if a commando meets a teras kasi the last thing he's gonna do is drop his flamethrower to throw a punch.
Final Notes:
Commando needs to be given 'grandmaster marksman' abilities as well so it can use its marksman cert. weapons against other elite proffessions.
This means the commando trees themselves should contain mods and specials on rifles,carbines and pistols... not to make them as good as the specialist proffessions (rifleman, carbineer, pistoleer), but to make the commando be the equivalent of a player thats HALFWAY to master specialist proffession (aka a 2.2.2.2 rifleman/carbineer/pistoleer). and for simplicitie's sake, recieve cross-marksman weapon specials.
Changes to be made to the commando Field Tactics Tree and Master Box to accomodate all this:
+17 pistol speed +20 pistol accuracy (same as found in novice pistoleer+box2 of accuracy and speed)
+15 carbine speed +20 carbine accuracy (same as found in novice +box2's in carbineer)
+30 rifle accuracy +25 rifle speed (same as in novice +box2's in rifleman)
+40 unarmed speed +70 unarmed accuracy (same as tkasi novice and power2box and precision2 box)
(The above split half and half in box4 of Field Tactics and half in Master Box...to prevent dabbling in just 1 tree in commando to make elite ranged profs super accurate or super fast)
Specials to be added to heavy support weapons tree, that can be used by any marksman or flamer/HAR:
- overcharge shot3 (same damage as overcharge shot2, but does not damage the weapon)
- AIM 2 (same accuracy bonus as aim1 but does not stop the commando from moving)
- Tumble to prone/kneel/standing 2 (same as the marksman tumbles, but cost no HAM)
- Cover2 (same as cover1 but costs no HAM)
- Area Fire (normal weapon damage AOE attack with a 1.2 ham cost modifier)
Commando Defenses:
The Commando should be a tough unit to deal with in combat. However, this does not mean to turn the commando into a Matrix-fencer-pistoleer like dodge machine or a ranged/melee defense stacking maniac. No, the Commando should, imo, have ZERO ranged and melee defenses and NO dodge/counterattack/block defenses. Instead, the commando should have strong anti-status defenses.
Plug those into the box4 of the Acid Rifle Tree and the Flamethrower tree and Master Box. +70 Defense Vs Blind, Vs Dizzy, Vs KD, Vs Intimidate, Vs Stun, Vs Warcry vs posture change (down) and (up).
The above status defenses should be split +40 in the master box, +15 in the HAR and +15 in the Flamer Tree box4's. Again, to prevent dabbling to raise defenses significantly.
This way the commando would be tough to STOP from coming at you by using status and posture attacks, but not so tough to deal with in melee or ranged combat (as far as hitting him in melee or ranged.. this is to counteract the fact that the commando has better firepower via heavy weapons and half as good in any master elite ranged weapon).
Commando being a hybrid proffession should not receive Mitigation 3. However, since its a class that has both ranged AND melee range weapons (and whose role is melee ranged and ranged!), commando should be given both Ranged AND Melee Mitigation 1 in a box3 and melee and Ranged mitigation 2 in Master Box.
There, thats what I had to say.
DataOutlaw
Mon Oct 11, 2004 4:01 pm
#515
I have to agree the combat balance really borked the class. I am still a Master CH/ Master BE with some rifle skills but I hardly ever use the CH skills other then for easy solo kills. Here is how I would best characterize the problem:
Creature Handlers used to be an essential member of any group to provide the main tank. Not any more. Even the best BE'd creatures are no match for high end content while a good defense stacked TKM can go toe to toe with a Krayt Dragon. Nobody wants Creature Handlers in their group any longer, they are not even a good substitute for a TKM.
The only real deman for Creature Handlers at all any more is to train nonCH pets and mounts for people and thats really sad.
I do not have any good suggestions for fixing this problem. One way to fix itmight be to bring back medium armor, at least for high end BE'd pets, and increase how much HAM a BE'd or wild captured pet can have. Take away the 60% cap on Kinetic and Energy resists. Essentially bring creatures somewhat back inline with where they used to be. While yoau re at it, finally and once and for all fix the bugs that allow 10k HAM 60% kinetic nonCH pets to be bio engineered.
Alternatively you could nerf defense stackers so that TKM's make jsut as piss poor of a tank and CH pets. Of course that solution would make a lotmore people unhappy.
I will say that the changes to the skill trees did a very good job of doing away with the dabblers and made the class more balanced in general, at least as compared to itself. Tehre really are good reasons to take more then one skill branch and to master the class now and thats a good thing.
Griswel
Mon Oct 11, 2004 4:22 pm
#516
1 - Fix the display on BE additive %s - yeah, technically BE issue, but it affects OUR products more than it affects BEs themselves. If it's 50% OQ; 30% PE; 20% Flavor; then the schematics ought to say that. How hard can this fix be (btw in my experience these numbers are correct- the listed numbers are obviously wrong).
2 - Shift or Control Click to grab all identical items out of a hopper- this seems easier to me than agroupselection box (like grabbing manytroops in an RTS)which requires serious interface changes. Shift or Control Click would act as a repeated double click on each successive identical item until they are gone or we are full. You could do the same with Shift-drag/drop or Control-Drag/drop - this would move all identical items out of our backpack into a hopper until they were gone or the hopper was full.
3 - I agree with the requests to eliminate the effectofserial numbers on subcomponents that have no quality stats. Let us treat alcohol and carbosyrup the way wetreat casks now.
4 - If barrels aren't going to be fixed (seems likely) then please remove them.
5 - Fix Havla or at least show players that Havla of 100 or less is worthless.
6 - Fix the display on filling. As I understand it filling goes from 100% to 0% in 45 minutes, but the display looks like it takes only 30 minutes. Whatever the right time is, please make the display reflect reality.
7 - Have a separate subdivision for Meat on the bazaar. Ditto one for crates of food and crates of drink - or include crated food/drink in their respective categories.
8 - Create a new item called "Ground Meat" (along with a used-up component called grinder)and give us something to usethis new meatin. Then we can dump piles of meat into our foodfactory,put one grinder into the schematic slot, and the output of all the crappy little meat stacks we cannot use is "Ground Meat", a meat item that has no stats but creates a use for small stacks of meat. Or drop the grinder schematic and simply makeGrind Meat a menu choice when you choose schematics ("Remove Schematic" etc "Grind Meat"). Right now your database is filled with junky little stacks we're hoping to match up. It's like a vast Sock Drawer filled with unmatched socks.
9 -NEVER EVER EVER make two double clicks of a cratein the output hopper (possible because lag leaves the thing appearing there when in fact you've removed it)grab one item out of a crate. Small thing but annoying and makes no friggin sense.
10 -Stop shiftingthe view in the hopper window. Just leave it still.Please? I am constantly grabbing the wrong stuff because the contents of thewindow jump around while I click on things.
11 - Let us combine identical crates of serial#-identical items.
12 - This last one is semi-chef related, but important it seems to me. Player run Cantinas are basically all dead (sure, there may be one exception for every two or three servers, but it's nothing like it ought to be). In fact, aside from a few Cantinas in Theed/CNet anda few hunting planet cities, cantinas just aren't a gathering place for players as they ought to be in Star Wars. What we need is advantages to using a Player Built Cantina. IMHO we also need to combine the function of hospitals with Cantinas. I'd make the following changes to PC Cantinas (only true cantinas, not all PC bildings):
- Make dance/music buffing take around30-50% lesstime in a PC cantina that it takes elsewhere.
- Make Doc buffing last 25% longer when done in a PC cantina than if done elsewhere.
- Make Doc Healing work somewhat better in a PC cantina than elsewhere (do the same in PC hospitals if you like).
- Make auto-healing work the same in PC cantinas as it does nowin Hospitals.
PC Cantinas will add alot to the game if they become true gathering places for players. This will not happen unless there are advantages to using them. If you improve it they will come.
slave138
Mon Oct 11, 2004 4:52 pm
#517
irbk wrote:
3. Trying to "grind" CH XP is nearly impossible unless you are a Medic. Espcially with just baby's to work with. I was "grinding" XP with the maximum amount of babys I could have in my datapad, attacking creatures that I could kill in one shot. I'd let the pet get in a hit and then kill the creature. With in about 15 minutes, all my babies were "used up" meaning that there HAM was all gone and they needed to sit in my datapad and heal up. Even with being a Novice Medic (that I picked up JUST so that I could grind some CH XP a little faster) it still takes a lot.
Just a suggestion: Dump them. Use the babies up and get new ones - you get some XP for taming the new one and the XP for using them in battle. Plus, you don't need medic to heal them. Just buy some really cheap pet stims from a BE and keep in mindyou don't need quality when the worst pet stim can cure more damage than a baby can hold.
I went thru so many babies the first few levels of CH I lost count (and there weren't any pet stims then). Just use 'em and lose 'em.
Now back to the topic...
Ravanne_Esi
Mon Oct 11, 2004 4:55 pm
#518
Why do I get the feeling that the timingis deliberate to distract us from not getting our so called "new content"?
My biggest concern is broken and unfinished dances, this has been a game breaking problem for our profession from day one and it has gone completely unaddressed. And those crappy hand animated flourishes sure weren't an answer, as any hand animated flourishes that might be dumped on us in the future will not be.
And get rid of that damn 15 second timer!
Message Edited by Ravanne_Esi on 10-11-2004 05:57 PM
theorb22
Mon Oct 11, 2004 5:17 pm
#519
To sum it up, here is the main thing you need to know about our profession tiggs. WE NEED HELP AAAAHHHH!!!
Regulation
Mon Oct 11, 2004 5:29 pm
#520
Hey Tiggs,
Welcome to the CM forums and thanks for enquiring about CM.
Combat Medic In my view is a support profession that focuses on ranged stimpacks and mind heals to Support others in combat...with the including of ranged poison/diesease to cover there tail while they do so
Listing of abilitys as Follows:
Throwpoison Throws poison if you have the item
Throwdiesease Throws diesease if you have the item
mind heal Heals selected players mind (note: cannot heal your own mind)
The current problems If you would like to see them are the following (skip this if this is not the case):
Current Poison Pack C's are alot more healable that they used to be...meaning if we are up against a doctor we are most likely in the red ( I haven't been able to find the real good resources to make the highest potency stuff so this may not apply)
The Skills at master doesn't really apply because most people can use the poison/diesease C's even though they are not master,(again making master CM kinda pointless)
Additions id like to see:
A master CM mind heal Stim and or Ability to self...(although this will be way over powering it will give the "real" cms a chance to live out in the battlefield)
Balancing the CM/Doctor professions:
making it where the doctor needs Cm made materials to make the best poison/diesease cures at master (this would make it a more co-operative mix and balance the mix). Also making the Master doctor heals only cure 300-400 tick per use...as it stands the Cm's poison doesn't even get the right to tick once.
More Skills for the cm
Abilitys to be able to cure poison and diesease with area cures (give the cms a cm feel instead of having the area cures with the doctor). Other than that give us abilities we could use like area state cures...(just a thought)
Make our resource spawns better:
I have never seen a very good spawn of Fungi and insect meat in a long time
Make it to where we cant have another profession would like to play:
I cannot get a melee profession with cm because i have to have master medic and i have to have 0 0 0 4 marksman...either give up on the crafting tree of medic or take away the ranged support tree of marksman (honestly its quite pointless for us to have if we are doing cm/doc or something of that sort)
Well Thank you for your time Tiggs and welcome to the Combat Medic Forums
Delorian Kitre
Combat Medic/Rifleman