Bio Engineer Archive
Thread: Getting to know you and your profession!
garvin
Tue Oct 12, 2004 12:21 am
#560
Thanks for visiting Tiggs...I'm going to hold of on posting for a bit since I chat with Tiggs all the time...Here is your chance to tell Tiggs what YOU feel is our most pressing issues...
And remember...if your nice, we might notscare off another Dev...lol...
Antolicus
Tue Oct 12, 2004 12:26 am
#561
IMHO, I would love to see either the HAR be useful (give it AP1 or AP2 or add a DoT for the Specials) or replace it all together with another non-disposable weapon w/ specials for the tree. Even if it becomes a pistols tree to use the launcher pistol (which would be great at AP1 or AP2 also), that would be great.
Thanks
Worfire
Tue Oct 12, 2004 12:26 am
#562
Hey there
It is nice to see you giving us some personal attention. 
Anyway, I may notbe speaking for everyone in here, but I feel that the most important issue with Commandos is the fact that we have a big arsenal of weapons, with only one that is truly effective (Flamethrower). The Heavy Acid Rifle really needs work. The consumables also need to be balanced regarding their cost to value ratio. Their lack of effectivness does not make them worth the heavy credit costs. Some more Launcher specials would be nice too. 
Utess
Tue Oct 12, 2004 12:32 am
#563
Yay!
Dancer has two major issues with it right now.
1) AFK entertaining. No professions other than dancer, entertainer, and musician can be played completely afk all the time by a macro. This has resulted in a massive number of afk buff bots and healers that has completely ruined any economic viability for live players. We have no advantages over afk players other than our ability to be social with our customers. And, sad as it is, our ability to be social isn't enough =/
2) Broken base dances. It is my understanding that this is simply a fundimental flaw with how the game handles player movement. But, the bug which causes a base dance to display oddly to everyone but the dancer ruins the formal, lyrical, and new theatrical dance. This limits our dancing options a lot 
Seiryuu
Tue Oct 12, 2004 12:35 am
#564
The most pressing issue is that Creature Handler was "balanced" due to the Creature Balance, yet the rest of the balance never occurred.
Nothing has been done to compensate handlers in the 11 months since that happened and it will be at least half a year before the Combat Update does get pushed through. It has killed the profession and driven myself and many long-time handlers to quit in disappointment. Moral around here is abysmal because of all these things.
Nothing has been done to compensate handlers in the 11 months since that happened and it will be at least half a year before the Combat Update does get pushed through. It has killed the profession and driven myself and many long-time handlers to quit in disappointment. Moral around here is abysmal because of all these things.
Madhi
Tue Oct 12, 2004 12:41 am
#565
Well first of all, thanks for dropping by personally and asking what's wrong with it 
I don't want to make a list simply because i am no master in ch so i don't know what the biggest problem is. Though there are a few things i do know.
As a proffesion that is combat orientated we use more skill points than other elites, though we get very little offensive skills in return. Creatures don't do enough damage, or you can't summon enough creatures. This plus the fact that we don't get defense bonus, different damage types, no mitigation, and poor AI make it not a real good class at the moment. As i said I can be wrong but this is what i found out after playing ch.
I don't want to make a list simply because i am no master in ch so i don't know what the biggest problem is. Though there are a few things i do know.
As a proffesion that is combat orientated we use more skill points than other elites, though we get very little offensive skills in return. Creatures don't do enough damage, or you can't summon enough creatures. This plus the fact that we don't get defense bonus, different damage types, no mitigation, and poor AI make it not a real good class at the moment. As i said I can be wrong but this is what i found out after playing ch.
Zavrille
Tue Oct 12, 2004 12:46 am
#566
I like Utess' response and will only add one thing. Some day in my dreams as a Master Dancer I'm going to see 8 unique flourishes for each and every dance I have. That would make me extremely happy.
*hugs*
picklesSW
Tue Oct 12, 2004 12:50 am
#567
Remove the ability to entertain while AFK, especially the ability to provide entertainer buffs while AFK. This is the single biggest issue facing the entertainer professions, it's been the single biggest issue for over a year, and hey, you've already promised to remove it. All I'm asking is for you to follow through on that promise and to do it before everyone here quits out of disgust. In other words, soon. Not next year.
Thanks.
Thanks.
DrakkoFett
Tue Oct 12, 2004 12:53 am
#568
Thanks so much for dropping by, another reason for me to stick out Commando.
The number one thing I would like to see isdefenses worthy of an all combat 169 skill point investment. 92 sp elite combat professions have way better defenses than commando with another 158 sp to invest in more defenses if they choose. What good are new weapons if you are not alive long enough to use them. Defenses are number one on my list.
Thanks for another glimmer of hope,
Sasher Redo - Shadowfire
Message Edited by DrakkoFett on 10-11-2004 03:56 PM
Latenighter
Tue Oct 12, 2004 12:53 am
#569
Hello Tiggs. Nice to see you.
What is the most pressing issue for Commandos? At the most basic and general level is our inability to survive in a PvP environment.
Defenses:
Commandos ranged special attacks are limited to melee range, yet melee defenses are the lowest of all the ranged professions. We spend more time on our backs than the worlds oldest profession.
DPS:
Commandos have no ability to gain additional weapon speed or accuracy since the Armor and Clothing attachments that drop are "Heavy Weapon" mods used in Beta, but our actual in game modifiers are weapon specific (Flamthrower Speed / Accuracy, HAR Speed / Accuracy, and LLC speed / Accuracy for our BH Friends). Coupled with the LOW speed and accuracy modifiers we receive in relation to other professions, we are completely outgunned in Damage Per Second (DPS).
Armor Piercing:
Further, we have no non-consumable armor piercing weapons. The Launcher Pistol, Flamethrower and HAR, are all AP0. We are the only profession that has no certed AP non-consumable weapons, and the only acid weapon that can't shoot through a tin can.
Now that might be a result of the Consumable heavy weapons we have access to. However, the AP characteristics are only useful when we HIT our targets. That is a much less frequent occurence with Consumable weapons than should be the case. Commonly referred to as being unable to hit the side of a barn when you are standing next to it. These weapons are also relatively slow for the damage performed. These weapons are short stacked for the price, and are said to be difficult to manufacture by the Weaponsmiths. As a result, there is a low demand since the DPS to cost ratio is out of whack.
Grenades:
Our grenades kill us faster than our enemies. They are very short stacked, and are affected by a bug that requires about 9 seconds to use the weapon, regardless of weapon speed.
What to do?:
You already said that you have the lists Garvin has submitted for quite some time now. I won't keep going. But what could be done to tide us over to the revamp?
1) Release the Combat Revamp Documents: We believe it's a good thing for commandos, but can't understand why SOE won't release the Revamp Documents going on 45 days since presented to Correspondents. Even worse, why SOE won't release a statement on releasing the documents is beyond us.
2) Change the AP settings on our weapons. Launcher AP1, FT AP1, HAR AP2 or 3. That would go a LONG way to helping our ability to damage higher level content in PVE.
3) Change the Flamethrower and HAR Speed/Accuracy to "Heavy Weapon Accuracy." This will make our DPS problems in balance (Master Commando would have the same accuracy and speed mods as a Master Rifleman), and SIMULTANEOUSLY allow the Armor/Clothing Attachments to work. If you feel generous, set the BH LLC tree to Heavy Weapon too to help them out. We're not greedy.
4) Could you maybe make it so the grenades don't kill us when we use them? Pretend we are throwing a bomb droid. They don't kill their user if the user is in the blast radius. And if you can increase stack size or figure out the bug on the grenade speed, it would be welcomed.
I bet you were hoping for short concise posts. But we are so broken, it's hard to keep it simple.
Rien - Master Commando
Corbantis
What is the most pressing issue for Commandos? At the most basic and general level is our inability to survive in a PvP environment.
Defenses:
Commandos ranged special attacks are limited to melee range, yet melee defenses are the lowest of all the ranged professions. We spend more time on our backs than the worlds oldest profession.
DPS:
Commandos have no ability to gain additional weapon speed or accuracy since the Armor and Clothing attachments that drop are "Heavy Weapon" mods used in Beta, but our actual in game modifiers are weapon specific (Flamthrower Speed / Accuracy, HAR Speed / Accuracy, and LLC speed / Accuracy for our BH Friends). Coupled with the LOW speed and accuracy modifiers we receive in relation to other professions, we are completely outgunned in Damage Per Second (DPS).
Armor Piercing:
Further, we have no non-consumable armor piercing weapons. The Launcher Pistol, Flamethrower and HAR, are all AP0. We are the only profession that has no certed AP non-consumable weapons, and the only acid weapon that can't shoot through a tin can.
Now that might be a result of the Consumable heavy weapons we have access to. However, the AP characteristics are only useful when we HIT our targets. That is a much less frequent occurence with Consumable weapons than should be the case. Commonly referred to as being unable to hit the side of a barn when you are standing next to it. These weapons are also relatively slow for the damage performed. These weapons are short stacked for the price, and are said to be difficult to manufacture by the Weaponsmiths. As a result, there is a low demand since the DPS to cost ratio is out of whack.
Grenades:
Our grenades kill us faster than our enemies. They are very short stacked, and are affected by a bug that requires about 9 seconds to use the weapon, regardless of weapon speed.
What to do?:
You already said that you have the lists Garvin has submitted for quite some time now. I won't keep going. But what could be done to tide us over to the revamp?
1) Release the Combat Revamp Documents: We believe it's a good thing for commandos, but can't understand why SOE won't release the Revamp Documents going on 45 days since presented to Correspondents. Even worse, why SOE won't release a statement on releasing the documents is beyond us.
2) Change the AP settings on our weapons. Launcher AP1, FT AP1, HAR AP2 or 3. That would go a LONG way to helping our ability to damage higher level content in PVE.
3) Change the Flamethrower and HAR Speed/Accuracy to "Heavy Weapon Accuracy." This will make our DPS problems in balance (Master Commando would have the same accuracy and speed mods as a Master Rifleman), and SIMULTANEOUSLY allow the Armor/Clothing Attachments to work. If you feel generous, set the BH LLC tree to Heavy Weapon too to help them out. We're not greedy.
4) Could you maybe make it so the grenades don't kill us when we use them? Pretend we are throwing a bomb droid. They don't kill their user if the user is in the blast radius. And if you can increase stack size or figure out the bug on the grenade speed, it would be welcomed.
I bet you were hoping for short concise posts. But we are so broken, it's hard to keep it simple.
Rien - Master Commando
Corbantis
Message Edited by Latenighter on 10-11-2004 11:02 PM
cornbredx
Tue Oct 12, 2004 1:03 am
#570
Hey Tiggs, good to see u drop by. Unfortunately i didnt get here in time and the other commandos have said what needs to be said. MOst of the other posts are right (except a few that r secretly nerf cries described in a professional manner in a way that makes it seem like something we need but dont) I noticed all the trolls came out to cry nerf at us. Oh well, at least tho of us that KNOW what we need have posted alrdy so I cant anything much to add to it. Let me put it this way tho. So its clear, Dont take anything away from us, make it better and fix it. We dont need to lose speed (the guy that said our Laucher speed needs to be 10 sec is confused because it takes forever as it is to shoot right now. He stated 3 seconds, ive yet to see an RL at 3 secs a shot. But thats me.)
Anyway, im sorry didnt mean to rant or whine. PLS dont take anything away from us, just fix us.
Anyway these guys alrdy said everything so thx for stoppin by and checkin us out Tiggs. Have a good one!
HootGibson
Tue Oct 12, 2004 1:28 am
#571
What I think we need is a ranged weapon and the Blaster rifle would be the one. Mabey a few specials with that.
(Its the long one of these) http://starwars.carrotnetwork.com/reviews/accessoryset/deathstar/dsa08.jpg
Colonel Hoot Gibson (Master Commando at heart)
'Sic vis pacem para bellum.'
"If you want peace prepare for war"
GerRob
Tue Oct 12, 2004 1:53 am
#572
Hi,
my highest priority issue _by_far_:
Unattended Gameplay / "Buffbot"ing
And it even can be solved through a change in policy. Just make it
a forbidden way to play.
Next on the line:
- Communication with our correspondents. They are very aware of the
problems of the profession
- Broken Dance animations
- Dances with just 3 Flourishes
regards
my highest priority issue _by_far_:
Unattended Gameplay / "Buffbot"ing
And it even can be solved through a change in policy. Just make it
a forbidden way to play.
Next on the line:
- Communication with our correspondents. They are very aware of the
problems of the profession
- Broken Dance animations
- Dances with just 3 Flourishes
regards