Commando Archive
Thread: Reports to Commando Correspondent
Greetings everyone. To everyone who has congratulated me on this new post, I thank you. Garibaldi did an excellent job and I know that I have enormously large boots to fill. Garibaldi, thank you very much for your hard work. Feel free to contact me whenever you wish as your guidance will certainly be appreciated.
I intend to do my best to act as the commando representative to the developers. To that end, I intend to keep you all updated with any information as I get it. The first thing you should know is that I have yet to receive any guidance from the developers. I have received messages from Xahn announcing my appointment but no information of what to report, who to report to or how often. I will pursue this and gather answers to these questions.
Next... I had intended to gather information from Test Center regarding the changes to heavy weapons schematics, specials and damage ratings. Then, much to my surprise, the changes went live this morning.
The changes seem to address many of the concerns we've had regarding weapon availability and power-IN THEORY. So, here's what I need from all of you:
- Please post clear, concise reports here regarding actual damage, speed ratings and HAM costs of newly produced post patch) heavy weapons. Please include your server and any additional notes you think relevant.
- Post anecdotal comments regarding the actual use of the new weapons in combat. Any problems resolved? Any newly created?
- In addition to previous issues, please indicate which are still unresolved or new issues to be addressed.
Again, please keep these reports clear and to the point on this thread. I'll be testing weapons too but need to hear from the whole commando community. Once we've got some testing of these changes in, I'll submit a new report.
I look forward to hearing from you all...
Humbly,
Though I'm at work, I can't post actuall numbers but, good thing for those who can
After reading a bunch of posts it would seem that accuracy is still an issue with our weapons. (Though not as heart wrenching now that we DO damage)
Our skill mods only give us +10 accuracy to Flamer and Acid at novice.
When compared to other eliete professions (smugler, Bounty hunters) Their primary weapons build off of the marksman skill trees, however with our heavy weapons, we no extra bonusus to rely on with speed or accuracy.
If this is intended I can swollow that as a trade off for having the huge heavy weapons, however I think that +10 at novice is too short and forces us to rely on a launcher pistol way to long. Especially since you don't gain an overall accuracy to be hitting regurally untill tier 3 of the skills.
My Sugestions:
1) give larger accuracy to tier 1, and 2. Keep novice the same:
Novice : +10
Tier 1 : +20
Tier 2 : +10
Tier 3 : +5
Tier 4 : +5
Lets us use out heavy weapons sooner, without causeing a massive over powering in accuracy couppled with damage.
2)
Give some HW accuracy mods to master marksman and keep current levels the same.
Though I think this would cause more of an influx of dabblers, but they are inavoidable.
Well, thats my observations thus far. Good luck!
Tortza, Eclips
I am a Novice commando with Flame 1, And TicTacs 1. (minty freshness! tactics)
Server: Tarq.
Stats on Flamethrower:
Attack Speed: 4.6
Min: 433
Max: 818
Wound: 18.5%
Special Attack Mods:
Health: 72
Action: 17
Mind: 17
--
I went out and worked some Rouge Fambaas this morning with it. My observations. Flame Single hits for 2500-3800 with a 15 second delay. The DoT is adds is also now significant. However, you still do need to be just about right on top of the creature to use this special. Normal shots were from 600-1200, these were much quicker than flamesingle1, hitting at a ROF of about 4.5 seconds a shot.
I also picked up a heavy acid rifle, but I found I missed WAY too much for it to be worth it, where, I did not miss much at all with my flamethrower.
HAR stats:
Speed: 5.1
Min Damage: 317
Max Damage: 721
Wound: 35.5%
Special Costs:
Health: 89
Action: 54
Mind: 18
--
I did not use this weapon too much cos I found I missed ALOT with it. It's average 'normal' hit was a bit lower than that of the flamethrower, 400-900.
Observations:
Well, it's nice to not suck now. However, our Damage is just about on par with that of a Pistoleer, we hit harder, but hit ALOT slower. Our ROF is hurting us alot. Now, there is such thing called Front-loading Damage. In PvP it's a very powerful thing. Something the commando class will be good at. However, our ROF is going to hurt our Damage over Time greatly. The Upside to this, is we get Pistoleer like Damage with out using specials, but as a slower rate.
Another thing is Armor. I am a Wookiee, and I am starting to seriously regret that. These weapons are still close range weapons. You are going to have to run up into near Melee range to use them effectively. If you cannot wear armor, then you take a MAJOR beating.
With that in mind, I am not sure if this is the class for me because of the difficulty to close the distance to use your specials on Player targets.
On a final note: It's nice not to completely suck still tho ![]()
The specific ore requirement was not removed in proton grenades. This means that rocket launchers are still dependent on one ore.
Guess which ore has never spawned on my server. Sigh.
That's it so far.
Corran,
Your rifle is not sub average. Intact, it's very very good. The Weaponsmith that made it had access to some very good materials.
Don't tell the smith short. You have an excellent HAR
1. NPCs will drop their ranged weapon and move to melee almost every time when attacked with an HW.
2. When attacking things at point blank range you get combat spam that says "You SWING at target"
3. You can remain prone at point blank range and continue to attack.
Titles still need looking at as well. I'd suggest Flame IV be awarded the title of "MASTER COOK" but I'm sure the Chefs would cry NERF!
I feel on par with my pistoleer comrades in respect to damage and party effectiveness.
New Flame Thrower stats:
4.8 440-82318.4% wounds 76/18/18 HAM AP none unsliced.
New Heavy Acid Rifle stats:
5.5 325-738 35.1% wounds 92/57/18 HAM AP none unsliced
New Particle Beam Cannon: cert works on this now
4.8 1989-3277 21.7% wounds 30/100/30 HAM 29 charges AP heavy unsliced
New Acid Stream Launcher
5.2 1008-2969 33.9% wounds 72/72/18 HAM 28 charges AP medium unsliced
New Launcher Pistol stats:
2.4 57-281 23.6% wounds 16/49/16 HAM AP none unsliced.
this was constructed with a single krayt tissue segment enhancement.
According to my master weaponsmith colleague experimenting durability no longer increases charges on the weapon.
server: Intrepid.
flamethrower:
speed 5.1
min 386
max 789
wound 17.0
HAM cost: 71/16/20.
unsliced.
highest reached damage: 2140.
Nov Commando (0.0.0.0).
... I've noticed that like carbineers I stop whenever I start and stop shooting.
quite annoying, if not even deadly.
my main pet-peeve with commando is the fact that we can't target specific HAMs.
other than those two, no worries.
and congrats =^_^=
363-820 at 5.1 / 17,6% Wound unsliced
I hit up to 5600 with Flame Single 2 against Mobs and up to 13000 against a Trooper.
Delay is huge but with that damage dealt its pretty well.
Acid Stream Launcher:
1001-2858 Medium Armor Piercing at 5,4 with 33,5% woundchance unsliced.
Didnt use it till yet. Has 27 Charges atm.
Heavy Particle Cannon also called "my baby" :-)
1977-3167 on 5,2 with heavy armorpiercing. 20,9 Woundchance
Hitting against a AT ST in average of 5600 dmg. But the AT ST does NOT take much damage.
We just raided Bestine and took 3 AT STs down in an open battle and I was doing more damage with spamming flame single 2.
Maybe this should be looked at... I was doing way less than 500 dmg per hit... hope the rocketlauncher CAN pierce the armor of an AT ST.
But I guess its pretty deadly against one person...
Btw. I wasnt one hitting any players with my flamer specials.. I hit pretty hard around 700 max in pvp. I guess its ok even for enemies... BUT TAKE OUT Commandos BEFORE they close in when they are wearing flamers... they can actually deal out a lot of damage!
C22 Grenades
310-1354 Radius 7 Wound 14.4 Gonna love those.. threw one into a bunch of pets.. forgot to check the damage.
I am pretty happy with those changes... wanted to play commando from day one and I was going my way even while it was total crap.
PS: Synn if you need help in testing call me.. we are both on Gorath
Greets
Mikar