Commando Archive

Thread: New pet nerf: Anybody see this as another Commando Screw Job

Caterofe
Mon Dec 01, 2003 8:33 am
#1

I am 3,4,4,1 in commando and a wookiee. So i can't wear Armor, and use my lvl 13 rock beetle on a constant basis. With the 2.5x melee dmg mod they gave us, I don't get close enough to even think about getting hit. I run in after the bug Flame2 and get back out to 30m or so.


This new pet nerf is going to seriously hurt my ability to so anything solo anymore. Am I the only commando out there that this is happening to?





Drago
Somehwhere in the Wilds of Talus
Eclipse
"Every good Wookiee has a demon buried deep inside"
Master Commando/ Master TKA
Memeber Of FURRY
Staff Sgr. Rebel Army
Mister_Heavy
Mon Dec 01, 2003 8:51 am
#2

I'd try not to take the pet nerf personally. Everyone who used non-ch pets will be effected. Also, they're removing that 2.5 damage penalty, so you won't get hit so hard.



Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
combat101
Mon Dec 01, 2003 8:52 am
#3

No, I'm pretty sure it's a game-wide thing. Being a former command myself it's still very possible to solo certain worthwhile things with a pet weaker than a rock beetle.



Sako

My dream armor would would not only have low encumbrances but it would have extremely high resists to nerf cries.

Please visit my shop 'Sako's meds n resources' which has relocated to -163, -404 in Zero city on talus. (Closest to dearic)
Caterofe
Mon Dec 01, 2003 8:55 am
#4

Oh they are getting rid of the 2.5????? Humm maybe I won't ditch commando after all





Drago
Somehwhere in the Wilds of Talus
Eclipse
"Every good Wookiee has a demon buried deep inside"
Master Commando/ Master TKA
Memeber Of FURRY
Staff Sgr. Rebel Army
tacwraith
Mon Dec 01, 2003 9:59 am
#5

yeah they ditching it. Now you will take the normal 1X damage, only you'll be 'easier to hit'. Read: you dont have as much melee defense modifiers so creatures will hit you 9 out of 10 times, whereas a melee class will get hit 2 out 10.


What DOES benefit commando next patch is the ham cost changes. Other classes wont be able to keep up spamming specials and stim-healing themselves to keep the super spam... whereas we, with our almost zero cost specials, can keep flaming away (albeit we do have to get in close range).



Commando will be the conceptual 'light tank with heavy gun'.





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Caterofe
Mon Dec 01, 2003 10:12 am
#6

Oh great so we will be gettig hit more often jsut not as hard? How does that make any difference?


Whats the differece between getting hit 0nce for 400 and getting hit 4 times for 100


Do any of the Devs play commandos? More over Wookie commandos?





Drago
Somehwhere in the Wilds of Talus
Eclipse
"Every good Wookiee has a demon buried deep inside"
Master Commando/ Master TKA
Memeber Of FURRY
Staff Sgr. Rebel Army
atytula
Mon Dec 01, 2003 10:29 am
#7






Caterofe wrote:

Oh great so we will be gettig hit more often jsut not as hard? How does that make any difference?


Whats the differece between getting hit 0nce for 400 and getting hit 4 times for 100


Do any of the Devs play commandos? More over Wookie commandos?




The difference is it takes 4 shots to do that 400 damage, not one. Meanwhile, we can use that time to get in close and do a flameclone2, or have enough time to get a rocket fired. Right now, against a fairly novice TKA, I get killed everytime. Once I get close enough to use my flamesingle2 I am lying flat on my back and am killed in two shots. With this change, I should have enough time to get back up and use my flamesingle2 and probably one shot the TKA.




General Kazar Racillen, Master Smuggler
Echo Battalion CO (Eclipse)
http://www.echobattalion.com
Coorva
Mon Dec 01, 2003 11:24 am
#8

Go TKA master as well as Commando you will rule as a Wookie.
dnm998
Mon Dec 01, 2003 12:20 pm
#9

The "more hits less damage" will buy you more time to defeat your enemy.



-Ja-le Ba-te Master Merchant and Proprietor of the Emerald Star Merchants' Guild in Ironcaster

The Emerald Star Merchants' Guild is a subsidiary of Mortalis
EveningShadow
Mon Dec 01, 2003 12:42 pm
#10

I dont use pets, personally cant stand that they are supposedly required and it doesnt make any sense for my Imperial commando to hang around a buncha dirty animals.


So.. not really, doesnt affect me much at all.


I do fine soloing things all by myself, or working with a group.


~Cero


Imperial commando

garvin
Mon Dec 01, 2003 12:53 pm
#11

The difference is it takes 4 shots to do that 400 damage, not one.


Also take into account that they may actually land more hits, but they will also have to deal with Melee Mitigation....so without the 2.5x bonus and mitigation, they will actually do less damage to us then they did before we got the 2.5x Melee Damage bonus placed on our profession. Then stack up some nice Melee Defense and you can probably offset a lot of that "increased hits landed". I've taken up TKA and am close to TKM...already have over +90 Melee and Ranged Defense...and by the time I'm finished, utilizing a bio understirt, some bio armor I obtained and armor sockets, my melee defense should be over 110 at least...and I could add another +30 with one tree of Pistoleer (would have to give up a little TKA).


You may lose your tank, but if you play your points right, you'll become the tank...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

StarNick
Mon Dec 01, 2003 2:33 pm
#12

Not sure if someone posted about mitigation in this topic (i apolgize...didnt read all the posts)


yes pets are getting nerfed..not just CH lvl (where non-ch can only use lvl 10 and below) but all creatures are going to be scaled more properly and effectively eliminating pet tanking (this will be replaced later on with combat droids..how it should be)


so...creatures will be a tad bit easier....


and the devs are dropping ALL penalities on weapons..like the 2.5X melee mod...this, is being replaced with mitigation and the 'chance to hit' thing


on commandos..we're getting melee mitigation 1-3..which means now we got ALOT of melee defense (80% dmg taken on melee 1, 60% on 2 and 40% on 3 i believe) coupled with the master commando melee def..we're now going to be able to tank ourselves..however we're vulnerable to ranged


but not me im sure glad i went pistoleer..pistol techniques give range mitigation 1-2 so ill be almost fully maxed on both defensive mods


but this is a bummer for the commandos who went TKA..now you got the same mitigation 1-3 and i do not believe they stack..so now you have a problem with ranged




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Pyro Games

garvin
Mon Dec 01, 2003 2:37 pm
#13

but this is a bummer for the commandos who went TKA..now you got the same mitigation 1-3 and i do not believe they stack..so now you have a problem with ranged


I mainly fight PvE and thanks to all the ranged defense, ranged shots very rarely connect...so ranged mitigation wouldn't be an issue...maybe fighting PvP it would be...I'm still pretty happy with my template of TKA/Commando...I would have preferred to see Commando's get Ranged Mitigation (since the dev's labeled us a ranged profession), but oh well, the combo still makes a pretty impressive tank player...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

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