Commando Archive

Thread: *Quick Test Pub24 Live before shutdown*

Nakahs
Wed Oct 19, 2005 8:08 am
#1

I used a Proton Rifle with 555-1110 damage on a fewcl49 Mobsand these were my results :


Overkillshot - 1384 damage - 15 sec warmup/30 sec cooldown


(there is a bug that fires this special after 2 sec but leaves u with the warmup timer self mezzed and unable to react)


Adv Focus Fire - 1029 damage - 5 sec warmup


Adv Deadbang Shot - 1029 damage - 5 sec warmup

______________________________________________________________________________


for reference some MBH Specials on the same creatures with the same weapon :


Adv Critical Shot - 1503 damage - no warmup


Torso Shot - 1266 damage - no warmup

______________________________________________________________________________


Grenades tested on same creatures :


Termal Detonator - shows a fire dot icon but does no fire damage over time (still broken)


Proton Grenades - shows no fire dot icon and does no fire damage over time (still broken)


(damage was the same as pre pub24 cause i used pre pub24 crafted grenades)


Looks like the changes are not worth having em.... just my opinion.





First Mandalorian on Infinity
Melvic
Wed Oct 19, 2005 8:15 am
#2

Well having AOE fixed is certainly worth it. However, I suspect these specials are either to provide something for Commandos who do not mix with a ranged prof with more damaging specials (in which case it is better than nothing?) or to control AOE though I have not been able to test the extent of that aspect.

Just keep providing numbers so the Devs notice and hopefully this can be adjusted be more practical.
Manawitz
Wed Oct 19, 2005 8:24 am
#3


Why are they putting timers on are specials anyway, and on top of that we can't move while using a special. If that's so I expect every special w/ a timer to be as powerfulif not more powerful than the best rifleman special. Andhow can they make us sitting targets when are defences are so low and there's gonna be higher action costs soon so we're going to be even more gimped than we already are. What the hell.



Master Sergeant (Rebel) Moshi Manawitz: Master Pilot, Master Commmando, Master Smuggler, Carbines, Master StarPimp-"They deserve to die and I hope they burn in hell" sorry wrong Sam L. Jackson movie--Drum & Base is the Music of the Soul
Skeena
Wed Oct 19, 2005 9:34 am
#4


You know, I'm usually quite positive about SWG, but the lack of thought and/or testingthat has gone into these specials is utterly appalling. Unless they are bugged beyondbelief (which may very well be the case), how could these specials have been implemented when they are soobviouslydisproportionate to anything else in the game? It boggles the mind, I tell you.




______________________________________
Skeena Dellamora - MBH / MCarb - Chilastra
Skeena Oorbik - MBH / MCommando - Bria
Skeena Risloc - TKM / MDoctor - Radiant

Electro5
Wed Oct 19, 2005 9:37 am
#5

I'm still waiting for the download to finish, so I haven't tested this first hand, but I guess they aren't up to par from what I hear


The way I see it.... wish such a long warmup and cooldown, Overkill should have at least a 5x damage modifier (I think Rifleman Sniper Shot is 4.3x or something like that).


The others should have at least a 3x-3.5x damage mod.



Bria - Electro (N) ~ Shadowfire - Hydrolus (R) ~ Sunrunner - Zaxu Trizki (I) ~ Ahazi - Xonoryt (R) ~ Gorath - Geitizo Nimoirist (I) ~ Radiant - Tygran Virfais (N)
Bonestrand
Wed Oct 19, 2005 10:02 am
#6

yay I can use my new 15 second windup special that does 1k dmg or use my bodyshot for 1.5k dmg ever 2 seconds


or how about... my vehicle demolition special while i stand there for 15 seconds and try to shoot a bike driving by in 3 seconds


GOOD JOB SOE!!!!!





*****Obitus**Master Squad Leader**Sand-Man'**Fish Flakes Master**Obitus'*****
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StarNick
Wed Oct 19, 2005 11:05 am
#7

With grenades...the new changes regarding stack sizes/damage applies to newly crafted ones...

With our specials...no word yet on whats happening...



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

cyrom
Wed Oct 19, 2005 11:09 am
#8






StarNick wrote:
With grenades...the new changes regarding stack sizes/damage applies to newly crafted ones...

With our specials...no word yet on whats happening...





ok i tried out overkill shot and it is a liltle week and it need to be powered up.


Our AOE is working and it is godly with my damage cap PFT. and to add that the DOT on the PFT does more damage (around 200-350ish and stick better now. i need my weapion smith to make me some nades.


Message Edited by cyrom on 10-19-2005 11:13 AM



---Cyron fireblood---
---Master commando---
---Master pistols---
---combat medic 4-0-0-0---
KODAKSTEVENS
Wed Oct 19, 2005 11:27 am
#9

tbh , just tested them specials , i aint even gonna entertain them , i perfer using ranged shot than them , meh thats just me tho



Bruce- Wayne
First Mon Calimari Jedi Of Chim
Pre Combat Upgrade Jedi
Pre New Game Experince Jedi
Jedi Elder

-Steven- Alcpwnd , Commando 4 Life
Tyyylowyspetily
Wed Oct 19, 2005 11:53 am
#10

The specials still need some work, but let's not forget this isn't the effort of SOE's entire design staff, this is Helios kickin some butt and takin names on our behalf. One developer can only do so much at once, which leaves less than ideal conditions to get a balance on these right out of the gate. I'm hopeful that the theory that Helios is operating under while working on these specials, is that it will be better received by the player baseto go back and make them more powerful as needed, rather than nerf them a week after the first specials we've had post CU are released. Unless there remains no answer on this issue to StarNick's inquiries, let's give Helios the benefit of the doubt. He's done some nice things so far for us, and unlike so many before him, has shown some follow through on the promise to lend us a hand.



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

StarNick
Wed Oct 19, 2005 11:57 am
#11

Wasn't just one...the specials were the work of not only Helios, but also Keldarin and Jfreeman.

Ironically, those are the three of my favorite developers too...



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Gunga000
Wed Oct 19, 2005 11:57 am
#12

Glad i stopped in here first. I was thinking of using my respec token to switch my smuggler to commando instead of pistoleer , but not now lol. What a nightmare. I'm sorry for commandos everywhere. Could be worse, you could be a smuggler still waiting.




GIGGS
NSPYN

CHAMPIONS LEAGUE
Manawitz
Wed Oct 19, 2005 1:17 pm
#13



cyrom wrote:

But for a note the attack that do more damage to driods and building i can see a diffence, but with only by 300 damage to level 53 siver bars. but a AOE is ****ing off the hook. I'm commando/pistols 2-0-0-0 CM and the rest in FS and i was fighting 2 level 82 imps. their was some cloes calls but once i killed the first one the secend guy was a little below half health. the DOTs work better and even if it only 64% it is still a huge help.

EDIT: and sorry about what i said about the crafter, i didn't know he sopport commando with weapions on that sever. all i saw was sumggler and i know from the past their a liltle jaded.

Message Edited by cyrom on 10-19-2005 12:47 PM

Message Edited by cyrom on 10-19-2005 12:50 PM



I don't think they are, there just pissed of like every other profession that isn't jedi or bounty hunter. We pay play a broken game, that they still have yet to fix.



Master Sergeant (Rebel) Moshi Manawitz: Master Pilot, Master Commmando, Master Smuggler, Carbines, Master StarPimp-"They deserve to die and I hope they burn in hell" sorry wrong Sam L. Jackson movie--Drum & Base is the Music of the Soul
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