Commando Archive

Thread: New specials: The Specifics

Tyyylowyspetily
Mon Oct 17, 2005 2:59 pm
#1



People have been talking in pretty general terms about the new specials which have been introduced in beta, saying the damage is low, or disappointing. I'd like to share some more specific numbers from testing against low level mobs so people can get a grasp on exactly where the specials are at the moment and figure out where this leaves Commandos, as things currently stand, for themselves.


Weapon Used:

PFT

Attack Speed: 2.95

Damage: 572-1144

Heat: 70

SAC 110


Ranged shot: 1214

Placed Shot:1328

Aimed Shot: 1442

Advanced Deadbang Shot: 1557

Advanced Focus Fire: 1557

Advanced OverKill Shot: 2072

Advanced Reckless Shot (for reference purposes): 1900


Against very low level mobs, damage dealt is always max for the range, so by subtracting 70 from these figures, you'll see the multipliers in use easily enough.


Ranged Shot: x 1

Placed Shot: x 1.1

Aimed Shot: x 1.2

Advanced Deadband Shot: x 1.3

Advanced Focus Fire: x 1.3

Advanced Overkill Shot: x 1.75

Advanced Reckless Shot (for reference purposes): x1.6


All Commando specials require the person using them to remain stationary, so there are further drawbacks to using them in addition to any warmup and cooldown timers. Overkill has a reuse timer on it that prevents it's use as anything other than a finishing move, and the warmup/cooldown on it is so long, that several times during testing, the game decided I was 1m from where I thought I was, and shifted me accordingly, breaking the shot 50- 75% through the warmup. That's where things are now, hopefully changes are on the way.


My suggestion ?



Advanced Deadband Shot: x 2

Advanced Focus Fire: x 1.75 +chance to critical

Advanced Overkill Shot: x 2.5, reduce warmup/cooldowntimer to 5 seconds, and reuse to 15 seconds



Fixing these sorts of numbers is much easier than geting the specials in place to begin with, so let's hope for the best.


Edit to clarify master level Commando attacks in use during testing.

Message Edited by Tyyylowyspetily on 10-17-2005 03:14 PM



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

StarNick
Mon Oct 17, 2005 3:02 pm
#2



Ranged Shot: x 1
Placed Shot: x 1.1
Aimed Shot: x 1.2
Deadband Shot: x 1.3
Focus Fire: x 1.3
Overkill Shot: x 1.75
Advanced Reckless Shot (for reference purposes): x1.6



From what I've seen both deadbang and focus fire produce the same damage as if we were using overcharge shot. This coming from the "advanced" versions...



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RagNoRock5x
Mon Oct 17, 2005 3:11 pm
#3

I also belive they are still lower in damage than the Leg shot.



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Tyyylowyspetily
Mon Oct 17, 2005 3:12 pm
#4






StarNick wrote:




Ranged Shot: x 1
Placed Shot: x 1.1
Aimed Shot: x 1.2
Deadband Shot: x 1.3
Focus Fire: x 1.3
Overkill Shot: x 1.75
Advanced Reckless Shot (for reference purposes): x1.6





From what I've seen both deadbang and focus fire produce the same damage as if we were using overcharge shot. This coming from the "advanced" versions...



I should probably change the names up to reflect that these are the master level attacks, but yes, these are the advanced versions. Any word on a change in the multipliers or what the intended levels were to be StarNick?




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

StarNick
Mon Oct 17, 2005 4:06 pm
#5



I also belive they are still lower in damage than the Leg shot.



Correct, right now overkill is a puny 10% less than legshot...

As for intended? No clue, but I think something's still missing for advanced versions to have *that* low of damage modifiers.

Btw...we just got an announcement that Beta is closing *today*...



--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

Melvic
Mon Oct 17, 2005 5:03 pm
#6

Though I hope to be able to test this tomorrow (when AOE works!) can anyone answer (and yes I have searched) if regular specials increase AOE damage along with primary damage? I am wondering this with regards to whether these specials are comparable given they increase AOE damage (warmups/cooldowns/sac is another consideration).
StarNick
Mon Oct 17, 2005 5:13 pm
#7

Nope, that is why the patch notes say the damage power-up applies to non-AoE damage...

Our primary damage on all weapons is modified, the AoE remains the same as if we were using ranged shot (to my knowledge). Rather than relying on ranged professions for our damage, we only rely on their specials for an increase to our AoE damage...



--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

Melvic
Mon Oct 17, 2005 5:32 pm
#8

To answer my own question (based on some quick testing with combat spam) all specials (commando and non-commando) increased my primary and AOE. Only overkill was higher than body shot, though I could not get it to do AOE damage. Did not test against lairs or droids.

Edit: Adding some examples -
Kalek attacks a Ragtag loon with Ranged Shot using Heavy Republic Flame Thrower and hits for 1278 points.
Kalek attacks a Ragtag loon with Ranged Shot using Heavy Republic Flame Thrower and hits for 814 points.

Kalek attacks a Ragtag loon with Improved Body Shot using Heavy Republic Flame Thrower and hits for 1867 points.
Kalek attacks a Ragtag loon with Improved Body Shot using Heavy Republic Flame Thrower and hits for 1171 points.

Kalek attacks a gubbur with Deadbang Shot using Heavy Republic Flame Thrower and hits for 1631 points.
Kalek attacks a gubbur with Deadbang Shot using Heavy Republic Flame Thrower and hits for 1028 points.
(Focus fire had same numbers)

Kalek attacks a Meatlump buffoon with Overkill Shot using Heavy Republic Flame Thrower and hits for 2161 points.

Yes these are not the same critters, I was not looking for exact numbers, but ranged shot varied by only about 20 points on test subjects.

Message Edited by Melvic on 10-17-2005 10:37 PM

StarNick
Mon Oct 17, 2005 5:41 pm
#9



To answer my own question (based on some quick testing with combat spam) all specials (commando and non-commando) increased my primary and AOE. Only overkill was higher than body shot, though I could not get it to do AOE damage. Did not test against lairs or droids.



Really? Hmm, they might have changed them slightly since I last tested them then. Previously our specials wouldnt work with other weapons...

Im not surprised though if this isn't intended, as both Deadbang and Focus Fire don't seem to have an impact on weapon range or weapon AoE cone width either...



--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

Melvic
Mon Oct 17, 2005 5:54 pm
#10

Sorry, I probably am using non-commando lingo here. By primary I meant the primary target, and AOE to be additional targets. All testing was done with commando heavy weapons.
Zotux
Mon Oct 17, 2005 7:01 pm
#11


My question about the specials, it in the description, it says that demolition, dead bang and overkill. the damage multiplyer only applies to NON-aoe weps. aren't all commando weps aoe, except the proton rifle?


which means it will not help with thePFT or the HLBC. 2 of my fave weps. Still planning on going back to commando.





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BOSS
StarNick
Mon Oct 17, 2005 7:04 pm
#12



My question about the specials, it in the description, it says that demolition, dead bang and overkill. the damage multiplyer only applies to NON-aoe weps. aren't all commando weps aoe, except the proton rifle?



This has been brought up way too many times...

It refers specifically to the primary damage output of all weapons. Meaning, if you use it with a Proton Rifle...it will function as a normal special. If you use it with the Plasma FT, then it is intended only to modify the damage as if the weapon was non-AoE, meaning only the damage done to your target is modified, where as the AoE is not suppoused to be modified.

Apparently this isn't the case anymore from the previous poster, but whatever the case is...these specials are useable with ALL heavy weapons...

Also, the RL & HAR, along with -all- looted Heavy Weapons are officially, non-AoE.

**Edited: HPBC is now AoE, ment the HAR**

Message Edited by StarNick on 10-17-2005 10:05 PM



--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

Melvic
Tue Oct 18, 2005 10:10 am
#13

I have decided that some of these specials should be 'buffs' or 'stances' that can be switched but not stacked, and then stacked with other specials. Now if only I could get a job at SOE.
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