Commando Archive

Thread: Commando skill flamesingle 1 and other perspectives ( dev team pls read )

kalimero
Wed Aug 20, 2003 6:41 pm
#1

This is a commandos first weapon skill. using flamethrower, great !!


Kalimero yells DING ... found a trainer and got flamethrower special 1. WOW flamesingle 1, out to try this baby for sure. It was late night, but still i had to try it out. found my team mates and got a mob. aming for the kill and wooop " out of range " DOH !!! closer to the mofo,,, still not in range... 19 meters woop it shoots. great effect... spaming the key for flamesingle 1 out came NOTHING !!! oh oh i went .... scroling up on my combat box... uhmm it says spaming txt. **edit** !! ... ok next mob was on and i started over again ... 1 flamesingle 1 came out ..and then i just stood there aming and NADA happened. Mob died and i got xp for my only shot on a 10 k mob. disapointment was colloring my face. went to bed. game over.


If you use this skill you will find your self DEAD before the fight even get into a fun climax. cus you will only use that skill 1 time during the battle ... if your unlucky. I grinded 150 k heavy xp for this skill and to find out its a BIG disapointment. using a launcher pistol and do a speciality as bodyshot 2 or overcharge 2 will afflict same dammage but just at the dubble rate of fireing. Guess what im using a launcher pistol even tho its lower rated in my skill bokses (special move wice ). using the flamethrower in a team is like a joke, doing a mob with 10 k hps will result me in doing tops 3 xflamesingle 1 (mostly only 1 ). result around 50 to 250 heavy xp. ( it seem like it is bugged some times a line about spam tekst comes upfrom time to time you do the flamesingle 1 )


Beside this weapon is so slow for a infight weapon that its a suiside solution for any commando, to use solo.


what i do find strange. this weapon is the only NON charged weapon we get, wich we got a skill tree for and are supposed to be using perma. and yet it is so slow and so bugged that we hardly use it.


Only way to get decent xp is the launcher pistol wich was changed from pistol xp to heavy xp last big patch. great thing .... wecan nowadvance up the tree. but for what ??? a bunch of usless weapons ?


ding 150 k xp ... ding 250 k xp... ding ding ... wow im a master now .. what can i do a novice pistoler - carbiner - rifleman cant ? according to my skill tree .. a heck of a lot more. but NOTHING a commando will be sertifyed to are working exept the launcher pistol. WICH dosent even get a Freaking special attack. only acid rifle and flamethrower get those.. acid rifle got charges (disqualified ) would cost me 20 to 30 k for each mob i kill or struckture. flamethrower (working as intended) ... cant even kill a blue con with that pice of a joke weapon (disqualified). we also got a nice beam cannon A rocket launcher BOTH got charges, for crying out loud, this charges thingie will leave all commandos flat broke if they ever intend to lvl on that .leaving us back to the launcher pistol. great gun but would do the same dammage even when were MASTER commando.


Solution : fix the skill tree for the launcher pistol. and please fix the rest of our weapons. they shouldent be the joke they are atm.


Ideas : put the launcher pistol in the skill tree with the other launchers. and letthe pistol get same new advantages as the rest of the launchers within each skill lvl


LET us be abel to make ammo for them charged weapons or remove the charges. if non of this then at least make the weapon worth its charges like doing a crap load of dammage to a construcktion. RL a rocket launcher can take out a tank ingame it can hardly scrats a wooden lair. same goes for the beam cannon.


yours less gamefully




Desiree - tempest - Tatooine - Mos Rome - (-3147 -6260)
Master artisan - merchant - armorsmith
scout - weaponsmith - tailor

Kalimero - eclipse
master marksmand - commando - carbineer.
tka - smuggler - medic - scout - merchant.
MaDCoW8Me
Wed Aug 20, 2003 6:48 pm
#2

You are simply reiterating the ongoing issues of the class that everyone else has been stating since beta.Fortunately for us,the devs have already made a thread on how they are working to resolve the issues and balance the class. Its on this same forum page I suggest you take a look, its a very good read.


On a separate note, mixing flame thrower specialswith the launcher pistol is more effective then staying with just the flame thrower or even just the launcher pistol. All it takes is 1 hit to get a fire dot from the flame thrower, and then kite with the launcher pistol, the fire dot does a decent amount of damage now.




Aipest Geera
CC Extraordinaire
kalimero
Wed Aug 20, 2003 7:54 pm
#3

thx for you answering of nothing !!


i know how to play my commando .. like i would waist my time using only the flamethrower.


and i suggest you to read this post again ... cus you dident get any of the points.


aye ive seen the devs posts ... non of those solve anything as of yet.


beside WHY are we having a launcher pistol in our skill novise box only ... whats the point of a gun wich is only good for so short time unless you deside to be pistoler also. they should include it in our launcher skill tree. novise commando can use the launcher pistol just as good as a darn master.


nuff said.






Desiree - tempest - Tatooine - Mos Rome - (-3147 -6260)
Master artisan - merchant - armorsmith
scout - weaponsmith - tailor

Kalimero - eclipse
master marksmand - commando - carbineer.
tka - smuggler - medic - scout - merchant.
CtrlFrk
Wed Aug 20, 2003 8:10 pm
#4

Apparently you didn't read his response. The devs are already working to fix our weapons. Feel free to complain after you've tried the fixes and still don't like them. Until then .. nobody cares.


CF




Master Marksman, Novice Brawler, Novice Commando, Novice Pistoleer, Novice Smuggler
Novice Artisan, Novice Merchant

"BUGS, Mr. Rico! Zillions of 'em!"
MaDCoW8Me
Wed Aug 20, 2003 8:11 pm
#5

Hey I am simply trying to help you advance as all I got from your post was you are having problems with it.Honestly through all that opinion based jargon of run on sentencesand extremely poor grammar its kindofhard for anyone toget your "points". Maybe provide some tangible data to back up your points and stop getting so bitter and people will take into consideration your suggestions for better class balance.



Aipest Geera
CC Extraordinaire
Metatron77
Wed Aug 20, 2003 8:30 pm
#6

by the way kali, the heavy acid rifle is a non charge weapon, perhaps you should look into that.
Strife-o-rama
Wed Aug 20, 2003 10:26 pm
#7

You replied very nicely to the borderline flame, Nicely done Madcow


People like Kali who make these boards almost completely unreadable :/




Nax Narian
Mahonri Disciples
::specter from the past::
::chilastra::
I I I I I I I I I I I I
GoldSstar
Thu Aug 21, 2003 4:41 am
#8

A launcher pistol is as the name says ..A PISTOL.


so it's very right that it takes skill mods and moves from the pistoleer tree fullstop.


about the flamethrower and acid rifle (it hasn't charges too) , they r goin' to be fixed with new (speedy) delays,AP,dmgs and so on..


just wait for the fix patch that should be close.

Rudekid
Thu Aug 21, 2003 4:43 am
#9

Any ideas on when the next patch would be?
kalimero
Thu Aug 21, 2003 4:49 am
#10

ok correction on the way


thx Metatron for inlighten me. I misplaced the acid rifle insted of heavy acid beam. we do have 2 working lines of a non charge ranged weapons.


I wonder why ppl care about my spellings insted of focusing on issues. guess thats a imature problem. Who knows!!. like i would care anyway. laugh all you like but dont waist ppls time by posting about it.


I do know that the dev are working on our problems. What arent they working on. A game wich have been launched, should be working a hell of a lot better than this POS game.


this game is so full of bugsand non balancing issues. that the half would be enough for the game to still be in beta. I wonder why they dident listen to all their beta testere who allscreamed about NOT to launch the game. This game is probaly gona end up like AO .. full of bugs and no players. What a shame.





Desiree - tempest - Tatooine - Mos Rome - (-3147 -6260)
Master artisan - merchant - armorsmith
scout - weaponsmith - tailor

Kalimero - eclipse
master marksmand - commando - carbineer.
tka - smuggler - medic - scout - merchant.
Mystidia
Thu Aug 21, 2003 10:22 am
#11

kalimero,



I will be nice and answer your points. You have to look at our skill tree to see how things will work out.



1. Launcher Pistol. The LP is NOT going to be the main weapon of the commando. Its sole purpose is to take advantage of our prior training (novice marksman), and use it to allow us to advance. We get no further accuracy bonuses or special moves because once we master our other trees, we will not have a need for the pistol. It is used SOLELY to advance up the heavy weapon trees, because there are no heavy weapon modifiers in any novice branch. This is correct. It should NOT be changed. If they do change it, they effectively make us pistoleers.



2. "Primary Heavy Weapons" Our heavy acid rifle and flamethrower are our standard duo. It is NOT a problem that you miss alot. Once you master your tree, you will hit more often then your LP. Add up the bonuses, and you will see that we will be roughly equivalent to a max Pistoleer when a Master.


The short range is not a problem. The flamethrower is our "melee" style weapon. It is our version of the vibroknuckler. It makes sense.


The huge delay and current damage ARE a problem, but the developers have recogized this, and it will be fixed BEFORE the next publish. The same is true for the Heavy Acid Rifle, but it is our "ranged" primary weapon.



3. Cannons. These are our situational weapons (Lightining Beam Cannon, Particle Beam Cannon, Acid Stream Launcher). While it is unclear at the moment exactly which situations merit which ones, It is my guess that they are made to each target one of the HAMS. They will be useful when a monster has a lower HAM, or when we are in a party with all one type of HAM attack. We pay for this privlidge (that no one else gets) by having to spend charges. Most agree with this implimentation. They are working on this.



4. Rocket Launcher. This should be our "anti-armor" weapon. We will have to see, but that is what I expect. They are working on this.


5. Grenades. These are our AOE attack. They are working on this.



In short, as stated, they are working on our problems. Your suggestions about the Launcher Pistol generally assume that we will be using it as our primary weapon. I do not think this is the intent.

JediQuic
Thu Aug 21, 2003 10:47 am
#12







3. Cannons. These are our situational weapons (Lightining Beam Cannon, Particle Beam Cannon, Acid Stream Launcher). While it is unclear at the moment exactly which situations merit which ones, It is my guess that they are made to each target one of the HAMS. They will be useful when a monster has a lower HAM, or when we are in a party with all one type of HAM attack. We pay for this privlidge (that no one else gets) by having to spend charges. Most agree with this implimentation. They are working on this.



4. Rocket Launcher. This should be our "anti-armor" weapon. We will have to see, but that is what I expect. They are working on this.


5. Grenades. These are our AOE attack. They are working on this.






Mystidia wrote:






1. Launcher Pistol. The LP is NOT going to be the main weapon of the commando. Its sole purpose is to take advantage of our prior training (novice marksman), and use it to allow us to advance. We get no further accuracy bonuses or special moves because once we master our other trees, we will not have a need for the pistol. It is used SOLELY to advance up the heavy weapon trees, because there are no heavy weapon modifiers in any novice branch. This is correct. It should NOT be changed. If they do change it, they effectively make us pistoleers.



2. "Primary Heavy Weapons" Our heavy acid rifle and flamethrower are our standard duo. It is NOT a problem that you miss alot. Once you master your tree, you will hit more often then your LP. Add up the bonuses, and you will see that we will be roughly equivalent to a max Pistoleer when a Master.


The short range is not a problem. The flamethrower is our "melee" style weapon. It is our version of the vibroknuckler. It makes sense.


The huge delay and current damage ARE a problem, but the developers have recogized this, and it will be fixed BEFORE the next publish. The same is true for the Heavy Acid Rifle, but it is our "ranged" primary weapon.








Wow! This is a Very interesting Perspective...I'll Have to Think About it a Bit, But i Realy think i Like it








3. Cannons. These are our situational weapons (Lightining Beam Cannon, Particle Beam Cannon, Acid Stream Launcher). While it is unclear at the moment exactly which situations merit which ones, It is my guess that they are made to each target one of the HAMS. They will be useful when a monster has a lower HAM, or when we are in a party with all one type of HAM attack. We pay for this privlidge (that no one else gets) by having to spend charges. Most agree with this implimentation. They are working on this.



4. Rocket Launcher. This should be our "anti-armor" weapon. We will have to see, but that is what I expect. They are working on this.


5. Grenades. These are our AOE attack. They are working on this.






Ok, Now About the Canons Idealy this is how it would work...i Guess. But From the way it looks now, They Target Specific damage types like Energy, kinetic, Acid...But Hit random HAM pools. I Do'nt like Charges, Period. If they find a reasonable way to recharge them, That we can do By ourselves preferably, Then maybe...But Untill then i would prefer a regular gun


The Rocket launcher Sounds about right from all i've heard about it, i Personaly refuse to pay 50K for a gun i'll burn threw in a single night. I Believe it is is Supposed to have an AoE damage effect to it also...Currently Bugged


Grenades...Along the same comments as the rocket launcher...They either need 100x the charges, MUCH MUCH more damage, Or Be MUCH MUCH cheaper to make...i Payed 1k for 5 thermal detonaters that i used in a single fight....Ummmm yeah

nwargasm
Thu Aug 21, 2003 1:36 pm
#13

Good post here. I was having similar trouble. I almost have flamethrower mastered and the xp from the flamethrower weapon is rediculous. While group fighting, which is the only time you can use the flame thrower without dying, you get next to nothing in xp.


Commando's have it hard as far as xp goes regardless. I teamed up with some people fighting pikets last night on dantooine. The piket i was fighting was being attacked by one other person as well. A tera kasi or whatever. The unarmed guys... I did 3/4s of the damage on the piket and got somewhere between 1500-2000 xp while the unarmed fighter, doing 1/4th the dmg, got 3k xp. Don't waste your time posting if im sure about this as I know how to watch health bars and damage. I was under the impression that the xp delt out was based on damage done. But it appears that classes and weapons have xp modifiers on them.


I think someone needs to check into xp awarded to commandos as it seems like it's the hardest xp to gain. And no, I'm not complaining, just observations from situations in game i've noticed. If this is as by design then so be it, if not, fix it please.


An another note. Pistol and Flamethrower combos. Fun stuff here, but don't even try to do it in a group. You'll get like 4 HW xp for all the work. ... you get a LOT less HW XP using these weapons in combonation as you would using only one or the other




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nwargasm WHAMbulance :: Corbantis :: Imperial :: Master Commando
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