Commando Archive

Thread: CU Commando Issues/Bugs (includes a explaination regarding our missing specials)

garvin
Thu Mar 31, 2005 8:45 pm
#1



Just posted this in the CU forum for the Devs to review...I curious if anyone else found anything else...read further down for my response regarding commando specials...







Well just popped in and already see a few bugs/issues with Commando as well as a bunch of questions...


1) Those I spoke with all brought up the missing FlameCone and of all our specials, that's the one they want back


2) I don't see our DoT listed as an inate ability of the FT...or for that matter, listed anywhere in our trees...what's up?


3) I issued myself a Rocket Launcher, but it has no stats


4) Grenades have a stack size of 500 (is this on purpose...if so, YAY! but WS's might not like it).


5) Overall, many of our cert'd weapons seem to be in whacky areas...the Rocket Launcher at Flame I, the FlameThrower at Flame III...what's up with that?







Regarding the status of our Commando specials...many of you may have noticed that we are missing our specials...this isn't an accident or a bug. While other professions are defined mainly by their abilities, we are defined by our weapons in the Post CU game...Our Profession is basically becoming a Power-Up profession...and we define ourselves by power-up any combat profession we dabble by boosting their specials. Rumor also is that our Dot may be built into one or more of our weapons which would mean that we might be able to turn any special we have into a Flame Special...My biggest concern is the loss of our Cone special, which is something, via testing, we can try and build a case to get back.

Message Edited by garvin on 03-31-2005 07:46 PM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

StarNick
Thu Mar 31, 2005 8:56 pm
#2




Rumor also is that our Dot may be built into one or more of our weapons which would mean that we might be able to turn any special we have into a Flame Special




Rumor no more...got an update that Flamers will haveits DoT...


Btw...a cone special may not be needed, the radius on the C12 grenades are simply damn huged -- they're a newbie's dream!!!



--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

Helios_SOE
Thu Mar 31, 2005 8:56 pm
#3

Today. . .





garvin wrote:



Just posted this in the CU forum for the Devs to review...I curious if anyone else found anything else...read further down for my response regarding commando specials...







Well just popped in and already see a few bugs/issues with Commando as well as a bunch of questions...


1) Those I spoke with all brought up the missing FlameCone and of all our specials, that's the one they want back

...Flame throwers automagically do a flame cone AOE attack with every shot. It just makes sense for a flame thrower to work like this. The range will probably also be somewhat shorter since you can't really shoot flames that far. I know we're not shooting for 100% realism here, but these changes felt right.


2) I don't see our DoT listed as an inate ability of the FT...or for that matter, listed anywhere in our trees...what's up?

...DOTs are not given to commandos as innate abilities. DOTs come as effects on heavy weapons and grenades.


3) I issued myself a Rocket Launcher, but it has no stats

.... If you're just seeing a totally blank window then that's a bug with the UI that's being worked on at the moment. If not, it may be an issue with server lag. Give it a whirrl again tomorrow and let me know what you see.


4) Grenades have a stack size of 500 (is this on purpose...if so, YAY! but WS's might not like it).

... That might be too high.


5) Overall, many of our cert'd weapons seem to be in whacky areas...the Rocket Launcher at Flame I, the FlameThrower at Flame III...what's up with that?

... We needed to move the certs around for balance reasons. The placements might not be final though.


nerfherder321
Thu Mar 31, 2005 8:59 pm
#4

helios question! why do none of the elite weapon professions (IE pistoleer, riflemen, carbineer) get no new weapons? and if they do... why dont the certs show?




Cheat Fetto
garvin
Thu Mar 31, 2005 9:00 pm
#5






Helios_SOE wrote:

Today. . .





garvin wrote:



Just posted this in the CU forum for the Devs to review...I curious if anyone else found anything else...read further down for my response regarding commando specials...







Well just popped in and already see a few bugs/issues with Commando as well as a bunch of questions...


1) Those I spoke with all brought up the missing FlameCone and of all our specials, that's the one they want back

...Flame throwers automagically do a flame cone AOE attack with every shot. It just makes sense for a flame thrower to work like this. The range will probably also be somewhat shorter since you can't really shoot flames that far. I know we're not shooting for 100% realism here, but these changes felt right.


2) I don't see our DoT listed as an inate ability of the FT...or for that matter, listed anywhere in our trees...what's up?

...DOTs are not given to commandos as innate abilities. DOTs come as effects on heavy weapons and grenades.


3) I issued myself a Rocket Launcher, but it has no stats

.... If you're just seeing a totally blank window then that's a bug with the UI that's being worked on at the moment. If not, it may be an issue with server lag. Give it a whirrl again tomorrow and let me know what you see.


4) Grenades have a stack size of 500 (is this on purpose...if so, YAY! but WS's might not like it).

... That might be too high.


5) Overall, many of our cert'd weapons seem to be in whacky areas...the Rocket Launcher at Flame I, the FlameThrower at Flame III...what's up with that?

... We needed to move the certs around for balance reasons. The placements might not be final though.







Rock on...Those are the best answers I could have hoped for...A BUILT IN CONE EFFECT HOLY COW!!!! This rocks...who needs flame specials when our weapons HAVE THEM BUILT IN...


I still say move the FT back to Flame I...and give us a Master Cert...but otherwise, sounds good...very good...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

teh_n00b123
Thu Mar 31, 2005 9:00 pm
#6






Helios_SOE wrote:

Today. . .





garvin wrote:



Just posted this in the CU forum for the Devs to review...I curious if anyone else found anything else...read further down for my response regarding commando specials...







Well just popped in and already see a few bugs/issues with Commando as well as a bunch of questions...


1) Those I spoke with all brought up the missing FlameCone and of all our specials, that's the one they want back

...Flame throwers automagically do a flame cone AOE attack with every shot. It just makes sense for a flame thrower to work like this. The range will probably also be somewhat shorter since you can't really shoot flames that far. I know we're not shooting for 100% realism here, but these changes felt right.


2) I don't see our DoT listed as an inate ability of the FT...or for that matter, listed anywhere in our trees...what's up?

...DOTs are not given to commandos as innate abilities. DOTs come as effects on heavy weapons and grenades.


3) I issued myself a Rocket Launcher, but it has no stats

.... If you're just seeing a totally blank window then that's a bug with the UI that's being worked on at the moment. If not, it may be an issue with server lag. Give it a whirrl again tomorrow and let me know what you see.


4) Grenades have a stack size of 500 (is this on purpose...if so, YAY! but WS's might not like it).

... That might be too high.


5) Overall, many of our cert'd weapons seem to be in whacky areas...the Rocket Launcher at Flame I, the FlameThrower at Flame III...what's up with that?

... We needed to move the certs around for balance reasons. The placements might not be final though.








Thanks a TON for the responses, you have no idea how much it helps...it makes sense what you did with the commando changes, most of em...so now its not going to sound like I launched a comet from my weapon no more? I will miss the screen shaking and the "BOOM" sound though, but I understand the changes..




-I support a Galactic Civil War fought between regular, average players... Simply strict, hardlined Imperials & freedom lovin' Rebels fighting for control of the galaxy. A Galactic Civil War fought not with glowsticks or lightsabers, but with blasters, lances, and how much guts you have. A Galactic Civil War which reflects the timeline, the destruction of the Death Star, the absolute control which the Empire has and the brave Rebels trying to break up that reign... The extinction of all but a few rare and special Jedi. That my friends, is the Galactic Civil War and that is what we have to aim for.
Helios_SOE
Thu Mar 31, 2005 9:08 pm
#7






nerfherder321 wrote:

helios question! why do none of the elite weapon professions (IE pistoleer, riflemen, carbineer) get no new weapons? and if they do... why dont the certs show?





Today...


...I'm pretty sure everyone gets at least some of the new weapons. They're just not all given out as part of the box. In general, you should only see weapon certs in the skill trees that can be crafted by smiths. Loot/quest weapons will most likely not show up in the trees. There are some VERY cool new weapons in there. Playing a commando myself though, I'm of course partial to the heavy weapons.
Helios_SOE
Thu Mar 31, 2005 9:09 pm
#8








garvin wrote:


Rock on...Those are the best answers I could have hoped for...A BUILT IN CONE EFFECT HOLY COW!!!! This rocks...who needs flame specials when our weapons HAVE THEM BUILT IN...


I still say move the FT back to Flame I...and give us a Master Cert...but otherwise, sounds good...very good...






Wait until you check out the other effects. Especially grenades. I'm going to want some feedback on those.

nerfherder321
Thu Mar 31, 2005 9:11 pm
#9






Helios_SOE wrote:





nerfherder321 wrote:

helios question! why do none of the elite weapon professions (IE pistoleer, riflemen, carbineer) get no new weapons? and if they do... why dont the certs show?





Today...


...I'm pretty sure everyone gets at least some of the new weapons. They're just not all given out as part of the box. In general, you should only see weapon certs in the skill trees that can be crafted by smiths. Loot/quest weapons will most likely not show up in the trees. There are some VERY cool new weapons in there. Playing a commando myself though, I'm of course partial to the heavy weapons.






with the "exp nerf"... FS will become a lot harder and im afraid that the only way too still do it is Nades +TKM and stocking up exp now...i guess i have to wait to see then... i really wish you guys would change it to quests or something besides grinding but.. maybe i'll harass you about it later

Message Edited by nerfherder321 on 03-31-2005 06:12 PM




Cheat Fetto
MorpheusArgus
Thu Mar 31, 2005 9:18 pm
#10

*dances because FS people won't take up commando just to grind*



RPing in Galaxies = WIN!
nerfherder321
Thu Mar 31, 2005 9:20 pm
#11






MorpheusArgus wrote:
*dances because FS people won't take up commando just to grind*





they wont take up anything to just grind no more




Cheat Fetto
Pseudopd
Thu Mar 31, 2005 9:34 pm
#12






nerfherder321 wrote:

helios question! why do none of the elite weapon professions (IE pistoleer, riflemen, carbineer) get no new weapons? and if they do... why dont the certs show?







The way i see it, an elite weapon profession can use the weapons that anyone else might be able to useMUCH better and more effeciantly, with and without armor, at higher levels.


I kinda like this change!


So, you might see a pistoleer with a D44, and he'll be more deadly with it than anyone else with a D44. Seeing a weapon will now be a guessing game. His he actually a master with that pistol, or is he bluffing me? Han uses a D44 and you KNOW he's deadlyer with that than just a mere lacky that can shoot a D44...


I do see that more weapons are available to specific elite professions. Thats kinda nice too. Like each combat elite will still have a signature weapon.


Baz Pseudopod


DeQuosaek
Thu Mar 31, 2005 9:35 pm
#13






nerfherder321 wrote:






Helios_SOE wrote:





nerfherder321 wrote:

helios question! why do none of the elite weapon professions (IE pistoleer, riflemen, carbineer) get no new weapons? and if they do... why dont the certs show?





Today...


...I'm pretty sure everyone gets at least some of the new weapons. They're just not all given out as part of the box. In general, you should only see weapon certs in the skill trees that can be crafted by smiths. Loot/quest weapons will most likely not show up in the trees. There are some VERY cool new weapons in there. Playing a commando myself though, I'm of course partial to the heavy weapons.




with the "exp nerf"... FS will become a lot harder and im afraid that the only way too still do it is Nades +TKM and stocking up exp now...i guess i have to wait to see then... i really wish you guys would change it to quests or something besides grinding but.. maybe i'll harass you about it later



What "exp nerf"? I hope you're not talking about the completely false rumor that someone I know started. I didn't realize how far it had spread if that's the case.





Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Page 1 of 7
Previous Next