Commando Archive

Thread: 250 damage from green whats wrong?

Gronndal
Sat Oct 11, 2003 4:35 pm
#1

OK after the patch we all know about the 2.5 damage modifier to us.. what i did not expect was to take 250 damage from green fynocks..


now the devs have missed something here. either they have to change the con system so our wepons reflect the nerf(ie a green maybe should have beeb white) so we get more xp when we kill em. or they have to rethink the 2.5 modifier.


personally i think they should rethink. Now they dont have to remove it completly.. how about reducing the modifier the higher you get in the commando tree so at master you can wield a hw with any penalty? this would encourage more people going higher in trees(same for rflemen). insteed of just picking the best...anyway.. now we are back where we started.. cant kill greens


Quas
Sat Oct 11, 2003 5:00 pm
#2

This is a big problem with the melee modifier and as a Rifleman I've seen it too many times. The con system is only correct for a Rifleman.. and now also to a Commando.. if you're in the right situation. If I get attack by 3-4 green things which any other profession could kill with ease they can easily hammer me if I don't kill them before they get close. It's pretty hard to get around (except removing the melee penalty).. so best idea is probably just to get used to it and learn what situations you should stay out of.



Q'uas Sagitarii
Imperial Master Tactician
Eclipse, Naboo
qg7
Sat Oct 11, 2003 5:14 pm
#3

you could always just swtich to your pistol when something gets into melee range with you.
cervejaelgrande
Sat Oct 11, 2003 5:19 pm
#4

Umm, lets see, our weapons are meant to be fired in melee range.........Why would we switch to a pistol?!?!



Ulric Bostra-Starsider-Commando/Creature handler.
Ismain Aveo-Tempest-Master Armorsmith
deftech
Sat Oct 11, 2003 5:20 pm
#5






qg7 wrote:
you could always just swtich to your pistol when something gets into melee range with you.



Yeah...and then pray they wont kill you during the 20 second delay where you can't do ANYTHING. Speak, heal, give pet commands, etc.



Cyrac .Dread.
N CM supplies.Loot.Misc Items
Krayt Valley 6000.4300

ScootieJoogab
Sat Oct 11, 2003 6:48 pm
#6

The flamethrower is having a bit of an identity crisis right now.


On one hand, it has the most powerful close-range specials in the game. On the other, it punishes its user for getting within range to use these specials.


It boggles the mind. These people managed to make a game that I enjoy greatly on a lot of levels, yet they continue to make some of the most blatently idiotic decisions while designing patches. For another example of this, head over to the Smuggler boards and see what this latest patch has done to their spices.


Maybe this is all just some sort of human behavior experiment. Maybe we're all just being Punk'd. They lured us in with the hype that SWG would be the most revolutionary MMORPG since Everquest. Then they launch what was probably the most disappointing game ever in light of that hype. Then they punish those gamers who gave them the benefit of the doubt despite these things by inflicting upon them patches which either completely dodge the things that truly need to be fixed, or fix one problem by replacing it with another.


So I guess, thanks you, developers,for fixing the melee damage bug. Now slap yourselves for arbitrarily throwing in this inexplicable rifle damage mod to the closest of close-range ranged weapons and get to work on removing it and tackling the big issues instead of tampering with things that are better left alone.




Scootie Joogab - Modern Pirate - United Pirates - Kettemoor
----------------------------------------------------------------------------------------------
The first Master Smuggler on Kettemoor named Scootie Joogab
HeySteve
Sat Oct 11, 2003 7:18 pm
#7

I agree, just because you have a huge weapon in your hand, doesnt mean that your going to take lethal damage from a green con.



Bubs || Lowca
Smuggler 0-4-1-4
Commando 2-1-4-0
EelcoS
Sat Oct 11, 2003 7:51 pm
#8

Although I am new to SWG I have to agree with Scootie. I decided to hold off on SWG after the initial reviews mentioning it was extremely buggy. After a few months I couldn't resists and gave it a shot. The fact that even now missions can't be completed because they are located in a players house, mobs teleporting all over the place is amazing to me. Especially seeing the enormous amount of other (insignificant) fixes they have done over these months. It has also made me wonder whether I should continue to become a commando...


As I said in another post. I had no clue I didn't have to be an Artisan for example. The online manual (which is ironically called, CURRENT) still says you do. Geesh, how am I supposed to figure all this crap out, let alone, get frustrated once I finally get to my goal of becoming a commando... Sound like 75% took off for the Bahama's after the release and let the other 25% fix the bugs (when they aren't playing BH's). Wait for the 300,000 x $15 per month to roll in. Of course minus the extreme salaries they pay those guys (which they don't by the way) and the server costs (which I doubt are that high).


Anyways, my point is... fix important things first. Add content, half of the people i talk to is maxed out and just hangs out (which of course is also part of role-playing). I like the game, but it is much less polished than I expected.


Sorry, I just had to let it out.. hehe




_____________________

Ihiktacos -- Member of THC
Master Smuggler -- Colonel of the Rebellion
Elysium, Naboo -- Selling Rebel Faction at 110 cpu
Xytroncore
Sat Oct 11, 2003 10:48 pm
#9






qg7 wrote:
you could always just swtich to your pistol when something gets into melee range with you.




Sure you "can" do that, but if you used a special you'll still take the 2.5x melee mod even if you switched to a pistol...that is until your combat queue clears.



_________________________________________________________
Manimal : Gunslinger
ostroc
Sat Oct 11, 2003 11:00 pm
#10

I have to say gentz this patch hurt you with the 2.5 mele mod. Maybe so good will come out of it and they will fix that horrid thing for both Commando's and riflemen. Now that there are more than just us rifleman too complaine about it some one will take notice. Allow me to offer so small hints of advice to you as to what to avoid in the feild.


A. anything that BAF! green con or other wise.


B. anything you cant kill in 1 hit or less.


C. be prepared to vist the closeset(sp?) clone center as offten as possable.



Stromerg Eth'Moon


Dancing Dragon Industries


Rifleman 2,2,3,2-Master Medic-Scout 4,0,4,1-Artisan 3,0,0,4

bikebum
Sat Oct 11, 2003 11:14 pm
#11






Xytroncore wrote:

Sure you "can" do that, but if you used a special you'll still take the 2.5x melee mod even if you switched to a pistol...that is until your combat queue clears.





That is not entirely correct. I have been testing the whole 2.5x modifier for 2 days on lok and rarely take a hit for the 2.5x after using a special as long as I switch to my vk's or unarmed immediately. And the delay, although often touted as 20 seconds, is not even close to that long. More like 3-5 seconds.



If you are having trouble with the 2.5x modifier in PvE, I recommend investing ina couple crates of HPBC's or RL's. When you are attacking a mob you know will be able to melee you, give it 2 shots of something from the HW line and count you 3k HW exp. If it is tougher than a 2-shot HW then you prob shouldn't be trying to solo it anyway. However, you can always 2-shot it with a HW, switch to FT and plink it as it closes with you and /flamesingle2 when it is at about 20m (depending on latency) and it is dead. If the mob is tougher than the 15k+ ham damage you should have done at that point, you definately should not be soloing it. I also use the HW's when I know I am going to get 2+ mobs aggroing me. I dispatch the first mob quick with HPBC then move on to the next with the FT. I do not recommend taking on more than 1 white and 2 blues with this technique or you are asking for death.



If you have good pets, the above technique is not needed. Send in pet on ubermob01 and just /assist pet and flamesingle the mobs while your tank tanks. Yes you can flamecone, but this is just asking for one of the mobs to attack you. I only use flamecone when I am positive the mobs hams will only last 1 tick of the DoT since I typically can only last about that long.

Gronndal
Sun Oct 12, 2003 3:16 am
#12

Well what i dont like is the fact that this almost forces me to invest in a pet to tank for me... and since i dont like to be a poke'mon user(sorry personal view. pets, is not a starwars thing should, be removed .) i dont like to use a pet. Now we commandos are a ranged "close combat" proffetion that dies if we do what we are "supposed" to do..
Rencon
Sun Oct 12, 2003 4:00 am
#13

"OMG I got owned by a blue con"


Welcome to the riflemens world, to all you guys that owned riflemen with your melee dmg guns I say HAHAHAHA ROFL. To those who were meture and said commando melee guns are a bug that needs to be fixed ASAP I say nice try, thank you for your honesty.


"OMG I need a pet to play now"


Welcome to the real game, where everyone else got jacked and needs a pet if they are going to solo. What do you think the KD/PC nerf did to every other class, deal.




__________________________________________________
Col. Rincon Sari
Left For Dead, Bria.

ARR Armor: -4435 -5180
Rincon's Weapons: -4415 -5270
STRONGBADIA, NABOO


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