Commando Archive
Thread: DPS...
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Carcerous
Sun Apr 24, 2005 8:25 am
#1
Anyone else notice that all of a sudden our heavy weapons DPS has greatly decreased since the last TC patch? My personal pft damage was over 400 before the patch and is now around 250. I noticed the same thing happened to our other weapons as well, anyone know what happened?
Bhelzebub
Sun Apr 24, 2005 8:40 am
#2
They nerfed the weapons and raised the action costs + the action regen.
I think its a bad move, i've mostly pvp'ed before the patch and i found that combat, weapon damage and the professions was quite balanced. All had its strength and weaknesses and there was a nice flow in combat. (i've tried commando, rifleman, pistoleer, carbineer and swordsman, all in a nasty mix)
Now, after the patch its not very rewarding to have a good weapon speed, you just get "Too Tired" before your opponent instead.
I was attacked by some puny lv 11 lizard thing on Tatooine, and after kill 2 of those lizards (3 shots each) i was out of action. I got totally stomped by a lv 55 Bantha since i spent most of my time running trying to regenerate some action, this as a lv 80 Mbh/Mcarb and 0404 pistoleer.
If they rolled back the weapon/action nerf and made the mobs a tad easier pve would work too, since i think PvP was working like a clock.
I think its a bad move, i've mostly pvp'ed before the patch and i found that combat, weapon damage and the professions was quite balanced. All had its strength and weaknesses and there was a nice flow in combat. (i've tried commando, rifleman, pistoleer, carbineer and swordsman, all in a nasty mix)
Now, after the patch its not very rewarding to have a good weapon speed, you just get "Too Tired" before your opponent instead.
I was attacked by some puny lv 11 lizard thing on Tatooine, and after kill 2 of those lizards (3 shots each) i was out of action. I got totally stomped by a lv 55 Bantha since i spent most of my time running trying to regenerate some action, this as a lv 80 Mbh/Mcarb and 0404 pistoleer.
If they rolled back the weapon/action nerf and made the mobs a tad easier pve would work too, since i think PvP was working like a clock.
Tuscanspeed
Sun Apr 24, 2005 10:42 am
#3
weapons as a whole werent nerfed in the traditional sense as to the damage they put out.
the weapons on the frog until recently were uber by CU standards. they were all at the top of their class in the damage range.
now all the weapons from the frog are all mid-range in quality. the damage range didnt change for our weapons, all weapons the frog gives out are just mid-range weapons.
hopes this clears that up a bit.
StarNick
Sun Apr 24, 2005 11:46 am
#4
They just made it so weapons from the frogs were "average". I can make Heavy Weapons that were BETTER than what we got on the Frogs, on both TC-Ep3...and with my weaponsmith resources when Valcyn conversion was up. Unfortunately....theres still a bug with damage being "Blast" and thus the crafted weapons being useless 
As for the new regen stuff, I hate it and have brought up my concerns with it. It was better before, and what really needs tweaking is the CL/damage modifiers themselves.
As for the new regen stuff, I hate it and have brought up my concerns with it. It was better before, and what really needs tweaking is the CL/damage modifiers themselves.
Bhelzebub
Sun Apr 24, 2005 1:40 pm
#5
Ah good to hear that the weapons werent nerfed. Well, i agree that the action adjustment was horrible, really really horrible.
Tweaking the CL/damage modifiers is the only thing needed to fix the PvE
It's a bit backwards...most games have a nice PvE and a screwed up PvP, but i found the PvP being very interesting and balanced while the PvE was totally out of hands - thats gotta be a really easy problem to fix. Instead of nerfing professions to the left and right they just adjust the CL's a tad and voila!
Tweaking the CL/damage modifiers is the only thing needed to fix the PvE
It's a bit backwards...most games have a nice PvE and a screwed up PvP, but i found the PvP being very interesting and balanced while the PvE was totally out of hands - thats gotta be a really easy problem to fix. Instead of nerfing professions to the left and right they just adjust the CL's a tad and voila!
MrBulwark
Mon Apr 25, 2005 9:08 am
#6
I'm not so sure the new action costs are a bad thing for Commandos. Hear me out...
With costs the way they are, people will only be able to use a few of them in PvP before running out of action. For instance, the Rifleman's sniper shot uses 28% of his action. After the first minute, every one will be out of action and normal attacks will be all thats left.
While this hurts everyone else, it benefits commandos. We will still be able to do area attacks and DoTs for free. Granted, the damage will be the same as everyone else, but the DoTs will add up.
I think it is a boon to use and has convinced me to stay Commando.
That being said, PvE will still hurt 
Siaro
Mon Apr 25, 2005 9:29 am
#7
I'm not sure I understand what you are saying. I thought there was no auto-attack anymore and that whatever special you select as your auto-attack is going to cost action. Do you mean setting up a low-cost special like "quickshot" as your auto-attack?
Bhelzebub
Mon Apr 25, 2005 9:59 am
#8
The action nerf is Bad for the game, maybe good for commando but really really nasty for everyone else - conclusion: Its bad and unfair and boring.
MrBulwark
Mon Apr 25, 2005 3:39 pm
#9
Siaro wrote:
I'm not sure I understand what you are saying. I thought there was no auto-attack anymore and that whatever special you select as your auto-attack is going to cost action. Do you mean setting up a low-cost special like "quickshot" as your auto-attack?
You still have the generic /rangeAttack or whatever its called.
Cpl_Fisher
Mon Apr 25, 2005 3:41 pm
#10
MrBulwark wrote:
Siaro wrote:
I'm not sure I understand what you are saying. I thought there was no auto-attack anymore and that whatever special you select as your auto-attack is going to cost action. Do you mean setting up a low-cost special like "quickshot" as your auto-attack?
You still have the generic /rangeAttack or whatever its called.
It cost action.
WinstonX
Mon Apr 25, 2005 3:57 pm
#11
the most basic shot doesn't have an action cost if i'm not mistaken, it's only like /placedshot and/or /aimedshot or something that you get action costs. if you read the description of the most basic special (/placed, /aimed, whatever) it says that it's more powerful than the /ranged, BUT it has a slight action cost--implying that /ranged does not...
could be wrong though
Cloggy
Tue Apr 26, 2005 4:02 am
#13
speaking of DPs on converted weapons.
We got our server CU enabled over the weekend and i could check the stats on my weapons.
My krayt Flamer with 1200 dam pre. CU. got a Mod. DPS over 440 (cant remember exactly and im at work )
DE-10 with 445 dam. pre CU got a mod. DPS 464
2 Blasters got a DPS close to 460 too.
So basicly my "best weapons" got some good DPS as promised.
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