Commando Archive

Thread: Community response to commando stuff for you to look at

IthArReLLe
Thu Aug 14, 2003 7:55 pm
#1

Guys... lets get some kind of order here considering we have no correspondant as of now, list your questions here then we can put it in a thread and just bump it and hopefully get a response, thank you




My major question is about aurmor ratings, are the launcher pistols HAR and flamethrower supposed to be AR 0, and if so could you please explain the reasoning of why things that shoot rockets should have less aurmor piercing than a Dx2 that takes less prerequesits to get? thanks

IthArReLLe
Thu Aug 14, 2003 8:08 pm
#2

Please only respond with questions that way it is easier to compile, Ty


HydrAG
Thu Aug 14, 2003 8:25 pm
#3

Howdy,



Although not a Commando yet I've been working toward it for a couple weeks even though it seemed really bad off. The new proposedstuff makes me really happy I chose to stick it out and advance toward the goal (still 380 AXP short... **edit** my luck).


Enough ass kissing on to my questions:



1. Will the Launcher Pistol still be somewhat dependant upon Pistoleer, i.e. mods and specials?



2.How about some Commando Unarmed moves or are we also to use TKA? Nothing "uber" but something we can use as a "when all else fails" type of thing.



3. AP None?? I believe I read a post somewhere some one had stated Rocket Launchers had an AP of Heavy but one post does not make fact.



Hydrargyrum




TBN, Kauri
Ivoni
Thu Aug 14, 2003 8:30 pm
#4

I thought I did a good job with the sum up of the Test Center + thing not fixed yet.

Shrug.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Vangeth
Thu Aug 14, 2003 11:32 pm
#5

1.) AP Values?


2.)Fate of the Beam Rifle... possiblity of eventually haveing a heavy carbine type as well,IF we will be forced to use moves from the other weapon lines... pistoleer etc....


3.)Spec Move delay time... are they supposed to be this way? Even if followed by a Normal Attack... i know timers SUCK but it seems the only true way to fix this might be one....


4.) Cannons and Rocket Launchers.... has it been agreed upon if we will be able to get these weapons recharged or not.... a simple answer will do


Ino (Returned) Commando

CedricBixler
Thu Aug 14, 2003 11:42 pm
#6

1. even using the pistoleers moves with a launcher pistol ... due to the high ham costs of the launcher we are much less effective then a novice pistoleer using a good scout blaster and only pistol whip 1. (ie it takes like 150 stam for a laucher to use the highly anticpated pistol moves whilst gaining hw xp.. and a scout takes like 70 and does it faster for almost same dmg)


2. we dont want flame throwers and hars to be secondary weapons... at most maybe flamethrower is more effective at close range while a HAR is more effective at "rifle ranges"


3. grenades? how about effects for each one like a root grenade a kd grenade.. and so on.. even traps are better then nades and a novice scout gets those...


4. disapearing guns? sweet christ no!


5. if launcher truly is our only primary atleast give us some in tree moves... dont see bh required to go outside his skill tree


6. how about some kinda cool commando mission terms like the bhs, explorers and artisans get? like torch this or blow that up.. could be cool

Kill_Joy
Fri Aug 15, 2003 1:51 am
#7

Think my only concern is lack of Ap on Launcher Pistol is this intended?


Possibly the addition of a SAW style weapon would be nice and fit the proffesion.

CommanDOH
Fri Aug 15, 2003 2:02 am
#8

Ok, MyBIG questions


1. We need to know for certain if launcher pistol will use pistoleer moves. I dont want to keep earning other skills if I will need pistoleer. If launcher pistol is slower that is fine but it should be a little more damaging or do AP because its like an explosive charge right? that is hte BIGGEST QUESTION for me. Personally I think this is a bad idea and that launcher should be a unique weapon as it is a commando only weapon. No one else needs to go outside their class to learn to use a weapon unique to them.


2. Will launchers and cannons become reloadable/rechargable?


3. Will grenades start coming in larger stacks?


4. Will commandos get any other abilities than our skills that come with learning weapons? We dont learn any kind of stealth or defense or anything. +5 melee and ranged is nothign at all. If we dont get these sorts of skills in our class dont make us get pistoleer, let use modify our character with abilities of our choosing. so there is some commando diversity.


Can we get a somewhat timely response to questions? I am effectively blocked from advancing right now do to my skills not working and no idea where I should allocate my extra points.


NERF IS NOT THE ANSWER! unless its on cars. it would be fun!




Commando/TKA
Neomoderate
Fri Aug 15, 2003 3:41 am
#9

Yes we can now advance..


By using the launcher pistol we can gain heavy weapons xp at a rate that is lower but comparable to other players.


but even this fact is shadowed by something strange: Although we use the launcher pistol to advance.. we never get any better with it.. thus forcing a commando who wants to be better than a marksman with his pistol to take pistoleer...


Next we have what you get when you actually do finally make it into one of your skill trees. The specials and weapons were not fixed or tweaked at all insofar as I can tell.


After testing I have recorded the average damage on the acid rifles regular shot to be 200-280 this happens every 5 seconds.. that is 4.6 seconds slower than a comparable shot with a pistol.


Unacceptable.


Next I tested hte aacid rifles first special only to be even more dissapointed. The damage averages 400-590 to a single target.. at 16 meter max range and takes 14 seconds to allow another attack or weapon switch. If u hit for the max thats still 42 damage per second on the special .. ( which is touted by the devs as being " where commando weapons shine" ) 42 damage per second is 72 damage per second lower than an average spraystick rifle. thats nearly one third the damage of any good gun.. and half the damage of a decent one.


Next i tested Acid Cone ( the area of effect commando special with the acid rifle). This special again has a max range of 16 meters.. but the mobs seem to have to be within 2-3 meters of each other to be simultaniously affected. The effect is very weak as well. an average of 500-560 damage per hit.. low chance to hit multiple mobs ( given the density requitrement) and a horrible 14 second recharge/switch weapon rate. This special is literally a death sentence for anyone that uses it.


Next I noticed that the con system regarding the acid rifle has not been fixed. light blue cons easily kill a commando utilizing specials.. and cut through one tha tis not using specials like butter. the only salvation is to switch weapons or run. I thought light blue was not supposed to pose that much of a threat. A commando can take about 1/4 life off a light blue con before killed. since damage is soo woefully low.


Holo... recently you posted in the commando forums regarding some of these issues.. But I am afraid you left me with the impression that these fixes would take place in another months time. Is this implication correct? Is the only theing that was fiixed for my broken profession in hte patch the launcher pistol? Is all we recieved simply the ability to advance a useless class..? with weapons that are STILL COMPLETELY BROKEN?? whats the use for certification in a gun that matches a cdef rifle in damage output?


I commend you on your efforts to correspond the last few days with my fellow commandos... you made alot of people happy by spending your valuable time tlaking with us ... however another month to wait is rediculous... we have allready waited a mont hto play.. now we have to wait another month to see what out class will be like ? even a master commando hhas no clue since their ewepaons are so broken..I suggest you push this fix to the top of the heap.. talking only placates for so long.. and as far as i can tell advancing in a profession in which all yer specials and guns are useless or worse suicidal i not something that will satisfy the commandos i kow... not when they realize what they get for the hard work...... nothing.



Thank you if you read this... and bless you if u address the issues..


I paid ot play too..


Still broken.. jsut advanced far enough to see that ....

Viptir
Fri Aug 15, 2003 4:10 am
#10

Okay, when Holo posed the question about nerfing defense mods since the damage was high, I started drinking....


I was always under the assumption that a commando was never supposed to be a solo-type, but a supplimentary "tank" to any fighting unit. A commando has high damage weapons, true. But they are supposed to be slow firing. Both these the devs got. My issues are that the atypical tank is always well armored, hard to kill, does high damage - and these assets are offset by the fact that a tank is slow as hell. So we have half the tank formula, but the devs missed the other half. Every other game that goes by this does fine. Players don't complain.Two-thirdsof your health may be gone, your armor dingedup, but it's accepted as part of being a tank. Besides, what half-decent unit doesn't have a healer or two?


So my question is, Holo was kidding about the defense mods disappearing, right?!?! I mean, this game needs tanks, and no other profession fits the bill, we're the only slow ones. TKA and all them too fast and too good at defense already. Our defense sucks as it is, ADD to it, if anything...


Another question, not a pressing issue or anything. But someone mentioned anti-vehicle weapons in another thread. I assumed this would just be one of the ion cannons, for ATs and such, but this doesn't appear to be true. So just what are the plans for a weapon based against electro-mechanical enemies, if there are any at all?




"I began this work with a certain boldness, and I am finishing it with a sense of humility, realizing the greatness of the task. At least I can say that it has been done with love."
~ Maria Ambrosini ~


IG99
Fri Aug 15, 2003 4:31 am
#11

Ok. I kind of get the Acid Rifle and Flame Thrower being extreme close range. In function they should be just about the same weapon-- both squirt a volatile liquid a short distance, and in the case of the flame thrower it gets ignited. Lightning Cannon I could see being in the same catagory...it's not a beam weapon, and it disperses likea shotgun. Basically, you get 3 different rare resist types to choose from in your antipersonell aresenal.



I don't understand why these weapons aren't together in a branch labled Anti-Personell however. Then a second branch labled heavy weapons with actual heavy weapons could be created. And a Branch of Commando Hand to Hand. Save the fourth branch for commando specific vehicles when they get around to releasing them. Can you say Hovertank? Armored Scout Bike? Don't see just anyone using these.

Buzz1096
Fri Aug 15, 2003 5:15 am
#12

Wait a second! Before you all get so big on the devs, let's think this through. If they upped the damage on commando weapons enough, no one will care about my next points. But until we know for sure, lets keep these things in mind.


1) Commando still has no knockdown, or state altering move. I still think that firing the Rocket Launcher should produce some kind of very short-term AE knockdown with a special. We've got to have some kind of way to defend ourselves from being bum-rushed in battle. Then again, if our damage is high enough this wont really matter now will it.


2) We still have 2 whole lines dedicated to weapons that appear to have the same damage and the same moves. The only thing that we can think of is that you can switch them depending on your target's vulnerability. Like I said at the top, if the damage is good no one will care. It just seems a little on the boring side.


3) Armor Rating, Armor Rating, Armor Rating. What is the deal with this? We can't seem to get a straight answer here. If our weapons end up having the high armor rating and good damage at the same time, the whole commando community will shut the hell up and lay low to avoid the nerf-bat. This is why we became commandos, high damage and targets not being able to soak our damage.


4) On the launcher pistol using pistol moves. I don't think it should matter, It's a choice you seem to have to make. Get some advanced pistol skill or not to is up to how you want to spend your points. We can't have our cake and eat it too, but it would be nice if we got just 1 commando pistol move in the HW support line.


Buzzy




Drege Duece
Master Smuggler
Master Doc
Generally Stoopid for Speccing this way...
Harvydood
Fri Aug 15, 2003 12:34 pm
#13

-AP values for the Launcher pistol


and that's about all I'm concerned about....



The Rocket Launcher is AP heavy...I can take a SS if someone will allow me to email it to them to post it.




Harv. . .
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