Commando Archive

Thread: Just Got Of TC...We Are Getting Melee Mitigation!!!

garvin
Thu Nov 27, 2003 12:08 am
#1

I just went to review the changed on TC...I didn't find any other changes to our Commando profession beyond adding Mitigation...and get this...we are getting Melee Mitigation, not Ranged Mitigation...which again seems a bit confusing since the Dev's feel we are a Ranged Profession...Not sure how I feel about this. It has it's pluses and minuses...and it has potential to have the Melee Professions crying NERF especially if we lose our 2.5x Melee Damage Bonus issue...If we lose the 2.5x thing and we face a Melee fighter who has not dabbled in any of the Elite Ranged professions, we will take less damage from them and do full damage to them...almost like reversing the 2.5x issue in our favor (instead of taking more damage we'll take much less).


Here is what I found...


At Field Tactics 1 we get Melee Damage Mitigation 1


At Field Tactics 3 we get Melee Damage Mitigation 2


At Master Commando we get Melee Damage Mitigation 3


And for those interested in other professions (the one's we typically dabble in):


Pistoleer...


At Pistol Tech 1 you get Ranged Damage Mitigation 1


At Pistol Tech 3 you get Ranged Damage Mitigation 2


At Master Pistoleer you get Ranged Damage Mitigation 3


Rifleman:


At Concealment 1 you get Ranged Damage Mitigation 1


At Concealment 3 you get Ranged Damage Mitigation 2


At Master Rifleman you get Ranged Damage Mitigation 3


TKA:


At Balance 1 you get Melee Damage Mitigation 1 (note this will not stack with the Commando Mitigation)


At Balance 3 you get Melee Damage Mitigation 2


At Master TKA you get Melee Damage Mitigation 3


Smuggler:


No Mitigation Noted but I have heard they are suppose to get Melee Mitigation as well.





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

maddogs
Thu Nov 27, 2003 12:39 am
#2

ok so does this meen


that in sort we get basicly the 2.5 mod for rang now ensted of melee?


that meens tks have it to vrs range


hum this dont seem right TKs are sapose to be meet shields at least thats what i under stand


whats goinge on now we have ++++ defenc vers melee and none vrs rang thats Bull we have master marks men we should have atlest


1 melee3 rang if not 2 melee and3 range





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Daniel' Judson-Leonheart

Raptor2k1
Thu Nov 27, 2003 2:30 am
#3

All of our specials only work in melee range for the mostpart, so it makes sense to me. I don't think there's any ranged damage modifier to worry about, the only difference is that we wont be able to resist it quite as well as other classes; although, with pistol tech 3 + Master commando, you could be a pretty resistant little bugger.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


KOking
Thu Nov 27, 2003 5:18 am
#4

There better be mitigation in smuggler



Istasi - Pilot for Sanctuary Imperial Navy (Naritus)
Y'vas I'fey (Tarquinas)
Okara T'rokk (Shadowfire)
TechnoHic
Thu Nov 27, 2003 6:01 am
#5

Ok, theyd have to go melee mitigation for te commando wouldnt they? Jeez, now I got to rethink my skill plan. No since in having 2 mitigation 3's by being MTK, and master commando. And Ive put so much into precison striking already!


Aaaaaaarrrrhhgg




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
TechnoHic
Thu Nov 27, 2003 6:23 am
#6

Uh, forgot to ask.


Did you notice if there is anything for lower level like master marksman or master brawler?


Sounds like its an elite profession thing but just wanted to make sure.


I think I should just focus completely on master commando only since I know I want to go there then worry about getting a secondary skill once this goes live and I see that we really do get melee mitigation. Wouldnt bother me so much if it wasnt combat XP I might have just wasted. Time to start making use of those grenades I guess.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Fleiwia
Thu Nov 27, 2003 6:33 am
#7

Smuggler and bounty hunter get melee mitigation also. Carb gets range mit.
TechnoHic
Thu Nov 27, 2003 7:14 am
#8

I just went and got on TC myself to look at the changes. Got to see speeders and stuff but unfortunately the jawa passing em out came up missing due to the vendor system problem.


Anyway, I saw that we are getting melee mitigation 3 at master commando but god knows if it will stay that way, and I wonder if they consider us ranged or melee now since we get melee mitigation and it said that damage modifiers were just "reduced" without specifying by how much. Then if we are considered ranged then our melee mitigation will still do the same as melee classes when hit but we will get hit a lot more since they say that someone carrying a ranged weapon will have a bigger chance of being hit by a melee attack. If we are considered melee then no big.


I personally suddenly got nervous about the whole thing since they said that damage mods were reduced not removed so it may not have been reduced much at all, and if we are considered ranged(likely) then we get hit even more often than befor. Somehow I feel we'll get screwed one way or the other.


Anyone think we should get ranged mitigation 3 and melee mitigation 2 at master? I do. It would fit since we got mostly marksman rather than brawler.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
maddogs
Thu Nov 27, 2003 9:36 am
#9

man this bits they just made commandos no good in pvp at all a pistoler will take a beeting from are flamer maby like 3 hits but now we wont be abel to take three shots form one with extreemly good armor and with no armor at all they will kill us in one hit from 64 m away


this game gets wors al thet time



HELO DEVS WE HAVE MASTER MARK WE ARE SAPOS TO BE RANGE AND MELEE NOT JUST MELEE




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Daniel' Judson-Leonheart

Belce2
Thu Nov 27, 2003 10:16 am
#10

Should read the entire patch notes.


http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=40610


Its not just melee mitigation we get, they also plan to do away with the melee damage mod as well. No more 2.5x melee damage vs rifles, carbines or flamethrowers/HARs. In other words we just became much harder to damage via melee.


Changes to how specials work is very interesting. They no longer will do damage to you. Instead they lower your maximum value and will regenerate faster than damage does. For example if you have 800 health and do a special that costs 100 points, no damage now, but your max health becomes 700. This is just an example and reworking special costs and also plans to include mind heals to a greater degree are being considered.


Looks more than just interesting.



garvin
Thu Nov 27, 2003 10:40 am
#11

All of our specials only work in melee range for the mostpart, so it makes sense to me. I don't think there's any ranged damage modifier to worry about, the only difference is that we wont be able to resist it quite as well as other classes; although, with pistol tech 3 + Master commando, you could be a pretty resistant little bugger.


Our specials work in melee range BUT up until now we have taken the Melee Damage Bonus (2.5x) for being a ranged profession...So really, it makes no sense, but then again, what does when it comes to this type of thinking...What we are as commandos are Ranged Fighters forced to fight at Melee Distances.


Its not just melee mitigation we get, they also plan to do away with the melee damage mod as well. No more 2.5x melee damage vs rifles, carbines or flamethrowers/HARs. In other words we just became much harder to damage via melee.


I kind of refered to this in my initial post...This is a good thing for our profession, but in truth, take an ouside our profession look...Master Commandos will be near impossible to kill by Melee Professions...now ask yourself why the Dev's ever added the 2.5x Melee Damage Bonus...It is because the other Players and Dev's felt that Ranged professions were to powerful when compared to Melee profession. What we are walking into is a set up for our next great NERF...


Personally, I think we should push to change the Melee Mitigation to Ranged Mitigation...Without the 2.5x issue and all the Melee Defenses we have (plus how most of the secondary professions we dabble in give us more defenses) we are already well set against Melee fighters...Anding in Ranged Mitigation would better protect us from Kiters while we attempt to get close enough to use our specials...and this in turn will better balance us as the middle point between Melee and Range...


We need the dev's to one and for all answer our question...ARE WE MELEE or ARE WERANGED!!!! Stop making us inbetween...or if you keep us inbetween make us our own type of class, don't weigh us against one or the other...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Stickeh
Thu Nov 27, 2003 10:42 am
#12

So a good build may be:


Master Commando - Melee Damage Mitigation 3


Master Pistoleer - Range Damage Mitigation 3


Smuggler 0/0/3/0- to compliment


Would both Damage Mitigation types be active at same time? Just wondering


Stickeh - Farstar - Almost Novice Commando


Tal-N
Thu Nov 27, 2003 11:54 am
#13

Yeah they both are active at once, however they do not stack so only the highest mitigation of melee or ranged is used.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
Shadowfire Bounterhunter / Commando

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