Commando Archive
Thread: What's on this week's plate
In the mean time, I have good/bad news:
And onto community matters:
Its a good idea to wait until the dust settles with compiling new information threads on the profession, especially since we'll be seeing balance changes anyways to us and to the rest of the game - so its somewhat perfect timing.
Message Edited by StarNick on 05-02-2005 06:39 PM
StarNick wrote:The 10%/100% (approx base/elemental) damage is intended (the bad news). The Devs did not want to make AoE too powerful so its scaled. I've offered some suggestions (after getting a definite answer on the matter), which vary from increased percentages (up to half, if they feel we're overpowered), full AoE when using AoE specials (as they do, or nearly do with non-commando weapons), or high percentage on non-DoT weaponry. The splash damage percentages may change, whether or not these suggestions are taken - Helios and the devs are still balancing some CU systems, and this potentially can change.
So if I understand this, if I use another professions AOE special (Fanshot) the AOE damage is 100%, but if I use the Commando profession special (built into the weapon) I will only do 10% (plus elemental)?
And this is stated to be "working as intended" by the devs?
If we have no specials of our own since they are "built in" to the weapons, then our specials should be comparable to the treatment of other professions, and should splash equivalent damage.
Further, do the FT/HAR take powerups yet? If not, why are Commando's weapons (with comparable leveled DPS stats) unable to achieve equivalent benefits to other professions?
Thanks for the status update Nick.
Heh My guess is that the reason the Devs are tight lipped about the ProtonRifle is that they fudged the truth when they advertised the Proton Carbine as being a part of the CU in a friday featurewhen it was actually a part of the expansion (guessing the were still planning simultaneous release of the two). I could be wrong and it could be a drop now that no one has found, but I somehow feel it is NDA material for the expansion hence why they won't speak of it.
Any word on a master level non AoE weapon for us besides that? Kinda sucks when your commando weapons seem to have to get put on hold more and more in group situations to not draw a ton of aggro to the group and have to usually fall back on your backup prof more than anything. Adv LP? Adv RL? Were those just rumors? Heck, make a non-aoe concentrated RL or something...
This is I think our biggest issue, in the long run, since a lot of damage is the same for the CL 80 professions...
Ill have more answers when I can get them, and will update you folks per to my schedule I noted above
Sounds like this could be the location of some of the unheard of CU weapons.... Heh, watch them be as rare as Mando is:
EPIII Live event
My concern with AoE is the propensity for aggro'ing other creatures. It is very handy in PvP, but the current state of PvE makes AoE dicey at best. My guildmates have told me not to use my commando weapons while mob hunting. Is anyone else experiencing this?
Also, when I throw a grenade, it seems like thats the last action i take for a long time.
And yes, we should have higher damage on our AoE, or higher dots.
As for AoE stuff - make sure you try and draw the mobs away, and other mobs aren't in 6 meters of your target, you'll do fine. Just watch with the grenades. Dungeons, are another matter...
Just to offer what might be an unpopular opinion, this could be correct b/c other profession AoE attacks use action points, so they can't spam them all day long. A commando, on the other hand, can use ranged shot, etc. to fire off an AoE as long as the enemyis breathing.
Latenighter wrote:
So if I understand this, if I use another professions AOE special (Fanshot) the AOE damage is 100%, but if I use the Commando profession special (built into the weapon) I will only do 10% (plus elemental)?
That really leaves us our DoTs, and cool graphics...
Starnick,
Any chance of pushing for commandos to be given back their consumable heavy weapons?
Like I said in another thread, we COULD have them all and still not be overpowered. Here's why:
-Return all the consumable heavy weapons. Give them the AOE damage current non-consumables have and keep their damage range at 1400 max (each weapon varying in damage type: rocket=kinetic, acid=acid, particle=heat lightning=energy).THESE CONSUMABLES SHOULD BE OUR HIGH DAMAGE WEAPONS WITH A 30 SECOND REFIRE TIMER!! (timer will not allow any COMMANDO weapon to be used in those 30 seconds. This is to make it the ideal combo weapon for non-commando weapon+heavy consumable weapon)
Note: Heavy Consumable Weapons are NOT equipable. They are the old 'im running, click on consumable, my character kneels, puts his gun down , lobs rocket over shoulder and fires then stands up with his gun in hand' type things.
CERTIFY CONSUMABLE HEAVY WEAPONS IN MASTER BOX!!! ITS OUR DAMAGE PERK DO NOT GIVE IT TO DABBLERS!
Message Edited by tacwraith on 05-02-2005 10:34 PM
As far as with AoE goes, Im making a big case on the corr forums with at least getting us up to par with non-commando AoE specials. Imagine - if we do 1k damage after resists to mobs, picture that against several mobs at once within a group. It'll be heavy damage, it'll be useful, and we'll have to be careful as well as take up other professions to further enhance that damage. We already have some of the highest action costs not to mention...
Its not fair to have such an inconsistancy, as our profession suffers and becomes neglected in what we're here to do...kill lots of folks in the most destructive way! Combined with DoTs, and fairly fast attack...against single mobs we will have a very slight edge as we do with our DoT - but we will truely shine with massed enemies. Riflemen are now front-loaded, we're (or at least should be) mass mayhem - but both heavy Hitters with distinct roles. Scaled AoE for us, without changing non-HW AoE mitigates our role to anyone who has an AoE special.
StarNick wrote:
It is highly doubtful that we'll see our weapons reconverted into consumeables again. *However*, it is a possibility of having ammo packs later down the road...potentially a new heavy hitting weapon similar to your proposal? Its a big possiblity.
As far as with AoE goes, Im making a big case on the corr forums with at least getting us up to par with non-commando AoE specials. Imagine - if we do 1k damage after resists to mobs, picture that against several mobs at once within a group. It'll be heavy damage, it'll be useful, and we'll have to be careful as well as take up other professions to further enhance that damage. We already have some of the highest action costs not to mention...
Its not fair to have such an inconsistancy, as our profession suffers and becomes neglected in what we're here to do...kill lots of folks in the most destructive way! Combined with DoTs, and fairly fast attack...against single mobs we will have a very slight edge as we do with our DoT - but we will truely shine with massed enemies. Riflemen are now front-loaded, we're (or at least should be) mass mayhem - but both heavy Hitters with distinct roles. Scaled AoE for us, without changing non-HW AoE mitigates our role to anyone who has an AoE special.
MASS MAYHEM!!!!!! YEA!!!!!!!