Commando Archive

Thread: What's on this week's plate

StarNick
Mon May 02, 2005 3:05 pm
#1

Ok, since my last post...having TC come down around when I wanted to try and get some of the testers together, simply sucked! I wanted to try and get something nice done for all you folks who took your time out to test out the CU and give feedback to the community. However, we may not get a chance to get another crack at things this week, as I am (and will be) -extremely- busy the next 5 days. Ill still be able to drop by and surf the forums for a bit, but Ill have very little time to devote to some of the pet projects (well, Pet Correspondent Projects!) that I want to push out. This may be good or bad, considering this will give a week for the Devs to get some balance fixes pushed out and the hectic whirlwind that has affected the game to die down a bit, and for the dust to settle.

In the mean time, I have good/bad news:

  • 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.


  • The bugged certs are, well bugged. All commando weapons will have *at least* a novice commando requirement. So, expect flamethrower at Incin III, RL at Incin 1, etc...as they all require *at least* novice commando (hehe). Since the Proton Rifle was deemed commando-esque, and still takes Heavy Weapon Mods...Im pretty sure that cert is bugged like some of the others. On the topic of where to find the schematic, the devs had sealed zips unfortunately


  • Grenade Damages positively will be looked at. Helios agreed that the damages are too light, and we'll be seeing changes with that.


  • And onto community matters:

  • This weekend or Monday/Tuesday Ill be getting an updated Ivoni guide out and stickied based off of testing, and experiences with commando - as well as new sections/updated sections from the feedback from you folks (from the CU threads).


  • New State of the Commando review/thread


  • Finalization of current issues to be submitted


  • Reduction of stickies and updates to some of the ol' Garvin Era threads


  • 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



    --Stern Synex-- --Master Commando-- --IDI Forces--
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    Latenighter
    Mon May 02, 2005 3:41 pm
    #2



    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.



    RIEN - Master Commando
    "We are the guys skilled with all ranged weapons. They should let us act like it"
    Knightcrest
    Mon May 02, 2005 3:44 pm
    #3

    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...






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    StarNick
    Mon May 02, 2005 3:45 pm
    #4

    Still many questions, but the AoE so far is our biggest. I agree that its not right to see non-commando weapons with AoE specials doing more damage we can. The Fire DoT isnt *that* strong to make up for it, and we'll be outdamaged in AoE attacks (so our task of managing our firepower is more of a drawback, than a matter of regulating immense firepower). MAYBE thats a bug currently? Since as it stands, HWs + AoE specials do about the same AoE...

    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



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    Knightcrest
    Mon May 02, 2005 4:10 pm
    #5

    Sounds like this could be the location of some of the unheard of CU weapons.... Heh, watch them be as rare as Mando is:



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    Colonel Valdan Nightwind
    Captain of the Wrath of Night
    Elder Smuggler/Master Pilot
    Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
    Ashet
    Mon May 02, 2005 5:06 pm
    #6

    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.


    StarNick
    Mon May 02, 2005 5:12 pm
    #7

    Grenade timers are a bit wonky at best, grenades from crates post-conversion have close to two minute delays due to a conversion bug ...

    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...



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    dlc3007
    Mon May 02, 2005 6:14 pm
    #8






    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)?



    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.



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    StarNick
    Mon May 02, 2005 7:24 pm
    #9

    The basic ranged shot takes action, and by the time we do enough splash damage compared to the other professions...we'd be dead. I can see if we could use the splash damage with impunity with low action (or none) costs, like how our FT was pre-CU. BUT, non-HW folks can out "Heavy" us in a matter of a few AoE specials; they won't even need to spam it.

    That really leaves us our DoTs, and cool graphics...



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    tacwraith
    Mon May 02, 2005 7:32 pm
    #10


    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!


    -Rename non-consumables to 'light cannons': Rocket Launcher-> Plasma Cannon ; Heavy Lightning Cannon-Light Electron Cannon (to avoid confusion with LLC from BH) ; Acid Streamer -> Light Acid Cannon ; Heavy Particle Beam -> Light Particle Beam.


    -Remove the AOE damage from the Light Cannons. Leave them as medium damage+single target+effect inducing weapons. (Which can be used in AOE vianon-commando cone attack specials). This makes them ideal to use with grenades and using other proffession's specials.



    And there you have it. Commando would be back to being the hard punching bastige it was pre-holocron times.




    As far as grenade damage: I agree. Their damage is waay too low to be of any practical use. Perhaps IF they increased the grenades per pack to 100 AND lowered the timer to10 seconds (and this timer being for grenades only, not affecting any other weapon) THEN perhaps itd be good since the damage would be made up via DPS.

    Message Edited by tacwraith on 05-02-2005 10:34 PM




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    StarNick
    Mon May 02, 2005 8:04 pm
    #11

    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.



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    StarNick
    Mon May 02, 2005 8:33 pm
    #12

    Ill be updating and submitting the top issues over the course of the week, just a heads up...thats the thread Ill be looking at most (and the wishlist) so post there with ideas/thoughts - just a heads up. This weekend, expect an updated commando link list, a new state of the profession, hopefully the updated guide, and the removal of the last CU testing stuff (will be linked via the new list of commando threads)



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    Cpl_Fisher
    Mon May 02, 2005 8:37 pm
    #13






    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.




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