Commando Archive

Thread: Updated List of Commando Issues [Combat Upgrade Version]

StarNick
Fri Apr 15, 2005 9:26 pm
#1

Well, since someone referred about there being many stickies in the forum as of late (all my fault of course ), I've decided to get to work on consolidation. Besides, its late at night...Im awake, alert, and in a rather good working mood - so what the heck? Will make our focus on CU testing easier, reassuring, and my job easier to put together everything from our testing at the end.

In three weeks, Im hoping we won't even have an issues thread...so expect this to be something, of temporary nature folks


  • Issue 1) Damage Per Second: Currently Commandos are out-damaged when it comes to DPS by various other professions. This stems mainly from the speed of our weapons combined with our accuracy.


  • Combat Upgrade: FIXED!


  • Issue 2) Heavy Acid Rifle: The HAR is in desperate need of a total revamp or replacement. The HAR is weaker then FT, has no DoT, no AP, and suffers same restrictions as the FT yet costs more XP to grind the Acid Tree and has greater HAM costs on its specials.


  • Combat Upgrade: FIXED! Although the ASL is now a superior weapon, for its class the HAR is good


  • Issue 3) Lack of Melee Defense: Commandos have the highest Combat related pre-req cost of all profession in game which includes both Melee and Ranged pre-reqs, yet comparatively, it has one of the lowest levels of defenses (based on cost comparison to Master Level). Commandos are also the only Ranged profession that has ALL of it's specials restricted to Melee range of 16m which forces Commandos to take more Melee damage in fights then other Ranged professions that have higher Melee Defenses.


  • Combat Upgrade: FIXED! In accordance with the new CU system, commando's have a fairly good range of defenses. Although a 5 Offense and 3 Defense, we would most probably rate a "1" in defense pre-CU. We however do not get most state recoveries, and would have to dabble/master other professions for them


  • Issue 4) Grenades damage the user if caught in the blast radius and come with a very high HAM cost. These two factors make Grenades non-productive in combat and strategically rarely used by the average Commando.

    Combat Upgrade: FIXED! We can't be happier that we no longer have an ungodly ham cost nor killing our own selves with them. Furthermore, an added bonus of a grenade revamp that involves states. However, it is still in question if they'll be fully useful with the low DPS of grenades on TC-Ep3 so far (This MAY be because of the Frogs, Gotta get some testing with MWS and see how crafted ones are).


  • Issue 5) Consumable Heavy Weapons: Currently their lootable mods are still non-functional. They are often out-damaged due to poor speed and very poor accuracy. They are hard to find due to crafting difficulty. They put the Commando in a very vunerable position when they must stop motion to use them. And they are not worth the price when you balance cost vs. accuracy (not enough shots connect to make them worth the average cost).


  • Combat Upgrade: Consumables? WHAT consumables? We have seen a TOTAL revamp of our weapons. They have been brought together under one weapon accuracy/speed mod, they have (if they're working) killer animations, great damage, state effects, and best of all...elemental damage. Meaning, SEAs will at last work! It is to be determined if current SEAs will work however, along with freshly looted ones Post-CU.


  • Issue 6 Lootable Heavy Weapon Mods non-functional. This is due to Commandos not having generic Heavy Weapon skill mods since Beta. This has been reported to be fixed with the Combat Revamp.


  • Combat Upgrade: FIXED!!!!! Confirmed on the conversion TC's.


  • Issue 7) Commando Kill XP capped at 3K.


  • Combat Upgrade: FIXED! Per say...experience is based on off levels which is now the same for everyone.


  • Issue 8) Weapon Delay is Unbalanced for Multi Weapon Type Professions. Commandos and Bounty Hunters suffer the Weapon Delay far worse then other professions because of our certifications for different weapon types. Other same weapon type professions have a wide variety of strategic specials to use with their weapons where as Commandos and Bounty Hunters are forced to switch weapons to utilize all of their abilities (which causing serious combat queue delay).


  • Combat Upgrade: FIXED!


  • Issue 9) Imbalance of power per skill point cost. Profession balances should be based on skill point expenditures where an all combat focused 169 pt template is very competable with another 169 pt all combat template, making strategy and tactics determine the winner. This is where the SWG Combat System most fails the player.


  • Combat Upgrade: FIXED! And to boot, we got them lowered and power basically increased!


  • Issue 10) Cone Specials do not touch non-aggro'd secondary targets in Cone range. On the initial attack, the cone specials will only hit the initial target, yet it will cause all near the initial target to aggro. Cone should hit all targets in cone range. This is apparently a known bug.


  • Combat Upgrade: FIXED! However, the FT is still a bit wonky as with some of our weapons. Regardless, we're now an AoE profession and our weapons naturally have innate cone effects, State effects, AND DoTs where applicable!


  • Issue 11) Commandos need a weapon or specials that utilize the Unarmed Pre-Requisite.


  • Combat Upgrade: FIXED! We gain the Massassi Knucklers as well as general melee mods in Explosives IV. However, the MK is still bugged and not giving Hvy Weapons Xp.


  • Issue 12) FS Ranged mods do not work with Heavy Weapons. Currently The Force Sensitive mods for Ranged weapons have no effect on the Commando Consumable weapons (also reported to have no effect on other ranged weapons in game as well).


  • Combat Upgrade: UNKNOWN. This has been a known issue for a fairly long time, and we might not see a fix for it in the CU. Likewise we have been unable to report on it [Update: Suppousedly the FS Range Speed should be working...unconfirmed].


  • Issue 13) Lack of Ranged Specials beyond Marksman. Considered to the Weapon specialist of the game but Commandos lack ranged specials for their own weapons. All of the Commando specials are restricted to 16m.


  • Combat Upgrade: In relation to specials...made worse as now we have no specials whatsoever. HOWEVER, our specials are really now our weapons - which define us, and are EXCLUSIVE to commandos only. Likewise, we now are no longer restricted to 16 meters of damaging range and are now fully capable of mayhem from 0 to 64 meters with a variety of weapons and with any specials that we "power-up" from other professions, with said weaponry. So...this doesn't really apply anymore.


  • Issue 14) Lack of skill mods or specials for the Launcher Pistol beyond Marksman. Commando is the only profession that does not gain any bonuses for a weapon certed to them within their own profession.


  • Combat Upgrade: FIXED! Both the Launcher Pistol AND the Proton Rifle takes Heavy Weapon Mods!! *Jumps for Joy*


  • Issue 15) No benefit for Groups to include Commandos in their ranks. Commandos are often told that they cause too much lag and are to slow to be grouped with.


  • Combat Upgrade: Although lag *may* cause some problems in the future for us...however Need I say more?...so hah! FIXED!


  • Issue 16) High end content with Very High Heat/Acid resists. Commandos are feeling excluded from much of the new high end content that has been added (with the exception of the Death Watch bunker) due to NPCs having 90 to 100% Heat/Acid resists which makes our main weapons useless.


  • Combat Upgrade: FIXED! Since now all weapons do a base damage of either Kinetic or Energy, we are well versed in both. Also to add insult to injury for our enemies, commandoes can dish out all but cold elemental damage. According to the Devs, the higher resist of one, the lower the resist of its opposite (Cold to Heat as Electrical to Acid). However, more testing may be needed to further validate this and fully test it in action.


  • Issue 17) Grenades are short stacked. To be useful, Grenades should come more then 5 per pack otherwise they fill up the inventory and the F-Buttons.


  • Combat Upgrade: Not fixed as far as I know...grenades are still crafted in stacks of 5. Although grenades off the frogs are a stack of 500 (not being pushed to live), they may be raised to a suitable amount. Unknown what that amount will be, or if its happening. Also there is no option to "combine" all grenades of one type into one button to use in the toolbar (a suggestion made by garvin), this may be worthwhile to pursue in the future.


  • Issue 18) Rocket Launcher not reloadable. The Commando consumable weapons are the only sliceable weapons in game that are not "repairable" making slicing them less worthwhile.


  • Combat Upgrade: FIXED! All disposables are now non-disposables, and equipable. The Rocket Launcher doesn't need to be reloadable.


  • Issue 19) Lack of variety in Commando Specials. Commandos have 2 unique specials per their two Non-Consumable weapons. Other professions have at least 6 to 9 unique specials per weapon.


  • Combat Upgrade: Fixed to an extent. Our weapons -are- our specials now, so in a way we are varied in attacks, types of attacks, states and DoTs. They are unique to us as specials and iconic weapons are unique to other professions. Plus, we make destruction look good now.


  • Issue 20) Weak to being Knockdown/Dizzy even though we are obviously meant to fight in Melee Range. Due to the slowness of our specials and our poor accuracy, when facing an opponent with Knockdown abilities, the Commando most often guaranteed to lose. Adding in a KD Counter or upping our Defense Vs. KD would help with this difficulty.


  • Combat Upgrade: FIXED! We get a KD recovery from novice marksman. Although there will no longer be state defenses, we won't be getting the other recoveries either in namesake of balance. Therefore we will have to dabble out ("outsource") for those skills. We get KD recovery which makes this issue fixed.


  • Issue 21) Commandos would like to be certified for Bomb Droids especially since they are capable of higher blast damage then even a Rocket Launcher.


  • Combat Upgrade: Unless if bomb droids require not a skill box, and just a Combat Level, not gonna happen. Unknown at this time if they're comparable to a Rocket Launcher. Currently is irrelevant to a degree as blast damage is no longer even in the game.


  • Issue 22) Grenade speed is bugged and will not allow grenade throws faster than 9 seconds, regardless of grenade speed or speed modifier.


  • Combat Upgrade: Since we're suppoused to have 10 second delays between different grenade types, and 60 second delays between same type grenades, this is currently unknown. We need to test this out more.


  • Issue 23) DoT damage is not tracked for XP/Loot rights


  • Combat Upgrade: Currently an issue in the CU. Unknown for loot rights, but it has been reported that DoT damage detracts from your experience as well as your group's too.



    In conclusion, we currently really have one issue that we know is still an issue on the CU Testing. As well as a few unknowns, and a concern with grenades. Overall though, the CU has pretty much fixed at LEAST 75% of our top issues.

    Message Edited by StarNick on 04-16-2005 12:53 AM

    Message Edited by StarNick on 04-20-2005 03:42 PM



    --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

    Figu
    Fri Apr 15, 2005 9:45 pm
    #2

    wow o-O not to mention are lauchers still shoot acid XD otherwise yesh everyting has been fixed in a way


    now give me a underslug and i well give soe my soul!!!




    Beware the Heretic, the Mutant, the Alien!

    Peace Keeper Overlord - Master Commando, Master Carbineer, Riflemen, Medic
    Shifty123
    Fri Apr 15, 2005 9:46 pm
    #3

    Yes!

    Now we get to be a useful profession in a new and improved broken combat system!

    Now we just have to wait another 2 years for them to do CU 2 once they realize that the current CU won't work...

    At least we have eachother...

    Thanks for the hard work though Starnick!

    Message Edited by Shifty123 on 04-15-2005 09:48 PM




    Shefty Fault


    Imperial Stormtrooper


    Master Carbineer/Master Doctor




    StarNick
    Fri Apr 15, 2005 9:47 pm
    #4

    Tonight's Publish I hear is gonna be extra un-broken...



    --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

    Shifty123
    Fri Apr 15, 2005 9:48 pm
    #5

    YES!!!!!!

    No more level system?!

    /slap self

    Sorry, I went a little crazy there.




    Shefty Fault


    Imperial Stormtrooper


    Master Carbineer/Master Doctor




    StarNick
    Fri Apr 15, 2005 9:51 pm
    #6

    Well no...but Tiggs just posted the new version notes. Looks like our xp is fixed and the certs work better (meaning the CL fits correctly now) plus the skill requirements are in.



    --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

    Figu
    Fri Apr 15, 2005 10:25 pm
    #7

    lol and he seemed so happy =P



    ''well no..... but'' i like the level system now an entertainer tka wont kick my ass anymore GRRRRRR



    Beware the Heretic, the Mutant, the Alien!

    Peace Keeper Overlord - Master Commando, Master Carbineer, Riflemen, Medic
    StarNick
    Fri Apr 15, 2005 10:33 pm
    #8

    This will cheer him up.

    Been watching some of the new star wars fan films at AtomFilms

    Sith Apprentice

    Waiting till TC-Ep3 comes up...



    --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

    Latenighter
    Sat Apr 16, 2005 7:57 pm
    #9

    One item to keep from losing track of Nick.

    Our Flamers and HAR still do not accept powerups. I think these are the only weapons in game that do not. This will affect the comparative DPS on these weapons vs. similar tier weapons.



    RIEN - Master Commando
    "We are the guys skilled with all ranged weapons. They should let us act like it"
    Sabaoth
    Sat Apr 16, 2005 10:18 pm
    #10

    I have a question, I have been killing lvl 36 squilss with commando weapons and it is taking me forever to kill one with an xp gain of +1 from each squill death is this right.


    Also at melee range with any armor on I am taking a really bad wooping from the following BH that use snare/underhand, melee 2 hand with sith swords doing like 8k dm with assault armor on that is with a KD/dizzy state on me (used recovery from KD and dizzy from TKA with no avail).


    Also seems the dmg on our weapons are awefully low as compared to other weapons. Maybe it's me but I wanna me sure of this before this hits live as I love this profession and don't want to see people leaving it in the future cause of non viability in PvP/PvE groups.



    ELYHON
    The Mad Sullustran jedi of Corbantis

    Sauve
    Rebel Commando and Base blower for the Alliance

    Sabaoth
    Sat Apr 16, 2005 10:22 pm
    #11

    Err sorry for the double post but also should we pick up another skill to help out with the commando mods?



    ELYHON
    The Mad Sullustran jedi of Corbantis

    Sauve
    Rebel Commando and Base blower for the Alliance

    StarNick
    Sun Apr 17, 2005 10:41 am
    #12

    "Our Flamers and HAR still do not accept powerups. I think these are the only weapons in game that do not. This will affect the comparative DPS on these weapons vs. similar tier weapons"

    Its on the bug list. Although, I heard that HARs could take power-ups and everything else, just not FT's. Ill look into this when I get into the game today.

    On a side note, we're going to have to do some testing with a Pure Commando opposed to a Pure Rifleman or Carbineer or Pistoleer...Im hearing that our weapon damage sucks compared to other weapon damages of a single master elite. Even though if you want to compete against everyone, a single elite mastery won't cut it...it is disturbing, as a big chunk of your power comes from the first mastery (54 levels, max is 80...so about 67% of our power would come from Master Commando)...and would disasteriously hurt a melee commando template...



    --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

    Gawzeera
    Mon Apr 18, 2005 7:13 am
    #13

    some other issues that i have seen in the CU(playing a commando/BH cause thats what i'll be respecing to)


    proton rifle does'nt work at all.


    the BH master level scatter pistol and the flachette pistol both have a higher max dmg than any of the commando weapons. including the plasma flame thrower. I would have thought that commandos should out damage any body.


    marksman KD recovery does'nt seem to work if you have a heavy weapon equiped. I was KD'ed by my BH mark with a plasma thrower equiped and no matter how many times i mashed my KD recovery key I could'nt stand up.

    as soon as i unequiped my flamer and replaced it with a carbine i got straight back up again. this may require further testing.








    "Jedi. Their order is a fading light in the dark. corrupt and arrogant.They must be punished." - Asaj Ventress Clone wars Micro series
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