Commando Archive

Thread: Alternative Proposal: Increased Lower Level Weapons Damage

Ackehece
Sat Jun 04, 2005 8:29 pm
#1


CL 10-29 weapons x 2.5 damage

CL 30-39weapons x 2 damage

CL 40-49 weapons x 1.5 damage


the damage multipliers would be added at the top of each column as a + modifier and in the master box you would need all of them to get the full damage multipler for the weapons

+---------master box----------------------+

| |

| +1 commando damage|

+-----------------------+----------------------+------------------------+---------------------+

| +1 commando | +1 commando | +1 commando | +1 commando |

| damage | damage | damage | damage|

+-----------------------+-----------------------+-----------------------+---------------------+


1/5 of 2.5 = .5

1/5 of 2 = .4

1/5 of 1.5 =.3


so 1 column would be nice but master would allow lower level weapons to be as effective as high CL weapons (and since you are at that point CL54 min this would not be unbalancing). This would allow for lower CL level Commando weapons to have a purpose at Master Commando



Commando:
Name: Launcher Pistol Name: Heavy Acid RifleName: Rocket Launcher
Skill level: 14 Skill level: 22Skill level: 22
Skill box: Novice Comm.Skill box: Hvy Acid Weap. I Skill box: Hvy Incendiary Weap. I
Base DPS: 65Base DPS: 89.15Base DPS: 90.17
Action Cost: 102 Action Cost: 136Action Cost: 136
Damage Type: KineticDamage Type: EnergyDamageType: Kinetic/Heat
Range: 0-45mRange: 0-45mRange: 0-64m

DPS at 2.5x

162.5222.87225.42

DPS at 50% increase (1 column complete)

97.5 133.72135.25

DPS at 100% increase (2 columns complete)

130178.3 180.34

DPS at 150% (3 columns at CL 20+ mod)

...



Name: Heavy Acid Rifle Name: Hvy Particle Beam Cannon
Skill level: 22 Skill level: 30
Skill box: Hvy Acid Weap. I Skill box: Hvy Beam Weap2
Base DPS: 89.15Base DPS: 111.19
Action Cost: 136 Action Cost: 136
Damage Type: Energy/Acid Damage Type: Energy/Heat
Range: 0-45m Range: 0-40m


DPS at 2.5xDPS at 2.0x

178.3222.38


Name: Acid Stream Launcher Name: Flame Thrower
Skill level: 40 Skill level: 40
Skill box: Hvy Acid Weap3 Skill box: Hvy Inc Weap3
Base DPS: 134.92 Base DPS: 135.93
Action Cost: 136 Action Cost: 136
Damage Type: Energy/Acid Dmg Type: Energy/Heat
Range: 0-65m Range: 0-40m

DPS at 1.5x

202.38203.89


Name: Lightning Beam Cannon Name: Plasma Flame Thrower
Skill level: 50 Skill level: 54
Skill box: Hvy Beam Weap 4 Skill box: Master Comm
Base DPS: 162.71 Base DPS: 185.42
Action Cost: 136 Action Cost: 136
Dmg Type: Energy/ElectricityDamage Type: Energy/Heat
Range: 0-40m Range: 0-25m


Bump these weapons up to base 220+

Message Edited by Ackehece on 06-04-2005 11:47 PM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Ackehece
Sat Jun 04, 2005 8:37 pm
#2



btw: this is also scaleable to grenades... C12s that are good?

also this could be used with other professions weapons that are lower level as well.

It would seriously give a kick to the profession of commando.


most elemental weapons of other professions are lower CL so if used by a commando they would do greater damage and the Elemental damage would be much more useful.

Message Edited by Ackehece on 06-04-2005 11:48 PM



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




VitoGenovese
Sat Jun 04, 2005 10:10 pm
#3

I like this idea too. Well done. Its nice to see the correspondants who have been pitted against each other by the devs, work together for a good solution. If people keep working so well together I may have to rethink my plans of destroying the world. Maybe... Of course that can only happen if they un-nerf me...sigh.



______________________
Adapt! Or be Darwined.
I don't believe in the Force anymore, but I do believe in Karma.
Raptor2k1
Sat Jun 04, 2005 11:05 pm
#4

Sounds a lot like an idea I had to bump up our other guns and make them more useful, though I never actually posted it... I think.


The problem though, is still that we have a certain lack of non-AoE weapons totranslate out level 5 damage over to single-targets, such as boss encounters like Nekrosis.


Maybe remove the AoE on the RL (or make it so small it literally only works on targets standing on eachother), bump up it's base DPS to make it a suitable single-target DPS gun and we're all set I think, since the Proton Rifle is a master level energy gun already, this gives us a master level single-target kinetic one as well.


Just curious though, are those hypothetical base DPS values or existing ones (roughly)? Because if they're the latter... well... I have a 189 base DPS RL, hehe.




Kyeran Halkyon

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


TK-132
Sun Jun 05, 2005 1:36 am
#5

That would be awesome.



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
OLD0311
Sun Jun 05, 2005 4:21 am
#6

Thank you for spending so much time to help our profession. Maybe the DEV's could read some of the posts submitted, by yourself and TK=132, the last few days and see many viable solutions to the problem of the Commando profession being broke.


Smeac

Ackehece
Sun Jun 05, 2005 7:04 am
#7






Raptor2k1 wrote:

Sounds a lot like an idea I had to bump up our other guns and make them more useful, though I never actually posted it... I think.


The problem though, is still that we have a certain lack of non-AoE weapons totranslate out level 5 damage over to single-targets, such as boss encounters like Nekrosis.


Maybe remove the AoE on the RL (or make it so small it literally only works on targets standing on eachother), bump up it's base DPS to make it a suitable single-target DPS gun and we're all set I think, since the Proton Rifle is a master level energy gun already, this gives us a master level single-target kinetic one as well.


Just curious though, are those hypothetical base DPS values or existing ones (roughly)? Because if they're the latter... well... I have a 189 base DPS RL, hehe.





non experimented approx base dps on weapons. (experimented can get much higher)




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Tyyylowyspetily
Sun Jun 05, 2005 9:07 am
#8


I like the concept, and I like it very much. It's something that can be done mostly transparently, which should mean leass work than asking for ne weapons or attacks. Ideas like this have a much better chance of seeing realization IMO. This as it stands, however is a little too good. Were this to be scaled back a little, from a 2.5 max, to a 2.0 max, possibly by weighting the scale a bit more towards master. Each commando damage point would in this case be worth a 1.25 damage multiplierinstead of a1.5, with 1 commando damage point awarded at the top of each skill tree, and 4 points awarded in the master box.


This idea is a really ellegant one, but it still fails to address the other issues facing the class. DOT damage and stateattack reliabilitywould also need to be scaled up if we are not going to receive full area damage. A combat medic can click on an icon, and get a garanteed flaming victim. Using a4532 F stream of fire (well, we don't know that for sure, but that's the temp napalm burns at) should get someone burning pretty easily too. This one is simple. You get hit, you burn, end of story. No area damage, but an increase of the sort of DOT damage we see now, modified by that same commando damage multiplier is in order.


Grenades- remove the stupid reuse timers on them, they're pitifully slow as it is. Even multiplied by 2, most of the DPS rates here are disgusting. and they are consumables. Imo, time to change that last bit. All states from greande attacks should last for a duration of10 to 15 seconds, minimum. There are timers that keep the same stateattack from beng used on a single target in place already. making the grenades actually do something useful will not unbalance them. Range needs to be a 6m burst on these bad boys, the same sort of attack area you get when you fire an LBC. Icons need to be placed in each demo skill box, and crafted grenades need to become "powerup" options, just as buff packs and bacta toss enhancers are now. The default would be10 seconds on states, the enhanced version using a crafted grenade would allow for as much as a 15 second state effect, and with enhanced damage.


Area of effect must also be addressed, and I think this proposalwould work very well towards that end. With the doubling of the rocket launcher's damage output at mastery, even though they remain slow, and eat action up like there is no tomorrow, we have our high Kinetic Damage. Leaving the RL as it is, with a burst not in effect, and leaving the Particle Beam as it is, not striking targets past the first, and then feeding both through a damage multiplier provides both a craftable high damage Kinetic weapon, and a craftable single target high damage energy weapon. I might humbly suggest that a stun state be added to the Heavy Particle Beam, to keep it in the same category of utility as our other weapons.


Very nice Ackehece. Thanks so much for sharing this great idea.


/wookieehug Ackehece





Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

tacwraith
Sun Jun 05, 2005 9:10 am
#9

Acke, thanks for the effort. But i'll tell you now it wont work.



And the reason for that is simple: Commando has no special attacks.



The damage modifiers you are proposing will make a master ranged+commando (or master commando dabbling or mastering another ranged elite prof) a really high damage multiplier when used with specials from those other proffessions.


For example, sniper shot is about a 5X damage multiplier. if I shoot my DC15 rifle prone with ranged shot it hits an = level to me (lev 80) creature for about 300 damage.


Use improved sniper shot and it hits for 1500 damage.


So you have 1500 damage dealt with noncommando weapon. Now put that on a commando weapon.. with your 2.5x modifier on the weapon itself ... its 7.5x multiplier all the sudden for sniper shot. Add elemental damage+dot damage when applicable to the weapon..or built in KD or built in blind ...


And you'll get master commando going back to what it was pre-village era: proffession people took just for the massive damage of the flamethrower+its dot. In less than a few months when SOE sees people soloing crap with such templates they will nerf... commando. Again. As always.



The only solution to commando is to leave the proffession as it is. Box 4444 is just plain good utility weapons with aoe capability that crowd controls can enjoy, with dot ability others can borrow, grenades do need a massive damage increase (see below for consumables comments).


However, at master box, THATS when the proffession should get its 5 rating in damage. We should get our consumable heavy weapons back...what we had pre-cu and make them master commando cert. 2k damage per shot, mediumrefire speed (8 seconds)medium range (40m) heavy particle cannons/lightning cannons, very high damage (4k damage) very high delay (12 seconds) long range (64m) rocket launchers and low damage (1k), armor break inducing, short delay (5 seconds) short range (25m) heavy acid stream launcher ... all the above being SINGLE TARGET weapons (no AOE).


These consumables are not equipable weapons and THUS not able to be used with other proffessions specials (other than perhaps, rifleman aim bonuses abilities). Problem solved! Commando gets its 5 damage rating and does not in any way or form give other proffessions uber damage ability by using commando weapon and their own proffession's specials.


All SOE needs to do is put the consumables in master box, dramatically lower the time needed to craft them and change the resource types needed to be mostly non-name specific resources.




'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

Tyyylowyspetily
Sun Jun 05, 2005 9:26 am
#10

Tacwraith, I understand the concern, but check out the scaling of the effect in the original post. The plasma FT doesn't get bumped much at all, it's the lowest level weapons that get the greatest benefit, making the LP for example, useful again, and making the RL actually pack a punch, while barley touching the output on a plasma FT.



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

tacwraith
Sun Jun 05, 2005 9:54 am
#11

Yes. that translates into non-master weapons + sniper shot or any other high damage modifier special attack becoming more powerful than a master other elite ranged weapon using same high damage modifier.



Think about this:


Master commando+master rifleman NOW: Takes heavy lightning beam cannon (40m range). Basic ranged shot on = level creature. 300 damage.


T-21 basic ranged shot damage: 500.


Use improved sniper shot


T-21= 2.5k damage (5X modifier).

Heavy Lightning Beam Cannon= 1500 damage + 250 damage fire dot (5 ticks=1250) + elemental damage (when fixed =+100 more per shot). Total is 1850 damage in first hit (1.5k+100 elemental+250 first tick), and 1k more damage in the next 4 ticks of fire dot.


Note that heavy weapons do have a shorter refire time than the T21.


Now with the changes to the heavy weapons he proposes:


Heavy lightning beam cannon has its stuff increased by 2X modifier... it goes from 119 base dps to 222 base dps as per his chart. That would result in:


HLBCannon basic ranged shot : 420 damage (its a 100 dps increase !!!!!! and this weapon fires FASTER thana T21!)


With sniper shot: 2100 damage. PLUS 250fire dot (1st tick for 250 damage=2350 damage) PLUS the elemental damage that soe is supposed to fix +100 damage per shot = 2450 damage. add 1k damag in next 4 ticks of dot.


Or just Head Shot/Mind Shot whatever they renamed it to: damage modifier of about 3X. The commando weapon in this situation STILL outdamages the T21 by agood margin. You dont see that in the DPS stats of the weapon but you will see it in action as the elemental damage plus dot works on the target and as the heavy lightnign beam cannon fires one extra shot every3 or4 combat rounds compared to the master rifleman and his T21.



The only thing the T21 beats the commando gun is inrange. Andthat is nota factor in PVE and its a rather small factor in PVP (root sucks but then again, if you get rooted you'd be shooting him back with a t21if you mastercommando/master rifleman).


Tyy, what im saying is that if what he says happens, other proffession specials will make every commando weapon be much better..because of extra damage via dots/elemental damage and via the built-in abilities of the weapon. If the rocket launcher suddenly 'gets a punch', dont you think every rifleman out there would be pissing themselves to sniper shot AND kd someone at the same time, then snare them and switch to heavy lightning beam cannon (which has higher damage over time than the t21 remember that as per what i said above) and sniper shot them two more times and then switch to plasma flamer at close range and use head/mind shot if the target is not dead already. Heck by the time the snare wears off the KD timer will have worn off and target can be sniper shot+kd'd again all at once. And if he has root from other proffession then you can imagine.


People will become superdamage dealers and jedi and other proffessions will cry and whine because everyone is commando all the sudden (FOTM) and that will bring forth a nerf... and it wont be rifleman or carbineer or pistoleer they will nerf, it will be commando.


Again, JUST like pre-village time when everyone was taking 1 branch of commando for the super damage of the flamethrower.




'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

Tyyylowyspetily
Sun Jun 05, 2005 11:29 am
#12

Well, actually, yes, I do not think every rifleman will suddenly want commando. Not in the same way that every rifleman would want, say BH. Remember, the speed mods with heavies are not that great as a rifleman/commando, and for all the complaints riflemen have about their SAC's, they ain't seen nothing yet if they want to go heavy. I just don't see the same issues being there. What we have now is a class*no one* wants to try with their profession. We were to "powerup" other professions. The worry was that in so doing, area damage might get completely out of hand. Remember what the devs said in regards to "slowing down" rifleman prone attacks. With the extremely slow speeds on heavy weapons, and lack of AOEI believe the cooldows can provide the balance you are concerned with.


One of the things we as a community face, is to find a proposal that is not only practical given limited developer time and money resources, but getting behind that fix. Instead of focusing on how each of these proposals won't work, it is critical that we start thinking in terms of how to *make* it work. We are also simply not going to get fixed, if we are so scared of being nerfed, or becoming FOTM after the fact that we become to frightened to ask for the fixes to begin with. If the damage mods seem too strong, try playing with the numbers. See if a multiplier of 2 doesn't make sense to you. Right now, my Krayt Renegade pistol's mod DPS is 515. My pistol spped, is 97. My Plasma FT, also has a modified dps of 515, but my speed with heavy weapons is 131! Using Improved Fan Shot, my pistol has greater range, and higher damage than my FT, and I am not a master Pistoleer.I don't want to see any profession get out of hand. We've seen it before, and watched as the entire world became rifleman, TKM's, and CM's. But we need to start thinking in terms of getting behind a simple fix and looking at how to make that work. Balance the base dps to level 50 for these weapons, instead of 54. That's fine too. The timers on KD and other states ensure abuse is not there on the other weapons such as the Rocket launcher. I think this one has the potential to growlegs and run. If we put our heads together I know this one can be balanced.



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

raider7734
Sun Jun 05, 2005 11:18 pm
#13


I'd like to put forth an idea,but if it's not welcome in this thread, please just disregard it.


The reason I'm even thinking on this isit'sapparent the devs have dropped the ball with Commando, and if they are balking or clueless as to how to make Commando a damage-dealeron par with Rifleman, then it's up to us to come up with something.


What I suggest is the addition of a skill called Armor Breach. You would get it at Explosives 1, the first box that takes Combat Exp. This skill is exactly the ranged equivalent ofSwordsman's Improved Armor Break, so would not stack with it. (Effect is 50% reduction of target's armor effectiveness).


At Explosives 3 you would get Improved Armor Breach. Ranged equivalent of Swordsman's Advanced Armor Break.(Effect is 60% reduction of target's armor effectiveness).


At Master Commando you get Advanced Armor Breach. Effect is 80% reduction of target's armor effectiveness, and lasts twice as long. This goes above & beyondanyarmorbreaking that can be done with a sword or lightsaber,but you guys deserve it. I don't care what profession they are or what weapon they are swinging, nobody should be able tobust through armor like a Commando using their specialized ranged weapons.


Now here's the catch: in order to keep this move from upsetting what balance there is presently, Armor Break shouldbe limited toCommando weapons only.Otherwise you have every other ranged professionlearning yourcombat tree and enjoying a substantial increase in damage output. Also it should work only with single-target weapons (think of it as taking careful aim ata vulnerable spot in the target's armor...shouldn't be possible to do with a flamethrower.) Exception: the effect of the basic Armor Breach, but AOE, might beusefulto add to one kind of grenade.


What is the benefit of this idea?


  • Provides a means for increasing the damage output of Commando in stages, without empowering other ranged professions that don't need any help in the damage department

  • Armor Breach is a debuff, so it works two ways:


    • The individual Commando will do more damage

    • Any groupwill kill their targets notably faster ifaCommando breaches the target's armor and keeps it broken. Thus, Commandobecomes more valuable to groups

  • It'svery Starwarsy for a Commando to be able to breacharmor like this

  • A fun, distinctive, and practical addition to the profession

Ihope this idea can be part of the solution that makesCommandoa thundering 5 in damage dealing.




----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
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