Commando Archive
Thread: Top Question of our 10 Questions...Please Help Me Pick...
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garvin
Thu Apr 22, 2004 2:00 pm
#1
This was briefly mentioned in another thread, but I thought I would start a new post on it...TH has decided each week to answer 19 questions week from the various Profession's 10 Question Lists...This mean every other week we will get one of our questions answered (for us this starts next week)...Considering that there are around 40 Correspondents, each with a 10 Questions list, I think this is a pretty reasonable way to respond (better then nothing right)...I was actually one of the people who pushed TH for at least 1 question per week per profession...and I stuck in there that we expect more then just "This will be addressed in the Combat Balance..."
Anyway, we need to decide which of our 10 Questions we want answers to first...
Edit: I am adding current vote totals below that I will try to update every so often...I only counted everyone's first 2 choices...so if you put something as your 3rd or 4th choice, it wasn't counted in the totals below...Last updated 4/23/04 at 10:25am PST.
(votes = 17) 1.) Is the HAR working as intended? The fact that it has the same accuracy and speed level as well as the same range and delay restrictions as our Flame Thrower, yet it is fairly weaker and has no DoT doesn't appear to justify it's practical usability. Should the HAR have a DoT, longer range, no delay, etc? Various other weapons in game have AP like the DXR-6b Rifle (AP2) and the Light Lightning Cannon (AP1), yet the Heavy Acid Rifle has AP0. The HAR is the only Acid weapon in game without any AP. Is this a bug?
(votes = 0) 2.) What is the future plans on Commando Grenades? Added state Effects, increased numbers in packs, increased range and lower HAM costs are all valid suggestions that have come up in our community.
(votes = 1) 3.) Can we combine the HAR and flamer tree to make room for a launcher pistol (or alternatively an unarmed dirty move tree) that has LP only specials and additional pistol accuracy/speed bonuses? Alternatively, is there any way we could have additional pistol accuracy/speed bonuses and maybe LP only specials added to one of the existing commando trees?
(votes = 0) 4.) We have been often told to wait for the "Combat Balance" and various changes will make more sense to us. Is this still the plan, or will we see various mini-publishes that solve our more pressing issues (like listed in our Top5)? Will some of the delayed Combat Balance issues relating to Commando be added in game while we wait?
(votes = 2) 5.) With Unarmed being a requirement for Commando, is there anything in the works, for Commando Unarmed "Dirty" moves? *Nothing that would compete with TKA, but something like escape tactics, Stuns by hitting with the butt of the weapons, etc.* Should Commandos also derive more Melee Defenses then other Ranged Professions because of this requirement as well as the fact that all our specials only work at Melee Range? Should Commandos get, in addition to Ranged Mitigation, some level of Melee Mitigation as a result of having an Unarmed Pre-req?
(votes = 4) 6.) With new weapons schematics appearing, what ideas do you have for new Commando weapons, if there are any in the works at all?
(votes = 1) 7.) Currently the only Skill Mods that apply to Commandos are listed as Heavy Weapons and Thrown Weapon Accuracy. Heavy Weapon Mods haven't had an effect on any Commando skill since Beta. Is there a fix or addition in the works to add Tapes and Segments into the game for Commando Weapons or make the current Heavy Weapon tapes and attachments encompass all the Commando Heavy weapons as they once did?
(votes = 2) 8.) If other professions are gaining access to weapons that do Blast Damage, which encroaches on the Commando purpose, has our status as the "Heavy Weapon Specialists" changed in the minds of the Devs? We were led to believe that we were the specialists at taking down Turrents and ATSTs via Blast Damage, yet if other's can out Blast Damage us via speed and accuracy, our role appears reduced. Will we see a new purpose/theme for our profession coming down the road?
(votes = 7) 9.) Master Commando is not balanced appropriately to make the effort worthwhile. For example, there is not currently noticeable difference between fighting a Master Commando and fighting a Flame 4 Commando when it comes to using the Commando Flame Thrower (our primary weapon). Are there any plans to increase the benefit of being a Master Commando?
(votes = 0) 2.) What is the future plans on Commando Grenades? Added state Effects, increased numbers in packs, increased range and lower HAM costs are all valid suggestions that have come up in our community.
(votes = 1) 3.) Can we combine the HAR and flamer tree to make room for a launcher pistol (or alternatively an unarmed dirty move tree) that has LP only specials and additional pistol accuracy/speed bonuses? Alternatively, is there any way we could have additional pistol accuracy/speed bonuses and maybe LP only specials added to one of the existing commando trees?
(votes = 0) 4.) We have been often told to wait for the "Combat Balance" and various changes will make more sense to us. Is this still the plan, or will we see various mini-publishes that solve our more pressing issues (like listed in our Top5)? Will some of the delayed Combat Balance issues relating to Commando be added in game while we wait?
(votes = 2) 5.) With Unarmed being a requirement for Commando, is there anything in the works, for Commando Unarmed "Dirty" moves? *Nothing that would compete with TKA, but something like escape tactics, Stuns by hitting with the butt of the weapons, etc.* Should Commandos also derive more Melee Defenses then other Ranged Professions because of this requirement as well as the fact that all our specials only work at Melee Range? Should Commandos get, in addition to Ranged Mitigation, some level of Melee Mitigation as a result of having an Unarmed Pre-req?
(votes = 4) 6.) With new weapons schematics appearing, what ideas do you have for new Commando weapons, if there are any in the works at all?
(votes = 1) 7.) Currently the only Skill Mods that apply to Commandos are listed as Heavy Weapons and Thrown Weapon Accuracy. Heavy Weapon Mods haven't had an effect on any Commando skill since Beta. Is there a fix or addition in the works to add Tapes and Segments into the game for Commando Weapons or make the current Heavy Weapon tapes and attachments encompass all the Commando Heavy weapons as they once did?
(votes = 2) 8.) If other professions are gaining access to weapons that do Blast Damage, which encroaches on the Commando purpose, has our status as the "Heavy Weapon Specialists" changed in the minds of the Devs? We were led to believe that we were the specialists at taking down Turrents and ATSTs via Blast Damage, yet if other's can out Blast Damage us via speed and accuracy, our role appears reduced. Will we see a new purpose/theme for our profession coming down the road?
(votes = 7) 9.) Master Commando is not balanced appropriately to make the effort worthwhile. For example, there is not currently noticeable difference between fighting a Master Commando and fighting a Flame 4 Commando when it comes to using the Commando Flame Thrower (our primary weapon). Are there any plans to increase the benefit of being a Master Commando?
(votes = 1) 10.) Considering that Commandos are meant to be the games "Heavy Weapon Specialists", is there a reason that no Commando weapons have AP or was this just a programmer oversight?
Personally, my first 2 picks (1 of which we'd actually submit) are question 1 and 6 (in that order)...But like I said when I first took this Correspondent gig...this isn't about me...it's about our Community...so what are your 2 top choices? I'll take the question that gets the most votes to TH on Wednesday (when the top question is due to him)...
You can even re-word your favorite question a bit if you think it'll get us a better answer...
You can even re-word your favorite question a bit if you think it'll get us a better answer...
Message Edited by garvin on 04-23-2004 10:25 AM
LordSeckmoth
Thu Apr 22, 2004 2:05 pm
#2
#1
Fix the items we have currently, then work towards new ones, in that order. It's always good to plan ahead for new items and such *Why I started the New Weapons thread* but if it had to be one or the other I'd go with current items.
*Edit:* Actually I would word a HAR question something like this:
What are the current development idea's being thrown around, for improving the HAR from Flamer Clone to it's own individual weapon?
*This lets us know what direction the Devs have us headed and would give us more insight beyond the HAR from the answer.... plus we could help "direct" them hehe*
Message Edited by LordSeckmoth on 04-22-2004 05:34 PM
Hellshot
Thu Apr 22, 2004 2:27 pm
#3
garvin wrote:
1.) Is the HAR working as intended? The fact that it has the same accuracy and speed level as well as the same range and delay restrictions as our Flame Thrower, yet it is fairly weaker and has no DoT doesn't appear to justify it's practical usability. Should the HAR have a DoT, longer range, no delay, etc? Various other weapons in game have AP like the DXR-6b Rifle (AP2) and the Light Lightning Cannon (AP1), yet the Heavy Acid Rifle has AP0. The HAR is the only Acid weapon in game without any AP. Is this a bug?
9.) Master Commando is not balanced appropriately to make the effort worthwhile. For example, there is not currently noticeable difference between fighting a Master Commando and fighting a Flame 4 Commando when it comes to using the Commando Flame Thrower (our primary weapon). Are there any plans to increase the benefit of being a Master Commando?
10.) Considering that Commandos are meant to be the games "Heavy Weapon Specialists", is there a reason that no Commando weapons have AP or was this just a programmer oversight?
Those would be my choices in that order. I think1 and 10 overlap in scope. Also, you might amend 10 to say no non-consumable weapons, just to be accuarate.
garvin
Thu Apr 22, 2004 3:26 pm
#7
Great feedback so far...keep it coming...
And again, feel free to re-write any of the questions (even combining some) if you think it will help...
Remember, even if we don't get your prefered question answered next week, 2 weeks later we'll have another one answered...
Wolfmann31
Thu Apr 22, 2004 3:29 pm
#8
1, 9.
By the way..this means that it will take 20 weeks to get our questions answered......
You could do alot of coding and changes in 20 weeks, if you put someone to work on it.....But instead we get questions answered?...*sigh*
Pure_Fusion
Thu Apr 22, 2004 3:34 pm
#9
I would pick #1, but the answer will be: bugged, not bugged, with a possible addition of "looking into it" or "expect it to change". So I'd be much more interested in #8 (maybe too far out in the future?) or #9 (mostly because I'll be master commando again soon).
Gambootz
Thu Apr 22, 2004 3:38 pm
#10
Without a doubt, either #1 or #9. The HAR is all but useless without a DoT effect. Also why make commandos gat unarmed4 if there is no real bonus associated with it? At least give Melee Mitigation or some "dirty" tactic.
HootGibson
Thu Apr 22, 2004 3:49 pm
#11
number1 is good but I really want to hear about new weapons to the commando profession so I vote for the number 6.
Hoot
"... heavy repeater rifle for commandos... comeon dev's lets say it together..."
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