Commando Archive
Thread: Commando Changes in Publish 7
These are the commando changes proposed for Publish 7. How many of youare happy with these changes and feel that these address our main issues?
My answer... at least we were a passing thought.
Message Edited by Ster on 02-27-2004 10:46 AM
Message Edited by Ster on 02-27-2004 10:55 AM
/sigh
This is why I jumped ship last month. Even by fixing the mods on the HAR, it is still nothing more than a flamethrower lite (or diet flamethrower if you prefer). This thing needs at least ap2 if not ap3 to become remotely effective. Oh well, I guess the big damage was supposed to go to riflemen. At least they redid the animation, the old one was one of the funniest things I've ever seen in a video game. I've still got the heavy weapons line for base turrets, but that's just because I don't want to drop my would be profession of choice all together. I had high hopes after JustG's response, shame on me. Should of seen that it was all smoke and mirrors.
garvin wrote:
The positive thing we need to rememebr though is that this is the FIRST TIME in a LONG TIME that we've even been mentioned in some patch notes...I actually look upon that as a good thing...it's definitely some progress on our part at getting noticed...
Correct, this is only on Test Center at the moment, and as such is subject to change. I am going to try to grab one of the master commandoes on the server and get pics of the cone effects (since these were broken). I will also check with them to see if the modsare stacking appropriately.
garvin wrote:
Patch 7 hasn't hit the regular severs yet as far as I know...only maybe the Test Server (Hellshot you havea Commando on there right?)...that shoudl be noted...
dang it, that still doesn't fix the HAR.
If they seriously want to fix the HAR, replace it with the DXR-6B Tenlos Disruptor Rifle. That's what our HAR should've been at a mininum.
garvin wrote:
They specifically said they were "enhancing" the HAR...not fixing it in a previous post...
Fixing it will still make it only usable when we run into a 100% heat resist NPC...With the Acid Specials and power still being weaker then the FT and the range restriction still in there (with NO DoT) I still don't see a reason to ever use the HAR...
Garvin,
I just came here to post exactly this...
I am so sick of TH promising stuff and not delivering. "Enhancing the HAR" is not equivalent to "We are fixing the mods commandos need to use the HAR." TH was specifically saying that they were fixing the HAR itself to help us live through the next month while we wait for the combat balance. I know this because his post seemed to be pointed at the PMs I and several others sent him regarding the need for a viable alternative weapon (by using almost the exact same language we did).
So we will be broken for YET ANOTHER month. Even worse now that ONCE AGAIN they are nerfing us (fire blankets) without providing any viable alternatives.
I don't know why I am surprised, but this bait and switch tactic is getting old... They tell us facts implying that the changes won't be that bad, so we sit quietly and wait. Then right before the patches they change their tune, thereby making it way too late for us to comment.
Bottom Line: Devs-if you are not going to fix the HAR's OWN accuracy and damage problems (as in the gun ITSELF'S stats), don't freaking bother. No one is going to use the HAR any more due to the accuracy mod bug (which should have been fixed over a year ago), so you are wasting your time fixing only that.
This is a freaking circus...(*Sings Doot Doot Doo Dee Doo Dee Doo Doo Doo Doo*)
Message Edited by Daker-Naritus on 02-27-2004 01:58 PM