Commando Archive

Thread: More on the commando change

CyberData4
Sat Oct 11, 2003 8:55 pm
#118

Listen up, all you whiney commandos!


You've already doomed anycredibilityiof your post in that one line.


All of you need to just roll with the punches like the rest of the professions. So they slap on a 2.5X damage modifier to melee attacks. Have any of you actually read through the TKA forums? They have put more skill points into the whiner skill tree than most of you.


Not all of us are flame4 "commandos". Some of us have busted our *** to obtain more than one branch and are a little annoyed that womp rats can now incap/kill in 3 hits.


They gave us more specials than most commandos realize because most of you are using the same series of attacks without trying anything new.


What else is there to "try new" either use the launcher pistol (which is nothing without some pistoleer skills, another broken facet of commandos) Or flame 1, 2, cone1, 2 or regular attack. We dont have much diversity as far as attacks (that work) go. With the fixing of the HAR, grenades and our real heavy weapons it wouldnt be that bad.



First of all, I have read (not confirmed) that we can now use the ranged support specials with the flame thrower and acid rifle. Also, (andthis IS confirmed, and not new) all pistol and pistoleer specials can be used by ALL pistols. This INCLUDES the launcher pistol and scatter pistol. I remember a post by Holo not so long ago where he explained that the flame thrower and acid rifle were not designed to be primary weapons. You play the game the way that is fun for you. If exclusively using the FT is fun, then that's your game. But I think it is unreasonable to request the development team to mold the game around YOUR style of play.


This is the one part of your post that I agree with 100%. No ones uses their launcher or attempts to create to good strategy by implementing ALL weapons. But to do that the devs need to FIX these weapons before indtroducing these kind of penalties.


Keep in mind that every combat class has to have a nemesis. I think the changes are fine. They will tweak it some more anyway. It is inevitable. Deal with it and have fun. If you aren't having fun, change your style of play, or go buy a Game Cube and play Mario.


I dont know about the rest of commando but Im still having fun...but there is no reason I should be punished...for using my weapons in the devs intended area of attack. It seems the devs put this in to counter all the flame4 "l33t" commandos marching around. If thats so....then the master commando should have a reduced mod. maybe 1.85 instead of 2.5. two and a half times the dmg from ANY melee. Thats rubbish. No reason a master commando should be killed by a kreedle....no reason.

ras2k2
Sat Oct 11, 2003 9:14 pm
#119

Maybe this has being answered not sure but if commandos get 2.5x Melee what was the point in us doing unarmed 1-4
mia-cova
Sat Oct 11, 2003 9:23 pm
#120

You've already doomed anycredibilityiof your post in that one line.


First of all I was not looking for credibility from you, or anyone else. I was simply stating my opinion like everyone else.


Thats rubbish. No reason a master commando should be killed by a kreedle....no reason.


Maybe I was mislead into thinking that the 2.5X damage modifier waslimited to melee combatfrom player characters. Does this mean that anything that doesn't shoot at you gets a 2.5X increase to damage?







mia
'cova
STARSIDER


sorrowblade
Sat Oct 11, 2003 9:32 pm
#121

"Maybe I was mislead into thinking that the 2.5X damage modifier waslimited to melee combatfrom player characters. Does this mean that anything that doesn't shoot at you gets a 2.5X increase to damage?"


Yes anything in game now gives the 2.5 even chubas LOL, this is as usuall a SOE overreaction. Why require Commandos to get unarmed if they are going to get slapped around like little girls.


Commandos were overpowered, but unlike most other classes the players Told you they were overpowered and made reasonable suggestions on how to fix it, none of the reccomendations were even discussed.

mia-cova
Sat Oct 11, 2003 9:43 pm
#122

OMG, please stand aside whilst I back peddle. I was thinking that the 2.5X damage modifier only applied to PVP (Which I actually thoughtmade sense. Like I said; we all need a nemesis). Please forgive my hasty flame to all the whiney commandos out there and stand back while I whine a little myself.






mia
'cova
STARSIDER


Uninformed
Sat Oct 11, 2003 9:49 pm
#123

Tonight was just unbearable on Endor. Trying to keep all the red cons in one place just to get a single love tap from a Venom filled arachnid and his warrior pal. Instant incap, composite armor and all.


I just hate this now. Before you knew you had risks using specials and dealt with it. Now it is pretty unbearable.


It is really sad that they make changes like this without any comprehension of the consequences in play. I am so sick of relearning how to play combat professions.


Has anyone gotten through to Holo or the COmbat Designer on these points?





General Jheball Sag/Dark Lord Malegant
Leader and Founder of the STORM Brigade
InquisitorPayne
Sat Oct 11, 2003 10:11 pm
#124

Holocron:


You assumption is completely right. let me detail this out a little bit:



  • We wanted the 2.5 damage multiplier against Riflemen gone. It was an unfair advantage based on a bug.

  • we did not want the 2.5 times melee multiplier riflemen receive 8and i personally think they should not have it either)

resons, why not to suffer the multiplier:



  • Our specials place us within Melee range of our (very often warping) opponents. To justify the Modifier there had to be a chance for us to kill the opponent before he reaches us in one hit. This of course would be wildly unbalancing

  • The basic prerequisite of Unarmed 4, although primarily a skill-point-sink, should be accounted for. if not in special, then in the negation of the melee penalty

  • in DPS we are far behind the other profession suffering from this modifier and are unable to use our specials on 64m (safe range)

  • our accuracy is too low to allow for a miss. Together with the melee modifier it basically gates us from using our specials if we want not to commit suicide

We do great damage in one hit. More than any other profession. we are not, however, the Profession ddealing the most damage. BH, Rifleman, Carbineer, even Pistoleer have the ability to outdamage us. I do not pledge for more damage. I am satisfied with the damage we deal. I simply outline all of this, to state, why a melee penalty is unjustified (IMHO)


Thanx


Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


InquisitorPayne
Sat Oct 11, 2003 10:32 pm
#125

oh, and before i forget it:


please,please, pretty please, fix the Area of effect for Grenafdes. I can only damage the targeted opponent. The combat spam records the others as hit, listing damage for them, but they do not suffer damage. Only the original target does. This is THE main reason why they are not used.


Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Cardco2
Sat Oct 11, 2003 10:42 pm
#126

hi DEVSpleese help us carbineers pleese.ARE BUGES ARE BAD!ARE AREA KNOKDOWN IS BROKEN!actionshot2 area is broken,ect ect ect,and are HAM costs are terible and the elite carbine suckes.pleese fix us pleese DEVS.


Chriss Lightstrider


valcyn


A rebel




Chriss Lightstrider
Valcyn
A Rebel

"For God so Loved the world that he sent his only begotten Son, that whosoever believes in him shall NOT perish, but have everlasting life"-John 3:16

"We came to rescue you."-Anakin
"Good job."-Obi-Wan

NEW Official Carbineer Motto:
"Carbineer...stunning crowds since Publish 7!"
Old Official Carbineer Motto:
"I bet I can kill me before you can kill me"
deXtoRious
Sun Oct 12, 2003 12:14 am
#127

I didn't ask you to stop posting, I asked you to stop writing the same things a hundred times.

BTW, I find your idea quite appealing...




deXtoRious [SH]


"If men can be made to believe in absurdities, they can be made to commit atrocities" - Voltaire

Zarc
Sun Oct 12, 2003 12:14 am
#128

I really have issues with taking 2.5x damage from melee characters -- considering our weapon specials are at close range AND we have to take the entire unarmed brawling line to become a commando. Seems to me if i have at least mastered the unarmed brawling tree - i should be able to go toe to toe in unarmed combat without damage penalizers.
Pecos
Sun Oct 12, 2003 12:32 am
#129

Commandos should definately take defensive penalties vs melee, for all the same reasons rifle users do.


TreyBuck
Sun Oct 12, 2003 12:55 am
#130

Its official...


I have lost my spirit....i am a broken man. I am a wookiee commando, and I have spent countless hours playing this game only to discover that there is no hope forme.


When you combine the wookiees inablitity to wear armor and the 2.5 damage modifier, the damage done is insurmountable. I think anyone out there who likes the "difficulty: Impossible" setting on games might enjoy playing a wookiee commando.


I thought the goal of the Dev teamwas to balance the game? what do i get in return for these penalties? I might as well shoot myself with the flamethrower, because im going to die either way. I really dont like posting such negativity, and i have been very patient with the game, but this has gotten ridiculous.


My suggestions:


Give us poor wookiees a helmet. the 25 point buff that wookieeroar gives just aint gonna cut it.


Reduce the damage modifier on heavy weapons, or extend their range..Hey, or even allow us to use those marksman skills we spent 77 skill points getting.


Thanks-


Tyeti - Wookiee Commando- Scylla

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