Commando Archive
Thread: What's up Commandos...
Blixtev wrote:
Ajo79 wrote:
2) Fix AOE. I say remove the innate AOE from the weapons. All weapons->One Target only. But give us a few AOE attacks instead that works with all weapons.
3) Fix grenades. Make them do lots of damage and make their speed say between 6-10 seconds so they gives us a extra damage-capabilites.
Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.
So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.
We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.
Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.
When the Production team givesDesign time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession.
Message Edited by Blixtev on 10-01-2005 02:58 AM
I'm just glad to see you guys working on getting things hopefully right. You have to understand, we really didn't have alot of content and real energy from the Dev Team until the staff was increased by roughly 20 or so people. It took nearly 18 months for the CU to come and before then was seriously lacking in content and profession revamping.
Good luck with it and hope it works in the right direction!!
1) Damage - our profession does very little damage, certainly not a "5" in damage dealing. Give us somespecial attacks that are non-AoE. That way we can use generic weapons if we don't want AoE and commando weapons if we do.
2) AoE - the damage from the AoE is very low, as previously stated, Elemental + 1. Give us a solid AoE damage, and furthermore, make sure the agro on that is correct.
3) Grenades - the coolest single function of a commando is to throw powerful handheld grenades. Right now it takes a commando far to long to throw a grenade. And the grenades do very little damage.
Thank you,
Tok
True Commandos here are not flaming, just the ones who want to keep the prof shattered. Forgive them, and ignore them please.
Blixtev wrote:
Ajo79 wrote:
2) Fix AOE. I say remove the innate AOE from the weapons. All weapons->One Target only. But give us a few AOE attacks instead that works with all weapons.
3) Fix grenades. Make them do lots of damage and make their speed say between 6-10 seconds so they gives us a extra damage-capabilites.
Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.
So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.
We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.
Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.
When the Production team givesDesign time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession.
Message Edited by Blixtev on 10-01-2005 02:58 AM
i have 2 commando alts on ahzari, commado doc, commando cm,
1 aoe that do damage
2 rebulic commando armour that is assault? battle armour what the f was that about
3 some specials shots, or nade xp and make those work
at least area kd nades and missle laucher works so stick on commando on arae heal in side the base door way while arae kd the enermy foe evey one else to kill is about my only role these days
fi'boo, delta-oh-severn "never refuse bacta"
ahzari
29.95 for a balance change ... ty soe
Blixtev wrote:
We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.
.
Message Edited by Blixtev on 10-01-2005 02:58 AM
Blixtev wrote:
We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.
This is the first time that I've heard commandos are getting new weaponry. This is good news!
But I must say that I hope these are player crafted weapons and notRARE loot drops. We need more crafted master weapons!
The plasma flame thrower is player crafted, relatively cheap, and available to every master commando. The proton rifle, our only other master weapon, and only high level single target gun, is a rare loot drop and expensive, 1 million credits or more.
If these new weapons are rare, or only very limited use schematics,you will only see the DPS of a few commandos go up, not the damage of commandos in general.
Could we have some more info on these weapons? Thank You.
blixtex
sorry but QA isnt about excuses about how something worked in the lab.
or that it partially works now,as i have never had the damage from aoe hit all the mobs,never its the +1 on anything not target in the area effected.
that the devs dont follow a fix onto live to make sure its working is catastrophic in my mind,even my game develop standards thats a severe lack of QA.
with the amount and level of bugs left ingame,some for years,it doesnt suprise me that it gets harder and harder to keep the code clean.
TRY CLEANING UP THE EXISTING FIRST,then worry about additions,new content,etc.WEve only said that for nearly 2 years now.
but this is all acedemic,this is a song and dance,same old story same old treatment,same old results,,,,,nada zip zero.
please dont insult our intelligence,either do or do not,but dont make excuses,you are the dev team the buck stops with you.or we simply stop sending the BUCKS
____________________________________________________________________________________________________________
3AM and this Dev is posting on the Commando Forum!
To me it looks like they are working over time to get things done for us.
Buku
Naritus
Blixtev wrote:
Ajo79 wrote:
<snip>
Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.
So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.
<snip>
Message Edited by Blixtev on 10-01-2005 02:58 AM
Here's a solution to the problem then. Have the QA guys create focus characters onTC andTC-Live servers (i.e. TC-Corbantis, TC-Bria). Maybe even have them run tests on recent backups of Live servers to test for current bugs that everyone hints at but do not show up in current bug logs.
Also, revamping the bug report submission function could help. Give more choices to further narrow down what an actual bug is. I find some bugs don't really fit into any of the categories on the bug reporting screen of the holocron other than a general chat/spatial/environment. Maybe a brief explanation of what these categories mean triggered by a mouse over eventmight be in order.
Blixtev Wrote:
"So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.
We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.
Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.
When the Production team givesDesign time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession."
Blixtev wrote:
Ajo79 wrote:2) Fix AOE. I say remove the innate AOE from the weapons. All weapons->One Target only. But give us a few AOE attacks instead that works with all weapons.
3) Fix grenades. Make them do lots of damage and make their speed say between 6-10 seconds so they gives us a extra damage-capabilites.
Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.
So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.
We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.
Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.
When the Production team gives Design time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession.
Message Edited by Blixtev on 10-01-2005 02:58 AM
While I appreciate that the expansion will have Commando content, it should not be the case that, as SOE seems to be consistently telling us, the best weaponry in the galaxy was available 30-4000 years ago. I guarantee that advances in weapon technology have been made since then. It is frustrating both from an RP and a gameplay perspective that to be the most effective Commando possible, I am using weapons older than I am.
State of the art is state of the art for a reason. Because technology goes FORWARD, not backwards. Please focus on making all Commando weaponry useful instead of adding in more weapons that may or may not work as advertised within three months (Proton Rifle, anyone?
Blixtev wrote:
Ajo79 wrote:
2) Fix AOE. I say remove the innate AOE from the weapons. All weapons->One Target only. But give us a few AOE attacks instead that works with all weapons.
3) Fix grenades. Make them do lots of damage and make their speed say between 6-10 seconds so they gives us a extra damage-capabilites.
Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.
1) So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.
2) We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.
3) Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.
4) When the Production team givesDesign time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession.
Message Edited by Blixtev on 10-01-2005 02:58 AM