Commando Archive
Thread: My template was master commando/master rifleman, but now wondering...
Thunderheart wrote:
Psykeman420-HS wrote:
Thundeheart, i know you read alot of posts, i know that combat revamp is on the way but take these to heart.
1.) Commando needs revamped
2.) Pikeman needs major and minor changes
I take all the positive posts very seriously. I even read the negative posts and try to understand what they are telling me (though I wont reply to negative posts). Its not so visible through the great divide, but I keep massive spreadsheets and argue the player position with the devs every day.
The combat balance is near and dear to my heart as are all player issues. I just have to juggle time, manpower and scheduling as well. What I do is I keep track of all the issues, label them and sort them. That way when I go to Blair, JustG and Runesabre and say "players need this fixed", its based on how many players are being effected.
The combat balance alone is the single largest player issue. It encompases about 34% of the Correspondent issues and much of the pain combat players are having. Pikemen, carbineers, commando heavy weapons, the cost of specials, HAM costs, all of that will be better when the combat balance is done.
The thing to remember is that because the combat balance touches so many other systems in the game, its going to take a while. The team thats working on this is working very hard and thats the best I can offer.
It doesnt get in the way of my fun though. Last night JustG and I were on TC. We are both master Commandos and we dueled to test the FT damage numbers and DoTs - - of course he didnt tell me he had a dev invulnerability script on...heh heh...he torched me in a cantina (The DoT's stacked and from a fresh healthy state, I incapped, came out, incapped, came out and incapped and died because the DoTs kept burning - - thats the PvP exploit. 2 or 3 commandos will run up, stack the dots and players and mobs in PvE alike just burn burn burn...its just not fair).
You probably won't answer this post of mine. I really couldn't care less. But at least read it. All you have to do is make it so that if someone is incapped and has a DoT, that DoT will be removed as soon as the person falls over. Of course, if the person who applied the DoT in the first place is waiting for the person with the DoT to get up(REALLY annoying when they refuse to DB you), the DoT will most likely be reapplied. So a fix to that would be to make it that all players are invulnerable to DoTs for 30 seconds after incap, and 60 seconds after death. The Flame Single, for example,will still do the damage it normally would, but the victim would at least be able to do something to defend themselves, instead of dying because the fire ticked right after that.
Commando is a support profession in this game, not front line.
I hope they don't nerf stacked defenses because quite frankly they've made the gamer far more interesting by lengthening battles. You have to think a lot more with these templates. Before the game was all offense, just spam your best special and seeya. Now it's way better and combat's more fun. And I say this as a doc / swordsman, not a combat template, but support for the combat templates. It's not unfair - a master melee / master ranged should have a distinct advantage in melee combat vs. a melee / artisan or melee / support spec.
-- Ypi
No offense Th, but everyone i've fought was never scared of the flame DOT before this latest patch. If they were unbuffed they died but if they were buffed the DOT didn't kill them...I did. I've never run and let the DOT do the dmg for me. i am a commando/ch, so i got hit with the ch nerf. however you guys made it so BE's can make good pets at various lvl's so i was able to adapt to it. Is there anything to let commando's to adapt to the DOT reduction, other than the increase in the initial dmg? I've never owned an acid rifle cause it misses a lot and does minimal dmg....how about raising the accuracy and maybe giving it a acidburn DOT you are spraying them with acid after all. another idea is giving the Launcher pistol 1 or 2 specials, it is a commando weapon afterall, not a pistoleer weapon. ALso, I understand the reasoning behind melee's doing well against us, but if a tkm hits me with knockdown/dizzy shouldn't I be able to get back up at some point?...if he knocks me back down, ok, but to be so dizzy that you can't even stand up is too much. Just a couple ideas.
BTW all commando's if you want to competewith ariflemanget a layer of stun in your armor, if you notice they don't use T-21's if you are wearing full comp armor..it's those little jawa's. At master commando with full comp armor(with stun protection), you will do fine in pvp. Instead of taking 300 dmg a shot I might get hit for 65-90. pvp is a lot more fun when you can go back and forth with anyone....I just had a 10 minute battle with a master rifleman and had a blast cause i didn't get incapped in 2 shots.
Raptor2k1 wrote:
"The commando is one of the most powerful (if not the most powerful) stand alone professions at the moment. There are a range of heavy weapons, but the flamethrower is probably the meanest weapon in the game right now."
You can't be serious? Can you?
Thunderheart wrote:
...The tricky part is that currently, defense mods stack. This will change because there are some min-maxers out there who have really learned how to stack these defenses well and it confuses the issue. For instance, you might be fighting a guy who has "pistoleer" in his permatage who is also a commando and maybe something else. Depending on how a player stacks each profession defence mod will effect how easily you hit and do damage, and how much damage as well. Its not to clear cut when you are in game in a running battle.
So give some thought to which hybrid combo you want to go with. Ask around and see what works well. Just remember that defence mods won't stack like this when the balance is done (because its caused a lot of unfair combat situations.)...