Commando Archive

Thread: More on the commando change

maddogs
Sun Oct 12, 2003 4:38 am
#131

cardoc2 lol ya ur busted but this is commando form not carb and any carb can kill a master commando just by shooting dzzy+kd and were out iv seen u guys kd and dizzy a gernal rancor and beet the ting to dearh without a singel hit now thats gay


I VOTE TO HAVE DIZZY RREMOVED FROM PVP


and commados to be fixed


i just tesed 2 sets of evry typ of gernads and used one complyt thing of all r hws expt the rl beeing i dint fill like wasting 40-80k on that even tho i did spend 120k to complyt this test


gerend cc12 well i think this to be a desint gernad out of 10 throws at optimel distenc 7 hit


c22 bacicly same as c12 but litel more dam but to slow to use avreg dam aruned 2k 5/10 hit


glop hum well it kills u in ham and misses some thin bad and well dam 2k a hit i figur around there 3/10 hit ow


cryon junk junk junk ya it could dam but so wat cost way to much ham and the dameg suckes with no stats afects 5/10 hit


imp det i think this the best we have but its not worth wat it cost and ham cost not that good and to slow 8/10 amazingly hit


proton junk junk junk junk junk junk u get my point hams a killer speed ow dam crapy acr bad all arond junk 3/10 and 2 dint hit mobs they hit me i spend 4k a set just to incap my shelf lol wounder full


hw hey hw s r decent but cost a arm and a leg to use usly 10k-30k for one and the rl 40-80k


HPBC asome sort of ham is not good but it ac is decint at 48 m usly hits if at 53-45m i use this all the time


ASL hum well lets say u wana singel flame2 but for some reson wana burn them then this is the wep for that at 5m u hit and any father away it misses


LBC no use at all not enough dam to much ham and ac seems to suck


rl from wat iv used and seen stick with the pbc and flamer cost to much to use this for only a litel more ac and blast dam it take 10 shots to kill a atst and u get only 26 fp and no loot use ur flamer much batter


and i think thats about it


__________


daniel-judson leonheart first master commando of radiant


plz pardon my bad spelling and gramer




===============================================================


Daniel' Judson-Leonheart

Sorulis
Sun Oct 12, 2003 5:00 am
#132

The change isn't all that bad in PVP, went against a TKA or two today had to run for my life which I was fine with. But the penalty has to go for PvE its insane now how easily we fall.



Kayn
Dark Side Force Master · Ranked Jedi
Conjurers of Dread · Bloodfin

SonVegeta
Sun Oct 12, 2003 6:01 am
#133

I have Flame 4 and missed a guy with Flamesingle 2 three times in a row in PVP. I was pissed. I had to wait after each shot and all I could do is stand there getting bleed shot and trying to heal while my special attack was counting down. I think you need to make the commandos more accurate in their shots. There is no reason we should miss so much. Especially when you max out the skill for the weapon you are using. Needless to say I died in that battle because none of my attacks hit. WOOHOO! Shooting blanks is not fun.
SonVegeta
Sun Oct 12, 2003 7:18 am
#134

OMG I didnt know about this 2.5x damage vs melee until I read this. I went and tested it out with my graul mauler and me. I decided to start shooting at a shaupant with my carbine cause I wanted him to get a few licks in. To my shock he was hitting me for over 400 damage sometimes 500. I have full composite armor with 53% resist to kinetic too. The armor was blocking a majority of the damage but with him hitting so fast I was incapped within seconds.


Whats sickening is my other character a wussy Armorsmith can stand and fight a shaupant without getting incapped. That goes to show you something is wrong. When you have a non combat able to survive longer than a Commando vs an animal is a serious sign somethings nerfed. A coommando is an elite fighting machine according to swg description. Too bad he gets whipped up instantly vs. anything that does melee damage. LOL please fix this.

Vlamr
Sun Oct 12, 2003 8:07 pm
#135

Well if they are dealing melee dmg then riflemen should be able to also. In other words fix the tusken rifle. It fires a bullet for petes sake. I mean a bullet is definatly kinetic energy and should be considered such yet for some reason its energy....



Vlamr Englis of Wanderhome
TonPhannan
Mon Oct 13, 2003 2:25 am
#136

I thinkyour postis accurate Holo...


That being said, if you guys are considering removing the dmg mulitplier from the riflemen and carbineers (or reducing it), why would you think another profession would be ok with you adding it to their weapons too? (This from a Rifleman/Commando.)




Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
deXtoRious
Mon Oct 13, 2003 6:14 am
#137

HOLOCRON, COULD YOU PLEASE RESPOND TO THIS???




deXtoRious [SH]


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

maddogs
Mon Oct 13, 2003 3:36 pm
#138

mezzi um no u cant rilly do that becous to many of us have got ithere tk or smuggler and it wouldint be fare to us at all and that would also make it so bhs could dabel in commando way to esly think about it tis a no good ideal


i say just get rid of the stupied 2.5 mod its all around dumb and hase no seice to it at all who ever thought it up wasint thinking when they did becous it has no relistick ness to it at all sory but its just true




===============================================================


Daniel' Judson-Leonheart

maddogs
Mon Oct 13, 2003 3:52 pm
#139

and one more thing


the only resons they did this to us is becous ppl screeming nerf {wich they shouldint of llissoned to any nerf cryers expacily to elite profesions kowtowing to evry one meens that evry one will eventuly get screwed} this dosint efect us in pvp at all rilly only in pve i meen a master tk gets in range he will kd+dizzy u and its all over no matter wat rang deffs u have or dont have its always ben that way so this has nor efect in pvp at all rilly only in pve




===============================================================


Daniel' Judson-Leonheart

PhiSig
Mon Oct 13, 2003 9:10 pm
#140

OMG man... either your typing with hot-links for fingers or your the worst speller in the world...



Oh yeah... 2.5x melee sucks, that's why I dropped Master Rifleman.




Electra -Tasa Twinkle - Ho-i Knot-Teeb
-Jedi Droid Engineer MBH Galaxy Loot Resorces and more!-

Daker-Naritus
Tue Oct 14, 2003 8:56 am
#141

Holo,


Here is what we need:


(1) Flamethrower is a close range weapon. Current flamethrower mods are (+11, -55, +0). Change long range accuracy mods to +11, -55, -300, IF AND ONLY IF the 2.5x penalty for flamethrower is removed. Otherwise, we SHOULD be able to hit from range because it is a "ranged" weapon. Leave all other aspects of flamethrower alone (except maybe a little more accuracy at master). Flamethrowers ALREADY have a BIG weakness with the 15 second delay, and the 15 second delay paired with the 2.5x ranged penalty = 100% chance of a dead commando. The 2.5x penalty is not needed for Flamethrower, and counteracts the whole purpose behind the weapon.


(2) Heavy Acid Rifle is a medium range RIFLE. Leave the 2.5x penalty on the acid rifle (compromise). Change the mods on the acid rifle to 0m -100, 35m +11, 65m -300. Make the range of acid rifle specials 16m to 36m, and leave these specials WITHOUT a damage over time effect. Also make the acid rifle AP1. This gives us a medium range weapon to use (counteracts proposed nerfto flamethrower range a little), that is not overpowered (no DOT effect), has damage on par with FT (because Acid Rifles are much weaker than flamethrowers and theAP1 makes it comparable), and which has significant weaknesses up close (2.5x penalty). Fix the accuracy mods so we can actually use the weapon (currently we have 2 different types of accuracy modifiers and niether work). Currently the HAR is worthless because (1) it is inaccurate, (2) it does nowhere NEAR the same damage a flamethrower does, and (3) the specials and attacks overlap with the flamethrower.


(3) Launcher Pistol...take the 2.5x penalty off...it is a pistol. There is NO reason that a pistol should suffer the 2.5x penalty.


(4) Grenades and Rocket Launchers/Cannons - Launchers/Cannons should keep the 2.5x penalty. See Master Synn's report for mor specific changes that we need.

EcadMistflier
Tue Oct 14, 2003 9:50 am
#142

Maddogs when they said "hooked on phonics works for me" you really took it to heart. LOL !! You crack me up! I love it!!




Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
Caur
Tue Oct 14, 2003 10:10 am
#143

The problem is with the melee damage modifier. I am unable to tank against a meleer at all, not even long enough to get away or apply a stim. With the problematic mob warping issue, it is nearly impossible to avoid melee contact. The modifier enables blue con single mobs to 2 hit me, even if my armor absorbs a percentage of the blow. It is as if I am completely unarmored when a mob hits me with a melee attack. If other classes face this same modifier, why aren't they getting 2-shotted by blue con mobs? If they are, this melee defense penalty is too severe. Ranged support specials are also failing with my flamethrower about 90 percent of the time and the miss rate for the flamethrower in general is very pronounced as well, even with 3 boxes into that skill line.


My contention is that, if you are going to kill us once we are in melee range in one or two hits, then increase the accuracy of our weapons and specials to match. This was a bandaid fix that does not solve the "overpowerment" of commandos. A change of this type should have consistent results in all situations. For example, one time, if I am smart I can take a camp of Imperial NPC's. The very next similar situation should produce similar results but it doesn't. You let an npc meleer warp to my location and incap and db me with no chance to escape or even to apply a stim. It you are going to let someone kill us so easily, then you should make the warping issue a top priority.


You can't take a tank and make him not a tank. What is the purpose of all those credits spent for armor if someone can melee you down in 2 hits? Your fix was too severe.


Of course, one can adjust one's tactics, which is being done. We just don't have a snowball's chance in Hades, however, if a mob warps on top of us, a predominate issue in the SWG environment.


Honestly, it is barely distinguishable if we even DID get improved accuracy at longer ranges. Either your calculations are being done incorrectly or you have made an extreme adjustment to our vulnerability to melee attack, that cannot really be compensated for. If your algorhythm gives us a 2x or 2.5x vulnerability, a better, more real calculation would be around 1.75x or 1.5x or even less. We are, after all, close fighters.


I don't ask to be invulnerable but at least be sensible about it. This change was not thought through properly. We are not rifle or carbineer folks when we hold our flamers. Our flamers are not rifles or carbines. You have placed us on a preset calculation intended for other classes but we should have our own calculation, one that better suits us.

Page 11 of 12