Commando Archive

Thread: Commando stuff for you to look at

TygerBlueEyes
Thu Aug 14, 2003 11:52 pm
#144

Man I would like to see a list like this for each profession... Whats up with smuggler anyway?





[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
shutout
Fri Aug 15, 2003 1:10 am
#145

best news i've heard since launch. thanks for the response holo. you've just given hope to a great many.



--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
Spekdah
Fri Aug 15, 2003 2:45 am
#146

Wow


Thats a post that motivated me to login to post an /applaud !


Good job!


eelektrik
Fri Aug 15, 2003 3:08 am
#147

"Please DO NOT remove the defensive mods.First of all, commandos are not all about heavy weapons. According to the Merriam-Webster dictionary, a commando is:

A member of a military unit trained and organized as shock troops especially for hit-and-run raids into enemy territory


Shock troops... Fast. Lethal. "Shock and awe". Commandos are supposed to be all-around bad-ass, not just heavy gun bunnies. That means in defense as well as offense. If anything, commandos should be better at defending themselves and at brutal, close-quarters combat. Too frequently, professions are getting nerfed. Again, please leave the defensive mods in place."


I completly agree, Commandos should be lethal at any range, or at least capable of it. The changes to heavy weapons ranges helps with that, but I personally think that they shouldnt have all trees be heavy weapons stuff. Currently, Bounty Hunters skill trees seem more like a fit for a Commando then what commando has, they arnt supposed to be just heavy weapons people. As is, Commando should just be called Heavy Support or Heavy Weapons Specialist or...something... It doesnt fit the name Commando...


In fact, id go so far as to redo the skill trees, even though commando had that happen at the end of beta, its still not quite right in my opinion. They should have some standard weapon skills in there somewhere like Bounty Hunter has, in addition to their special weapons. Realisticly, Field Tactics, Heavy Support, and Acid Rifle trees could be combined into one tree, freeing you up room for more stuff. Personally, id just remove Acid Rifles altogether, I still dont think they fit in Star Wars, and they take up room which could be used for better stuff. Combine all that into a Heavy Weapons tree, leave the Flamethrower tree as is, and that gives you room for two more trees. One that would make sense, a Pistol tree, allowing Commandos to use their launcher pistol and spend pistol XP and get pistol skills, without being a pistoleer. The other tree, id say would be Carbine, Rifle, or Unarmed. Unarmed might be a bit redundany with pistol since they are both clsoe range, id drop the UA requirement anyways, and go with a Rifle tree as the 4th tree(id say Carbine, but BH already has pistol and carbine trees, so that might end up a little too similar if done that way).


Throw in more certifacations for types of Heavy Weapons, Flamethrowers, Pistols and Rifles specific for commandos, and it would probably end up being a pretty interesting profession. Pistols for short range, Flamethrowers for short-mid range, Rifles for long range, with some Particle Cannons and Rocker Launchers as some varying range armored target destruction... The Field Tactics defense bonuses could be split amongst the trees that they fit the most in, Ranged defense on rifle tree, etc...

Neomoderate
Fri Aug 15, 2003 3:16 am
#148

Holo This question is for u..


Is the fix going to be implemented in the next big patch or earlier.. I suggest u push this through at an unusual rate.. I will not stick around anohter month to play properly.. A promise is nice.. 2 months is not.. Please tell me its happeneing in a week or less. If not.. you may find the positive note of this thread change VERY quickly.

HaploRamirez
Fri Aug 15, 2003 3:18 am
#149

Solst I think the removing of the resources was also to fix a problem with the quality of the weapons and the position that a lot of weaponsmiths just will not create the weapons. The quality of kiirium and Kammris is useless for making Heavy Acid Rifles I doubt the quality was meant to be so bad that even after experimentation the weapon was complete garbage and a waiste of time to fire.
Solstise
Fri Aug 15, 2003 3:48 am
#150

Haplo that's a problem consitant with every firearm above advanced (except the Laser's). Resource quality is really a seperate issue. And if they removed it from commando weapons, won't they have to do the same for all weapons? Last i checked, the E11s sucked due to crap plumbum Iron, same with the Power 5 and SR Combat. If they make this change, then Commandos will suddenly become the new flavor of the month since their weapons will be grade A quality unlike most of the advanced Marksman weapons. I feel this is just the wrong move to make so that they won't be having to do nerfs a month down the line when everyone is a commando. I'd be fine with removing say at least one of the required resources, maybe remove the Kirrium Steel (it really stinks) and Polonium Iron (I've yet to see one of these with decent Cond and O.Q.) from the various heavy rifles. But make them so that any steel and iron can go in those slots? No, that just doesn't seem fair to any non-commando.




Soltanus Foo
++++KorTech Industries++++
Founder of Avalon, Corellia
Master Weaponsmith July, 2003-NGE

"SWG Tradeskillers-May we all rest in peace."
Neomoderate
Fri Aug 15, 2003 3:54 am
#151

Yes we can now advance..


By using the launcher pistol we can gain heavy weapons xp at a rate that is lower but comparable to other players.


but even this fact is shadowed by something strange: Although we use the launcher pistol to advance.. we never get any better with it.. thus forcing a commando who wants to be better than a marksman with his pistol to take pistoleer...


Next we have what you get when you actually do finally make it into one of your skill trees. The specials and weapons were not fixed or tweaked at all insofar as I can tell.


After testing I have recorded the average damage on the acid rifles regular shot to be 200-280 this happens every 5 seconds.. that is 4.6 seconds slower than a comparable shot with a pistol.


Unacceptable.


Next I tested hte aacid rifles first special only to be even more dissapointed. The damage averages 400-590 to a single target.. at 16 meter max range and takes 14 seconds to allow another attack or weapon switch. If u hit for the max thats still 42 damage per second on the special .. ( which is touted by the devs as being " where commando weapons shine" ) 42 damage per second is 72 damage per second lower than an average spraystick rifle. thats nearly one third the damage of any good gun.. and half the damage of a decent one.


Next i tested Acid Cone ( the area of effect commando special with the acid rifle). This special again has a max range of 16 meters.. but the mobs seem to have to be within 2-3 meters of each other to be simultaniously affected. The effect is very weak as well. an average of 500-560 damage per hit.. low chance to hit multiple mobs ( given the density requitrement) and a horrible 14 second recharge/switch weapon rate. This special is literally a death sentence for anyone that uses it.


Next I noticed that the con system regarding the acid rifle has not been fixed. light blue cons easily kill a commando utilizing specials.. and cut through one tha tis not using specials like butter. the only salvation is to switch weapons or run. I thought light blue was not supposed to pose that much of a threat. A commando can take about 1/4 life off a light blue con before killed. since damage is soo woefully low.


Holo... recently you posted in the commando forums regarding some of these issues.. But I am afraid you left me with the impression that these fixes would take place in another months time. Is this implication correct? Is the only theing that was fiixed for my broken profession in hte patch the launcher pistol? Is all we recieved simply the ability to advance a useless class..? with weapons that are STILL COMPLETELY BROKEN?? whats the use for certification in a gun that matches a cdef rifle in damage output?


I commend you on your efforts to correspond the last few days with my fellow commandos... you made alot of people happy by spending your valuable time tlaking with us ... however another month to wait is rediculous... we have allready waited a mont hto play.. now we have to wait another month to see what out class will be like ? even a master commando hhas no clue since their ewepaons are so broken..I suggest you push this fix to the top of the heap.. talking only placates for so long.. and as far as i can tell advancing in a profession in which all yer specials and guns are useless or worse suicidal i not something that will satisfy the commandos i kow... not when they realize what they get for the hard work...... nothing.



Thank you if you read this... and bless you if u address the issues..


I paid ot play too..


Still broken.. jsut advanced far enough to see that ....

Nerfbath
Fri Aug 15, 2003 4:12 am
#152

Let's just not get over our head and try to justify ourselves being the most powerful class. Personally, I'm content with losing our defensive modifiers if our out-put justifies it.
PoorCommando
Fri Aug 15, 2003 4:20 am
#153

I"ll wait and see. Test them when they go live. Sounds good though.



HaploRamirez
Fri Aug 15, 2003 4:23 am
#154

In some ways your right and your perspective is probably correct however I dont think Commando will become such a flavour of the month lots will create one. even before the changes during beta 3 I didnt see that many Commandos about, it didnt attract that many people. Besides loosing our defence bonuses which granted werent that good anyways will make things very tricky.


as far as the resources go, I'm starting to doubt they realised the resources were going to be so naff when they switched the weapons to Weaponsmith Made. I did like that change during beta I thought it sucked making my own guns I didnt wanna be a weaponsmith.


But at the same time its a logical course for a short term change, and these weapons will still always be expensive and look on the bright side there will always be money to be made with the charged weapons, I go through a few Acid Stream Launchers a week and they cost about 20k plus depending on the quality.


As far as the other weapons go E11s etc Ive never ever seen a good one even when good resources were used to make them so thats a small point. And remember a lot of weapons are situation just as Commando's weapons....however a Commando needs his to level his Heavy Weapons Exps....a Pistoleer doesnt NEED a Tangle pistol or DX2 to level a 2.0 speed FWG5 will level them in their profession.


Thats the fundamental difference between a Commando and most other classes. Im also very pleased to see the changes to the BH Lightning Rifle.....that weapon was just plain crap maybe now they can advance that tree in there class.


LukeHalcyon
Fri Aug 15, 2003 5:28 am
#155

By the sounds of it this will fix commando totally expect one little thing...


The Launcher Pistol needs to have it's own specials and not Pistol Specials as this forces us to be a Pistoleer.

Hakkin
Fri Aug 15, 2003 5:31 am
#156

Good Job commandos, we bounty hunters are rootin for you!



~ Hakkin ~
~ Master Bounty Hunter ~
~ Chilastra ~

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