Commando Archive

Thread: Commando stuff for you to look at

AkiraCrash
Fri Aug 15, 2003 10:05 am
#170

Heyas. i've been researching commandos a great deal, as i haven't been able to play much lately. and i've noticed a few things. over all theset up to fix the commando is a BIG step in the right direction.



Now for what should be set up after these are in effect.... lightning rifles should use the rifle tree and rifleman as well for skills... just to balance out our class a bit as launcher pistols use the pistol skills... i for one.... HATE PISTOLS.... i would like a variety in choice here as to what i use and specialise in. also..... i really want to see the rocket launchers shine... they are the reason i wanted to be a commando in the first place. now i'm not saying adjust damage here. i just want to see more modablility within the classes, so that we don't get the "pistoleer/commando template that EVERY SINGLE COMMANDO OUT THERE WILL USE! give some variety in the class setups. this way we do not need to rely on just the launcher pistol for weapons.... after all were master marksman first. we should have weapons that relate to each of the smaller class weapons (rifle, carbine, pistol).


On another note.a heavy rocket launcher should be a heavy AR penetration weapon.... i mean.... it'll be used for taking out vehicles and bases for crying out loud! the trick is maybe to make it less effective vs infantry and small opponents? i'm not sure.... grenades are devastating usually to infantry, but dont do much to big targets unless designed to do so. each weapon needs to be thought out a bit with how it relates to size, and effectiveness... but 1 thing is for sure... THE RANGES MUST REFLECT THE WEAPON! acid rifles and flamethrowers need to be close range weapons. rockets VERY long range../ lightning can be mid class or our rifle class, acid rifles could use carbine maybe... hehe just some ideas. i am not out to make commandos the ultimate class here... balance will be hard. but Commandos must be placed in line with the other classes.... if we have slow referesh times.... increase the damage by ALOT to compensate! i mean think about it... a rifleman shoots for 1400 with a rifle and special, and we unload a perfect shot with a heavy rocket launcher, and deal what.... 400? that's not right. so i hope you fix that to set it more in line with a heavy weapon.


MAKE SURE THE ACCURACY IS FIXED! flamethrowers at optimum range should not miss often! each point i know is somewhat covered, but i just really want to make sure NOTHING is overlooked. so far were losing our defenses. commandos are a pure offensive class... we hit hard, we ht fast.... but we can't take what we dish out. the key is support with heavy weapons. we are a support class! hehe the pistoleers and brawlers and TKA's and carbines are soldiers..... we offer the punch to take out BIG stuff, and area hits. anyways enough rambling. good luck to all the commandos and yes i know i ramble. forgive me k?

NerfBurger
Fri Aug 15, 2003 10:27 am
#171






RayBothan wrote:
Mabye i should go commando




Keep your undies on please! LOL



QMPFLURRY ANTARIAN RANGERSPMQ
DEKAS OLO [FAR]
MASTER
RANGER - RETIRED
MASTER PISTOLEER - MASTER BOUNTY HUNTER - SQUAD LEADER

FunkyO
Fri Aug 15, 2003 11:33 am
#172

Here's a post a made earlier. SOrry if it's a repeat for some.

@Holocron: I see that you definitely addressed concerns 1 and 2, but I'm not sure about 3 - 6. Could you please elaborate on how the changes you are proposing can/will take care of concerns 3 - 6?

-------------------------------------------------------------------------

First off SOE. Thanks for the change in the Launcher Pistol to Heavy XP, the weapon cert fixes and the grenade throwing accuracy fixes. This will help us much more than where we were.

Second, below is hopefully an objective view as to what I see the commando profession needs to be successful. These are compiled from my own thoughts and from what I have read on the Commando Forum. hopefully this will help gear the discussions back towards thoughts of what will make the commando class fun and more successful to play than it currently is. Everyone here knows the class is broke, but it's time we put our differences aside and be constructive.


Issues that remain:


1. Damage output of weapons for a Heavy Weapons Class is low. The HAR and the Flame Thrower do 150 - 300dmg without speacial moves, and there are only a few special moves for each with a long recovery time in between use. The long recovery time should be compensated by High Damage output.

Also, it would be nice if the Flame Thrower could use Carbine Specials from Marksman and Carbineer, and the HAR use rifle specials from Marksman and Rifleman. I believe this would make a bunch of us happy and allow us to use more of what we earned in going through to be a master marksman, as well as, choose the weapon that is more appropriate for a given situation.

Rocket Launchers don't punch out any more damage than that of a scout blaster, and are much slower than one. I think it would be necessary to increase the damage dealt by the rocket launcher to more than a scout blaster to compensate for it's slowness.

2. Range of Heavy Weapons. All the Weapons have ideal range of 0(zero). This does not make sense for the use of a heavy weapons class. The ideal range should start around 12m with the max range on launcher pistol and HAR being 64m, and max range on flame thrower being what it is 48m.

Grenades are in this problem as well. I have to be to close to a target to effectively use a grenade that has a max range of 20m. Since the patch I am more likely to hit with the grenade; however, I still receive a considerable amount of splash damage and that damage is typically more damage done to me than the mob I threw it at. I see it necessary to have the grenade with ideal range 15m and max 48m. Think this would help the issue and allow us to have the chance to be a tad bit farther away from the mob and avoid too much splash damage.

3. Availability of resources to make heavy weapons and cost. I still cannot find any resources on server Kauri to make a HAR. All the weaponsmiths I talk with mention they have yet to see the resources that make a HAR. This is of great concern as the resources necessary to make the weapons we need to generate the XP we have to have are not readliy available. I understand that you want them to be rare, but they are more on the border of 'scarce'. There is one and only one character on our server Kauri that can even make the flame thrower. That seems more scarce than rare. The suggestion here is to increase the resource generation for these weapons to help them be slightly more than scarecely available.

4. Allow recharging of "launcher" weapons. So far I see the gerneral consensus as wanting a recharge for "launcher" weapons. I think in this case it would make sense to lower the count from say 220 charges to 100, and allow commandos to purchase 'charges' for the weapons at a lower cost. Currently on our server kauri any of the launcher weapons cost in excess of 50k. if I could purchase charges for the launchers the weapons makers will still make money, but I won't have to put out as much.

5. Increased 'charges' for the rocket launcher. I purchased a rocket launcher and found it only had 125 charges on it. Was told this is normal. This isn't up to par with the other launchers doing 200+ with charges. I believe, and the general consensus seems to be, that charges need to be increased to be on par with the other launchers.

6. Add bonus to defense vs [attack]. So far all we have is +5 vs knockdown. I think it would be necessary to increase this and ranged defense to something in the order of a +20.

Additional thoughts:
-- Armor bonuses. maybe a +10% to all armor categories when armor is equipped.
-- Additon of a heavy acid minigun. Maybe have it as a weapon cert reward for reaching Master Commando.
-- For All masters in each hybrid profession, allow additional attribute points to be added to the character for reaching masters in classes comparable to Commando. For example, as a reward for reaching Master Commando give the character 500 points to put towards the characters attributes of health,strength,constitution,action,quickness,stamina,mind,focus and willpower.
This would help to compensate for our new abilities in the hybrid class we master, but not over compensate. For example being able to boost our action and mind costs on using the weapons, or being able to increase our abilit to focus for special like 'aim'.
BigZak
Fri Aug 15, 2003 11:46 am
#173

well now....I guess I will continue on with my attempt to be a commando now.....I had abandoned it cause of the broken class thingy's going on....I'm real glad to see these changes. REAL, REAL, glad.

R'ed Corvette
Fighting in her Hanes Ware and soon to be Commando
Solstise
Fri Aug 15, 2003 12:37 pm
#174

I must say I'm glad,from a weaponsmith who has seen commandos suffer for so long, that you are doing all these changes. All but one, I strongly feel you should not remove the named resources from so many of these guns. I think you should remove them from Launcher Pistols, Scatter Pistols and all grenades (you should also consider increasing the number of uses per grenade, these are not easy for us weaponsmiths to make in the quantities that commandos use them). I do not think they should be removed from the rifles and bazookas though. Or at least not completely. One fun aspect of the Weaponsmith is planning ahead, currently on Tarquinas I'm pretty much the only manufacturer of Heavy Acid Rifles. Why? Because I had enough foresight to save Kirrium steel for the past 2 months. Now that the weapon is fixed I've used up my supply of it.


Yesthe lack of all resources hascaused a problem these first few months, but if you make the Scatter give HW exp just as you did with the Launcher pistol and remove the named Iron requirements from both of them, you would plug the now HW exp problem. As for increasing weapon stats, you could do this by changing what stats the weapons use. You currently have it coded so that all firearms, regardless of type use 50% conductivity and 50% overall quality. You could set the Flame Thrower to 50% Heat Resistance and 50% shock resistance. You could set the Lighting rifle to 50% conductivity and 50% shock resistance. Heavy Acid could be 50% Decay Resistance and 50% unit toughness. The fact that almost all higher end weapons require steel or iron is what kills the stats on many. Steel and Iron are inherently poor conductivity wise.


As for the resources go, you could fix the resource system so that steels and irons are more commonly spawned. I know on Tarquinas we typically have 3-4 carbonate ores. 3-4 crystallne gemstones and 3-4 amorphous gemstones, yet we typically have only 1-2 steels, 2-3 alums and coppers. That is one big reason why we haven't had the steels and irons we have needed for so long.


Also, you have to add armor piercing to these commando weapons. Here is my suggestions:



  • Scatter and Launcher Pistols-AR1

  • Lighting Rifle, heavy Acid Rifle and Flamethrower-AR2

  • Heavy Beam Cannon, Lightning Beam Cannon, Acid Stream Launcher-AR3

Well, I know some may hate me for what I said earlier, but as a weaponsmith I really think you should not kill all the named resources.





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

"SWG Tradeskillers-May we all rest in peace."
StarNick
Fri Aug 15, 2003 1:18 pm
#175

wow, 3 cheers for holo...and 3 roman thumbs down to q (you all know whats going to happen next!)


anyways..sounds good, but having acid rifle 16 m away, we definatly will need some defenses..


and having LP specials will *really* make us all happy..pistoleer is nice, but its horrible when you have to use two elite profs to actually be effective




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Drakeal
Fri Aug 15, 2003 5:37 pm
#176

/bump, for all those who havnt seen this



---------------------------------------------------------------------------------------------------------------------
Drakeal - Commando, Maybe now i can kill a Womp Rat with this Useless paper we... i mean Flamethrower!

Commando for Life
Brisnik
Fri Aug 15, 2003 5:41 pm
#177

Tks for the precision Holocron, at least i feel like you guys are listening to us;



Kaeno

Obevacca
Fri Aug 15, 2003 6:40 pm
#178

Well just waiting to see the results, but till then you've got me smiling.


Obevacca (radiant)


P.s. Hey atleast someones getting some where with this.




Its not me you looking for. Its the one its me you've found.

Obevacca (radiant) WAR
Popojiju
Fri Aug 15, 2003 10:28 pm
#179

Greetings from the Test Center. I decided to help you folks out a bit myself, Not only am i the only Master Weaponsmith on TC, but im 15k Unarmed Exp from being Novice Commando ( i gave up alot to get here to help you folks )


Now, seeing as im the Weaponsmith, im the one whos gonna make these wonderfull toys for my commando brethren on TC, but wait.... guess what?


Holocron said he implemented these updates to TC already? What did i miss? I see the exact same schematic ive been drooling over for over a month now, so, either they forgot to add it, it didnt work, or something is messed up. Rest assured when i find out how these go, i will not only be able to tell you how they came out, but how well they work. Any questions, stop by TC boards and give me a shout.





_________________________________________________________________________
When you need a little pick me up from a long hard day at the office, there's only one thing you can reach for. PopoPuffs(tm) - Fortified with so much fiber in every bite, Soon you too will be saying: ' I went Poopoo for PopoPuffs!' Now enriched with Jedi Flavor!
Labelchild
Fri Aug 15, 2003 11:04 pm
#180

Thanks Holo and Gang for these promises.


What makes me more happy than any of these promisies is that i will always know that even after our profession is flooded with noobs cuz its soo good. I will have always been there from the start when we suckzored!


Great job.


WOOT


-*-*-*-*-*-




Ryoma Starfire the Human Commando On The Kauri Galaxy You need droids talk to Kagu Ocoi, he be da man


Pownage


yrthegoodnamestaken
Fri Aug 15, 2003 11:08 pm
#181

Don't take the defense bonuses out of commando. In fact I say put more in! You want something to take out, take out grenades and put them somewhere more accessible to the common player (cough ranged support cough). Don't leave the commando naked without any decent defense.
Vangeth
Fri Aug 15, 2003 11:29 pm
#182

A nice alturnative to to taking out the defence bonuses would be making the Pistoleer skills and bonuses NOT work for the LP... this way it keeps those pistoleers from coming to our profession just for our LP.... i for on will never become a pistoleer and hope that maybe we could make our profession even harder to get into so we can keep it as low in numbers as possible.... a good way SOE was doing this before was keeping us sucking... but since they decided to let us have a chance its not working any more



Ino

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