Commando Archive

Thread: What's up Commandos...

Azarken
Wed Oct 05, 2005 6:12 am
#183

i know its outlandish but its a commando tradition /grin




TANKS!





Azarken Talamasca

RC-1140
Wed Oct 05, 2005 6:26 am
#184

1: Fix AOE. We should be doing full (or at least a decent percentage) damage on area targets so we can dish outdamage rather than just getting our groups killed with mass aggro.


2. Fix Grenades. The states should stick more often and last longer, or they should be much higher in damage. The timers are also way too long.


2. Give us something to support our melee prereq. My idea was wearable weapons (Like Fett's gauntlets) that let you do ranged attacks with a melee weapon equipped, or melee attacks with a ranged weapon equipped. i.e. a flamethrower gauntlet for a ranged attack, or a vibroblade gauntlet for melee attacks.





Come on, when have I ever let you down -Commander Cody

Because a Commando will never let you down.
TheLemming
Wed Oct 05, 2005 10:53 am
#185



Reydon wrote:


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


True Commandos here are not flaming, just the ones who want to keep the prof shattered. Forgive them, and ignore them please.




If you seriously believe that...well, I feel sorry for you. When I saw the first post in this thread all I could think is "Good lord, they're stringing us out with hope to keep us on the for next expansion...they really have no intention of fixing anything with commando." Certainly seemed to fit even more when the "new weapons with better DPS" comment came out...and that also rates a big 1 finger solute from the WS community btw. Thanks for giving yet more loot weapons that are > craftable.

If they had any intention of fixing something they would read the stickies where it's all listed out, or pay attention to all the posts that starnick makes in the other forum. He's been poling here to find top issues for a while, and could give one good unified list of what needs to be done. What they're doing here is generating false hope, and using the people that see through that as another excuse to not do anything. Wake up and smell the apathy dude.




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I'm a forum poster that used to craft weapons, but now has nothing to craft...so I post about it. Give me a role to play and I'll be a player that posts again.

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Elzmantathaar
Wed Oct 05, 2005 10:59 am
#186

1) Weapons. These were done wrong in the CU. Most of the weapons are such low level that they are useless and unwanted once you reach higher levels. Only 2 weapons are worth having damage wise: Lightning Beam Cannon & Plasma Flame Thrower. The lower weapons need to be made more viable. Other classes have specials that get better at higher levels. Commando Specials become obsolete when the weapon they are attached to becomes obsolete. I would like to see one of the following: A) Multiple Variations of the same weapon avaialble from Commando TIER 1 thru Master, each with more damage than the previous. or B) A skill called Heavy Weapon Damage added and all commando weapons avaiable in the 1st tier. This takes a basic Commando weapon and upgrades their damage as the commando progresses in the profession.


The next 2 involve a purpose to Commando.


2) Damage. Commando should have been the end all be all to damage in the game. The equivalent to specialzed destroyers when talking about ships. Not alot on defense, but the ability to pull out the right weapon for the job and if not stopped, devastate the target(s). First, the AOE's do not do enough damage. Carbine is currently the AOE damage monster as everything in their AOE's takes full damage. Commando's AOEs do full damage to the main target and 10% to the others. Second, Commando weapons do not have specials that increase their damage like other professions have, thus will always be outdamaged by other professions. Relying on other profesions for specials does not make Commandoviable as a standalone prefession. And all profesions need to be usefull standalone, with other professions merely augmenting. To fix this, I suggest having AOE weapons do full damage all around, Elemental Damage being a specialty of the profession, and non AOE weapons (ie: Proton Rifle) should have even more exceptional specials built in.


3) Focus. Commando should have a unique purpose in the GCW. The one that makes the most sense is the focus on Vehicles, Droids& Structures. Commando should be focused on taking down these items. This can be done by adding blast damage bonus to most commando weapons, makeing those targets listed above vulnerable to blast damage, and then making all other things invulnerable to blast damage.



Also on a side note, thought it is more to do with Weaponsmith than Commando, but it affects both, is that Commando weapons use pretty much the same resources, irregardless of the level, with the exception of the Rocket Launcher. Not only is the RL a lowly level 22 weapon with pathetic damage, but it is requires an insane amount of components to craft. 4 Power Handlers, 8 Projectile Feed MEchanisms, 2 Scopes, 5 Proton grenades (a level 54 weapon going into making a level 22 is crazy, and each genade takes 4 subcomponents) for a total of 39 components. This needs to be changed badly.





Elzmantathaar Druisht (Chilastra)
12pt Master Weaponsmith

Zanin Neko (Chilastra)
Master Shipwright(12pt Chassis, 17Pt Weapon Systems, 17pt Engines)

47th IEF, Imperial Army [IA] www.imperialarmy.org

Shop Located at -2331, 5813 Naboo
Buying Ship Components <--Clicky!
DragonRider24
Wed Oct 05, 2005 7:21 pm
#187


1). An AoE fix. Possibly changing it to 100% splash damage.

2). Lower timers on grenades. Increased damage as well.

3). Acid weapons to have an innate armor break




D'orn Katar
Imperium Securis
Imperial Shock Trooper
| First Responder | Master Carbineer | Master Commando |
-I support letting the rabbit get the bloody Trix.You can too!

RagNoRock5x
Wed Oct 05, 2005 8:18 pm
#188


  1. Elemental Damage increased by atleast 50% on all newly created/looted commando weapons
  2. Change stats on some armor so that some armors are better against some elemental types than others (instead of all of them having the same effectiveness vs all elementals as Battle armor is vs Energy and Kenetic)
  3. For those commando weapons that do not have elemental damage (proton rifle, Void and... um.... thats all i know of) increase regular damage by 20%
  4. Make the Void a lvl 54 weapon and increase stats appropriatly.
  5. Increase Grenade damage by 50% and elemental by 100%


.....................




and AOE doing Full damage on Live and Test servers (if ya can :smileyhappy




RagNoRock Kelnek - King of the Zabrak
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Glyndo
Thu Oct 06, 2005 3:36 pm
#189

Ok, here's my thoughts.....and I'll limit to 3 things.


1. We carry the biggest dang guns in the game, yet a guy with a butter knife does more damage? We need our damage output increased, put the specials back in for us. Something like Heavy weapon cone and Heavy weapon single (a basic, intermediate and advanced power level for each), maybe a "salvo" attack that allows us to first a burst of rockets at a target. Maybe an increased distance special for our grenades.


2. Get rid of the unarmed 4 prereq and make it something more useful. Heck, I wouldn't complain if we had to have MM again.


3. As it currently sits, commando weapons are primarily based on the pre-cu models, not to mention do pretty much the same thing. Many of the other combat professions received multiple new weapons with the CU, even Combat Medics have their own gun now. What would be the possibility of adding in the mini-gun looking weapon you see on the table in the new tutorial? Give it medium range, with a high rate of fire, and kinetic damage.





Glyndo Malina, Retired Elder Smuggler
Married to the Hawtest Twi on Valcyn, Lunah
Alpha class make the pvp'r good it does not
built2shred
Thu Oct 06, 2005 3:41 pm
#190




Theosar wrote:


Why is this thread being flamed by people who NEVER normally post anything in the Commando forums? But according to their own bio only post under other forums? This thread was not meant for flaming, but for constructive feedback..






I have to agree with Theosar. Even tho I dont post often, My toon on Kauri server has been Master Commando since the game came out. Although I don't play him much because of the issues over the years with the Commando Profession. IThink the Finally Straw was when they gave Swordsman those Hammer's with Blast Damage which did more damageagainst As-At's and Turrent towers then our rocket launcher. Was a sad day indeed.


But when Dev's do make an appereance to try and fix some issues with the Commando Profession why do most of you guys want to squander the oppertunity by flaming them?!? If you guys feel this way about the profession or even about the game overall why don't you just leave. Canceling accounts speaks lounder then words. Plus I won't have to read your rants to get to the constructive replies...


1) Fix AOE


2) Fix Gernades. I would prefer gernades that did more damage but had longer cool down timer. Right now LVL20 weapons do more damage then gernades do.


3) Add more Defense. If were going to aggro everything in the world with our weapons make us a true tank class and up our defense so we can actualy have a chance to stay alive.


Message Edited by built2shred on 10-06-2005 03:49 PM

Nakahs
Thu Oct 06, 2005 8:36 pm
#191





The 3Things!


1) Lower the SAC or adjust the damage on the Commando Weapons by 20% as this is the rate ourSAC cap is higher as f.e. Rifle cap which has the same damage restriction. It is also not possible to use any Powerups to decrease SAC / increase damage or speed on the only craftable CL54 Commando Weapon.


2) More Weapons for higher CL (craftable non AOE and AOE Weapons CL 54) ...btw fix AOE damage it does only 5% damage actually... need to be at least 70% to handle AOE agro


3) Fix Grenades they are useless (more damage / higher stickrate and longer duration - same for Plasma Flame Thrower) ....sidenote: Fire DOT of Termal Detonator is still broken and does only show a fire icon but no damage over timeisapplied. Proton Grenades not even show a fire icon - fix pls



There are more things that need to be addressed f.e. AOE does only elemt dam +1 but these are the minor changes that would Commando at least make something useful.´


The Requirements for Commando are also PreCU as they are now since Commando was there a Melee Dabbling Template. Now it is a full Ranged Template and has nothing to do with the Brawler Tree it needs to become Novice Commando.


I really hope this time something will be done and Commando will not be left out again after all this SL and Ranger changes. Helios u gave us some hope


Message Edited by Nakahs on 10-06-2005 08:57 PM

Message Edited by Nakahs on 10-06-2005 09:01 PM



First Mandalorian on Infinity
Manawitz
Fri Oct 07, 2005 10:51 am
#192

1. 30% more damage to all our weapons(including nades) or specials to equal the 30%.
2. Master lvl rocket launcher and a couple more master lvl weapons.

3.Since we can't heal up our defences (melee andranged).


Pleasedon't let this beB.S., because I feel like I'm wasting money everytime I log in.



Master Sergeant (Rebel) Moshi Manawitz: Master Pilot, Master Commmando, Master Smuggler, Carbines, Master StarPimp-"They deserve to die and I hope they burn in hell" sorry wrong Sam L. Jackson movie--Drum & Base is the Music of the Soul
deWoern
Sat Oct 08, 2005 1:12 pm
#193

1. a huge increase in direct damage and aoe damage
2. real deadly grenades and explosives
3. content! we need a role in the GCW and unique commando-content, we are nothing more than marksman with fancy weapons by now
commando is no toolbox profession ...


but i would prefer a complete redesign of the commando profession, we dont fit into the game the way we are now

stealth/trap/explosives are for ranger now,
smuggler will be slicing and hacking stuff,
rifleman have more powerful weapons than us
Whats left for commando?

Make us an army of one! Give us the capabilities of a jedi
Our weapons are the mechanical version of a jedis force!
We are commandos - we have more combat-experience with weapons, than jedi have in combat at all.







Synor Aryous
Upset PRE-CU1 Commando on Gorath
Member of New Devourer PA - www.devourer.info
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