Commando Archive

Thread: Please read this before you post on TH's concept thread.

garvin
Wed Jan 21, 2004 12:30 pm
#14


Ok, so what if devs read everyones posts, and say "boy they REALLY want to be good at killing tanks," and scrap some of our current weapons (like the acid rifle) instead of fixing them andreplace them with more anti-tank weapons?


Ok...so what if the devs read everyone posts and says "OMG they are Commandos...they need to be able to do higher damage at a quicker rate...and they need to be able to stand toe to toe with at least an ATST...lets redesign them and their weapons based on this...Remove the HAR and give them a more valid range attack weapon with high blast damage and better AP...and up their defenses so they don't take as much damage as quickly as other professions out there when fighting eye to eye with these beasts...any beasts..."


How would any of that be a bad thing? It goes both ways...it's the bigger picture...if they scrap some of our current weapons GREAT!!! as long as the replacements are better...Anti-Tank weapons would probably just have blast and AP damage...how is that different then our LP? oh that's right, we don't have good AP abilities currently...and the HAR is garbage...it needs to be destroyed...they won't replace the FT since Tanks aren't always metal...they come in the form of CH Pets as well...the Dev's will realize this...we won't get any more screwed up then we already are...and we may come out of it with Ranged Attacks and higher defenses...that should be our focus...and that's exactly how I envision a "Tank Killer"....



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Daker-Naritus
Wed Jan 21, 2004 12:41 pm
#15






garvin wrote:


I don't think a reality check is needed...I just think you need to take a closer look at the bigger picture...Look at the broad perspective...What is a Tank Killer? What makes up the skills of a Tank Killer? Power and Defense!!! These are ideas that can be translated into just about any situation.







Garvin,


That is EXACTLY my point. Everyone is saying "hey, we want these great tank killing abilities." No one is saying "we want that power and defense to translate into all areas, not just tanks." That may be what you mean, but no one is saying that.


You are assuming that devs will take the time to think about how to best implement our vision. I look at all the things that devs have been doing lately (picking random tidbits of player information, taking them out of context, and implementing them in a way thatmakes no sense), and assume that unless we TELL devs that we want that power to translate to things other than tanks, we won't get it.



What if devs give us a bunch of tank killing blast damage weapons, but raise the blast resists on everything except tanks. What happens when all players start wearing 90% blast resist armor? We need to be specific in everything we want, and we need to be careful what ideas we float.



Look at the devs actions over the past week (ex: the flamethrower nerfs, the DE debacle of a plan, etc.) and tell me that I don't have a valid concern...
tacwraith
Wed Jan 21, 2004 12:50 pm
#16

"What if devs give us a bunch of tank killing blast damage weapons, but raise the blast resists on everything except tanks.'


thatd be awesome. they aint taking our current weapons away, and it would indeed give us the role of the tank killers.


"What happens when all players start wearing 90% blast resist armor?"


They start getting killed by your flamer, your acid rifle, your grenades or simply by the other classes using non-blast weapons (which btw, only swordman gets access to a blast damage weapon.. i doubt people will become so scared of a commando killing them fast than becoming afraid of everyone else killing them faster.)


"We need to be specific in everything we want, and we need to be careful what ideas we float."


What I want it my antitank weaponry to WORK. i know my antipersonell ones work and that if they ever bother to fix the har and grenades i'd have an alternative to the flamer.




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garvin
Wed Jan 21, 2004 12:51 pm
#17


What if devs give us a bunch of tank killing blast damage weapons, but raise the blast resists on everything except tanks. What happens when all players start wearing 90% blast resist armor? We need to be specific in everything we want, and we need to be careful what ideas we float.


Look at the devs actions over the past week (ex: the flamethrower nerfs, the DE debacle of a plan, etc.) and tell me that I don't have a valid concern...


First off...remember a "Concept" is a long way from implementation...they are just asking for our Vision...They would be entirely foolish to make our weapons do only Blast Damage...yes...they have done foolish things, but even they wouldn't walk that road...The "Concept" forum threads will move into "In Development" (according to what they've stated about the new workings of these forums)...one "In Development" these visions we've suggested to them will break down into "What exactly do these Visions translate into?"...this is where Weapons would be discussed...This is where, if pushed, we would remind the Dev's that not all Tanks are Metal...and Blast Damage is not our only need...We need Heat Damage, etc...This is where we would make sure that not everyone has "90%" resists to all our weapons at once...This is where we lay what we see our Vision translating into specifically regarding ingame changes based on what they have "In Development"...


Once "InDevelopment" is finished, things move to "In Testing"...this is where we get to see if things are screwed up as we feared, or if things are better off...we also will hopefully get a strong feeling on whether the Dev's understand what we mean...The comes "In Live"...so for now they just want what we envision for our profession...not how to specifically fix what's wrong or exactly what weapons to add...they want general impressions that can be narrowed in on later...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Wed Jan 21, 2004 2:11 pm
#18

Sometimes I wonder what exactly people are thinking of when it comes to the term "Commando"...


I've heard descriptions/aspects that respemble Green Berets...Air Force Rangers...Navy Seals...Marine Commandos...Rambo...all rolled up into one...is that what we want to consider as what we should be?


Taking many suggestions from recent posts, if all of them passed, we'd have a Profession where we'd have the heavy damage wepons with long range specials, high defenses for both melee and ranged, have as much terrain negotiation as Combat Medic, Can craft our own power-ups, etc...


Looks to me like we are suggesting a profession with no need to dabble...


To me it all comes down to whether we want to be "Close Range Heavy Hitters with High Defense" or "Long Range Heavy Hitters with Low Defense"...to give us to much is to make us to uber...it would throw balance even more out of whack then it already is...


The way the game is designed, each profession is built on certain strengths and weaknesses...each profession should fill some niche...some void...We can't expect to have a stand alone profession able to beat any other...Every profession should have a weakness it can't avoid or cover up...this promotes dabbling to protect and take advantage of these weaknesses...If we want the Power, we have to give elsewhere...I can see that as the reason we got our powerful DoT in the first place...we also got stuch with 16m range...The dev's want to know our niche...what void do we fill or are meant to fill? What specifically should we be able to do that other profession can't? and most importantly, if we get what we want, what weakness will we still have that other's can exploit? We MUST have an exploitable weakeness to keep the game fun...to keep with the purpose of allowing us to dabble (to cover that weakness)...






Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

TechnoHic
Wed Jan 21, 2004 2:33 pm
#19

To me our strengt vs weakness should be simple and allows for us to be the tank killers you are talking about.


High damage at multitude of ranges, Low defense and slow firing.


They wont make us the uber combat professsion like someone mentioned earlier but garvin, how you daid befor of high firepower adn high defense, that would be pretty much uber cause either one could be turned around to work against humans and not just AT-STs.


You say to make us able to be AT-ST trashers they would have to gie us the defense and firepower to do it and in order to do that to one person would be essentially making them a walking AT-ST. Do you mean you want a 60k damage weapon? Or do you want to just have enough defenses to seem like we got 60k HAM? Im not sure how you mean for us to take out AT-STs toe to toe without overpowering other players.


Now, If we got high damage and low defense with slow firing we could take out heavy targets but yet not be overpowering against another player who has speed. They would get more shots off at us, and when we o after AT-STs we could use terrain to pop around a corner, get our heavy shot off, then hide again during reload.


I think now that AT-STs cant be used in the wild and they buffed em up to 60k HAM, is a sign that they dont want them to be taken out toe to toe but rather use tactics or a large group.


Garvin, I dont mean to bash you or Tac, Im just trying to see your vission of us being tank killers. In other words, what would be our advantages and weaknesses? What damge do you see our weapons doing? How will this work against humanoids? I just would like to hear more support than telling us to try not to be so narrow minded. Its not narrow minded, its diferent thinking that we all get crossed up on. I think most of us want results in the same area, just got diferent ideas how to get there.





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garvin
Wed Jan 21, 2004 2:42 pm
#20

High damage at multitude of ranges, Low defense and slow firing.


This is actually along the lines similar to what I've been saying...


Either we should be:


High Damage with multiple Ranges but low on defenses and slow firing.


OR


High Damage with limited Ranges but high on defenses and slow firing.


To me it all has to do with the Range of our shots when it comes down to it...if we have Melee Range shots...we should have high defenses...if we have 64m Ranged shots then we should have low defenses...


I don't see us becoming a ATST as tank killers...I see tank killers having High Damage with Limited Ranged shots...in otherwords we'll have to get face to fact with an ATST to battle it...Our opponents can still take advantage or our weakness thanks to kiting...we will be no where near uber...We will, hopefully have weapons that can do ranged damage, but not to high degrees (mainly for weakening purposes so we can finish our opponent off with the heavy hitters)...


I'm just worried that if we lean more towards a profession with multiple ranges, low defenses, and slightly weaker weapons (the whole give and take principle) then what will set us apart from other ranged professions besides just the "type" of damage we are capable of...what will make us Hybrid instead of Elite?



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

TechnoHic
Wed Jan 21, 2004 3:26 pm
#21

k, thats more toward what I was trying to figure out.


Lets look at it in a comparison to our pre-reqs elites to try to make all of them make sense to our profession in the scheme of balance. I think that instead of making us more powerful for the more skill pool points, we shoud simply have the versatility of everything we invested but not exceed the elites of our pre-reqs in their unique talents...


Pistoleer: they got fast firing, area specific damage. We could trade that for slower firing, non-area specific damage but with a lot more power in its stead. So in essence a side arm (LP?) for us with accuracies of a pistol, emphasizing power, not speed.


Carbineer: Fire on the move, area attacks, status effect/posture change also area specific damage. We should trade their posture change and fire on the move capabilities for again more powerful area attacks. This may be where the FT and HAR fit in unless HAR gets changed to fit the next one.


Rifleman: The most accurate, longest ranged, armor piercing with area specific damage: We could sacrifice some of the accuracy but keep the range and armor piercing but with no area specific damage. possibly the HAR, or maybe something new.


TKA: Defensive, fast, and good damage with a lot of status effect defense and melee/ranged defense, also KDs, dizzies, area specific to each body pool, self healing, self buffing. Theres a lot there but lets just leave that to them. Instead ask for that as our skill dump that slightly gets reflected with our little bit of defense to melee/ranged, some more status effect defense but not much, as I was talking befor about reduced wound and BF, then maybe justify our precious DoT.


This to me is how we could get the power we deserve without tipping the balance, by taking the raw power to reflect us and leaving the gracefullnes to the other professions. Kinda could point to BHs leaving some power behind and taking more gracefullness eh? Might make sense but thats up to them.


I left some room in there for HWs and grenades because there is really nothing to point to it untill novice commando but I do feel should be there. Perhaps from the ranged support tree.





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Kachada
Wed Jan 21, 2004 3:38 pm
#22

... slower firing, non-area specific damage but with a lot more power in its stead.
... more powerful area attacks.
... range and armor piercing but with no area specific damage
... defense to melee/ranged, status effect, wound and BF

Preach On!!



Kachada
Master Rifleman of Bria
-------------------------------
Krakoa
Aspiring Ranger & Swordsman

Raptor2k1
Wed Jan 21, 2004 4:12 pm
#23

"I think that instead of making us more powerful for the more skill pool points, we shoud simply have the versatility of everything we invested but not exceed the elites of our pre-reqs in their unique talents..."

This is basically what I've been trying to say all along, even if my posts come across as more of a Commando > All philosophy.


I've always been a fan of versatility, and specializing in purely heavy weapons leaves me rather confused; as we are master marksmen, I would think that we would further hone the skills we pick up there (as per TechnoHic's example) without furthering them to the point that they infringe upon the other elites. If done right, perhaps Commandos could be set up as even being a complement for elites, depending on which weapon types you prefered.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


TechnoHic
Wed Jan 21, 2004 4:59 pm
#24

I really think it would make the commando profession fun if we really got these abilities. Currently we got all the marksman skills and some brawler yet are little more than the popular termed "One-Trick-Pony."



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Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
StarNick
Wed Jan 21, 2004 5:27 pm
#25

I agree with the poster, some even posted who either did not state that they were commandos, thought how commando should be from an opposing class perspective, or just from their experience battling some


in fact, compared to my post (which was down to the facts to improve our defenses essentially...and our RISK factor chance of success)...many of them wanted us to be "uber"


Hell, one of the posters before me said we should get more rifle, carb, pistol, etc mods and stuff and new weapons...no wonder people think we're uber! lol





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Raptor2k1
Thu Jan 22, 2004 1:43 am
#26

"First off...remember a "Concept" is a long way from implementation...they are just asking for our Vision..."


I think this was part of Darker's point - everyone's thinking about our future too conventionally, only looking for marginal improvement. Commandos are an elite profession branching out of the entire marksman tree, not just one part of it - this should be reflected in the profession itself. Tank-Killing is good and all, but it should never make up larger than 1/4 of our profession. From what you guys are mentioning, it sounds more like you want to turn us into heavy weapons guys (which should be an entirely different class if this is where they're taking us.)


Commandos are skilled, versatile warriors - Special Operations types of troops, I'd think most people would want to see this reflected moreso than it is right now. I'll be blunt, specializing with what we have now would suck. A commando, least of all trooper types, should not be restricted to close range conventional weapons and long-range expendables. We need a much, much larger variety of weaponry types (hence many of the requests for automatics and deployable field weaponry.) The Rebel strike team on Endor used what looked to me like carbines. For a game that's supposed to be adhering so strictly to continuity, why doesn't the profession named for the troopers on Endor have anything remotely resembling a carbine, or any other conventional weapon for that matter?


This single-minded obsession with specializing in destruction of hard targets is going to box this profession in and inhibit our potential development. I cannot stress enough how important it is for us to be the single most powerful and most versatile combat profession in the game (as a stand-alone profession anyways - we invest more points into combat skills than any other profession.)



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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