Commando Archive

Thread: First response to the Week 1 Report.

Camilyn
Fri Aug 01, 2003 6:42 am
#14

GJ Garibaldi. Im thinkin in order to get the Dev's moving in the right direction(or at least moving) a little hard line is totally in order. We cannot afford to stop at " Fix HAR and provide resources for the weapons and we'll be happy " If we become satisfied with what little they give, then thats all they are going to give, till we start making noise about the bugs and problems again. Fix it right the first time I say.



Dragonelle, The gimpest class in the Galaxy, Ahazi

" It's better to keep your mouth shut and let people think you're an idiot, then to open it and remove all doubt"
Nishu
Fri Aug 01, 2003 6:44 am
#15

I think they forgot we have a 250 skill point limit.


Quick review.


Bounty hunters require master marksman and master scout, they are entirely self-sufficient.


Commandos require master marksman and master unarmed, they are only for 'special situations'


I'm confused. So basically I'm suppose to be a Teras Kasi that lobs grenades once in a while? That's pretty much what I do right now..


It seems like there's a lot of bias going on. I've heard from other servers that the flamethrower special DoT effect is only about 50-100 damage a tick, while the bounty hunter pistol skill (how do you ignite something with a pistol?) does 250+ damage a tick. Now if flame single II balances that, fine, no gripes. Still no flamethrowers craftable on my server so I haven't gotten to test it myself yet.


On kind of an unrelated note.. what happened to the 'streams of corrosive acid' on the heavy acid rifle? All I see is a very small tadpole-esque (I'm sure some of you will make the other reference here, I'm just keeping this clean =p) projectiles that more often than not are fired at the wrong angle.


I don't think they understand that the huge delays on specials affects everything. Its not like I can fire off a heavy weapons special then switch to another weapon and continue fighting..


Too bad nothing drops Cryoban grenades, only glop, would at least give me something to do in the meantime =p

MrCreed
Fri Aug 01, 2003 6:45 am
#16








Garibaldi_di_Alia wrote:
Week 1, Dated 7/24/03

1.) Weapon Cert for Heavy Acid Rifle and Beam Rifle. Currently, whenever you
try to use one of these 2 weapons you get the message saying that you are
not qualified to use this weapon, and the end result is 10 to 14pts of
damage per hit.

DEV: This should be fixed on Test Center currently.





Ok, anyone test this on test center? I wasnt a big fan of going to the test center but since my character is finished (with the exception of commando and factions points), I guess I'll try and go see first hand. Is the acid rifle something that does good damage without having to use heavy ham costs?





2.) Poor stats on the Heavy weapons, basically the 0 ideal range, the
severely unbalanced range mods, and apparent lack of accuracy of the weapons
in general. This is for the Flame Thrower and HAR (Heavy acid Rifle), dpm in
the range of 1200 which considering that you cannot use marksmen skills with
the heavy weapon, you just point and shot, and wait for the mob to die with
no real tactics, these weapons should be in the 1800 to 2200 dpm, otherwise
there isn't really anything "heavy" about them.

DEV: The default attack of these weapons are not impressive. These weapons
shine with special moves. The Update on Test Center increases the power of
special moves. With greater power comes the need for balance (hence
requiring special moves for the good stuff).





What about accuracy? Seems the Dev ignored that part. What good is heavy damage if you miss? Again, anyone check this out on test center?





4.) The extreme difficulty in getting resources for the weapons which
totally gates the profession. Not only do commandos have to wait for a
master weaponsmith, they have to wait for a whole gambit of rare resources,
that have not spawned once, or they have only been present for one day in
the beginning of release. Seems this is abit harsh considering the 2 primary
heavy weapons (HAR and Flame Thrower) are the only thing we can use to gain
HW exp and this appears to be true on all servers. What most would like to
see, is a few of the specific items required be changed to a general item,
for example, instead of Class 3 Liquid Fuel for the flame thrower, it
should be simply Liquid Fuel. The weapons shouldn't require more than one
or 2 specific items to craft, much like the other firearms in the game.

DEV: We do want these weapons to be more rare than other weapons because
they are more powerful, but we'll look into this more. On Test Center, we've
made some changes to the Launcher Pistol that should help Commandos adance
in heavy weapons.




Ok, so they dont want everyone running around with heavy weapons. Thats fine. But what if NO ONE on my server even can make one due to ZERO resources. Thats the ultimate in rare. I guess commando on my server means "launcher pistol" only. Anyways, anyone check test center and see if the xp haschanged from pistol to hvy weapon xp on the launcher pistol?


Well I guess its good to hear SOMETHING and I shouldnt whine. I'll try to get on the test server and check it out. We ALL need to test this out and find out if its crap or not. The sooner we know if these 'fixes' are really fixes or not, the sooner we may be on the road to something.


Long Live Commandos! Well, at least the ones in my faction. 8D




Evel (Kauri Server)
Master Commando / Master Pistoleer


JediQuic
Fri Aug 01, 2003 6:46 am
#17

Ok More Did Follow!


Ok In Responce to the Whole Specials are Gonna be the "Heavy damage" statement....I Don't have a Flamethrower yet, or HAR for that mater either, But Don't i recall the HAM Costs Being like 100+ Each?


I suddenly Feel like a TKS, All the Power in the Galaxy at my Fingettips(Read: Vibro Knuckler) but i Cant use it because when i do it Does 300 damage to myself.



Garibaldi, I Support your Responce Entierly...I Feel it Perfectly Conveys the Gut reaction of every command to this "responce". It is Exactly How i Would have Responded.



Nishu
Fri Aug 01, 2003 6:48 am
#18

MrCreed: as far as i can tell from the stats of heavy acid rifles crafted by master weaponsmiths on my server, the only respectable damage you're going to do with it is with a special.


The one I have now was made with the only resources available, so its a little lower than it could be, but at 62-150ish damage and 5.6 speed, I don't see the point. My scout blaster is roughly 60-140 damage itself, and 1.8 speed. A wee bit off, no? =p

Kithkin
Fri Aug 01, 2003 6:52 am
#19

i hate posting so bear with me.

number one thing i see is ppl whinning about 0 ideal range.
with my launcher pistol, with both me and target not moving i am -3 accuracy.. if its far away it goes to -4..
i seem to hit same point blank as i do at max range.. think you guys need to test the range before thinking a 0.0 is a gimp for ideal range. or it could be the fact that i am a weapon crafter and i added a scope to get my range bar to look like 0 / +2 / 0.

now about this secondary char that the ELITE commando prof is.. for 169 points to master.. what are we suppost to spend our remaining 81 points on to be a regular full time player. i have grabbed a few pistoleer moves, like i am sure others have, just because i have a launchger pistol and i want to use a gun only commandos get.

as is i planed on being a master weapon crafter.. and for combat be a commando.. the way it looks like this fix is going to go.. i will be nothing more then a crafter with no combat skills.

we need a common gun that we can use all the time with special moves... and when it calls for it.. then we pull out a acid rifle.. other wise this is the biggest waste of points i have ever spent.. and i started with every novice profesion and erased as needed

Kithh Kannon
Eclipse_
Nishu
Fri Aug 01, 2003 6:53 am
#20

The special move cost on grenades is ridiculously high, but.. there's no specials anyways (though there is a pretty hefty cost for just using one)


As for the HAR, the HAM costs are pretty rough from looking at the weapon stats of the one I have.


Good reference to the TKA about the HAM costs, its entirely true.


In fact I've kept medic solely for the fact that when I fight exceptionally well I end up having done more damage to myself than my opponent has.

Garibaldi_di_Alia
Fri Aug 01, 2003 7:00 am
#21

I can help with the HAM cost issue.

unless its changed on TC, as of yesterday and the past few weeks..

Grenades do have a action cost of 100 or so.

Flame Thrower Special, FlameCone1 and Flame 1, was about 15 to 20 health. I would venture a guess that the HAR is the same.

Cannons.. guilty of not paying attention yesterday. I got my first heavy partical beam cannon last nite, fired it 3 times and forget to pay attention to the ham cost, was too busy trying to scroll thru the combat spam to see how much damage it did. It did 629, 679, miss. I had to be in group to do it, dont try this solo, huge delays in firing. Although, I did not get a 2nd line of combat exp, like you do with grenades, So I think these weapons give HW exp now. But remember, if its your only weapon, and you do 600 then 600 and the mob dies, you will get very very little HW exp, cause everyone else has done 1000's of pts of damage. This weapon, is diff a "support" weapon for a flamer, HAR or launcher pistol (if that pistol gives HW exp).

My best advice to every commando out there, is get in a co-op with a weaponsmith. Run mines for him, help him pettle his wares, what ever it takes, so that you can get a good dicount on the HW's.. its going to be very expensive. The parts it takes to craft these weapons alone, should be enough to control the outputs, much less the rare resources.
DrkSensei
Fri Aug 01, 2003 7:47 am
#22

Garibaldi with all due respect....


What good is having a weaponsmith friend..when he has no resources.They pretty much said this was as intended.Besides we can't hit the broadside of a barn with it anyways.Frankly I am little shocked and ticked off that a class that requires large amounts of heavy weapons exp to move up the tree and has fairly high entrance requirments...is supposed to be a add on class(i.e. these are not primary combat weapons).A disposable weapon (with no specials) that does 600 damage is a freaking joke.Especially at it's speed. I find myself still wondering just what the heck we are supposed to be doing or adding to the battelfield.


Narak Al'Stari


"Bothan Military Advisor and Man about Town"




Bothan Bounty Hunter ~ Starsider
Narak Al'Stari
C o g i t oE r g oS u m
Bothan Commando M Gorath

Kaltek
Fri Aug 01, 2003 7:48 am
#23

My question is still especially if these are situational only weapons (which sucks to begin with being a Hybrid elite profession) that how are we going to use them and live. If I was a Master Commando and my flame attack did 4k of damage I am not sure I would be happy honestly since with the range of these weapons and the bonus modifer to damage I am taking while weilding them I would be incap'd long before I could use a second shot...


Mobs that I am going to be killing either for xp or when I am done xping to get some cash will most likely be 5k HAM mobs minimum that hit for 250 minimum which means I am taking 750 dmg per hit if not more. Certainly commando's are fubar in these cases. Group only commando /yawn NEXT! Obviously they are not going to give us 4k damage... Heck even AT-ST's do around 1k damage and they are mounted weaponry which I doubt a man can carry so I really can't see them giving us the damage we need to be honest to balance out all of our hardship and downfalls...



Seriously considering Doctor instead at this point... Only thing holding me back is someone needs to build our PA hall and since it takes so many slots I am going to be hardpressed to be a doctor with all my lots taken up already =(




Kaltek
Starsider Server
Doctor / Rifelman of the Rebel Alliance
Member of [BLUD] Be Loyal Until Death
Garibaldi_di_Alia
Fri Aug 01, 2003 7:52 am
#24



DrkSensei wrote:

Garibaldi with all due respect....

What good is having a weaponsmith friend..when he has no resources.They pretty much said this was as intended.Besides we can't hit the broadside of a barn with it anyways.Frankly I am little shocked and ticked off that a class that requires large amounts of heavy weapons exp to move up the tree and has fairly high entrance requirments...is supposed to be a add on class(i.e. these are not primary combat weapons).A disposable weapon (with no specials) that does 600 damage is a freaking joke.Especially at it's speed. I find myself still wondering just what the heck we are supposed to be doing or adding to the battelfield.

Narak Al'Stari

"Bothan Military Advisor and Man about Town"






Hey, I agree totally to the lack of resources. TO me this is not what was told to us in Beta. What I was lead to believe, was the Quality of resources would be rare and special, so that on occasions you would get a super uber weapon cause for 2 days quality 999 x iron would spawn, that would allow you to make x weapon with 30 more damage pts than the the previous items.. It was never suppose to be, no weapons for you for 3 months cause x iron never spawns... Thats the problem we're having now, and the devs seem a bit confused, or maybe changed their minds?

Also, I hope the dev's response was just bad english, cause you're right, for a 2ndary profession commando is dam expensive. I'm hoping what he meant was, that the special heavy weapons (ie HAR and FT) were suppose to be 2ndary weapons and something like the Beam Rifle and Launcher Pistol were suppose to be our primary's.
Drist
Fri Aug 01, 2003 7:56 am
#25

I hope you get a response soon Garibaldi. At this point I think BH would be my best bet. Remember they got a special move increase as well and they don't even suck Just not sure how much longer I can hold out.

DrkSensei
Fri Aug 01, 2003 7:56 am
#26

That was my thought too(**edit** Im a dreamer). I thought perhaps the thrower(named for my urge to throw it at the mob since I can't hit) aqnd the acid rifle were meant to be our"mainstays".Have to admit the way they phrased that doesn't sound too promising.The resources thing..well if they did change it not sure what the heck we are going to do.


Narak Al'Stari


"Bothan Military Advisor and Man about Town"




Bothan Bounty Hunter ~ Starsider
Narak Al'Stari
C o g i t oE r g oS u m
Bothan Commando M Gorath

Page 2 of 7