Commando Archive

Thread: Blixtev...Help us help you!

thepunisher286
Sat Jul 16, 2005 11:34 pm
#14






RankorCity wrote:



Lets put a halt to OUR speculation of Commando should be and focus on what YOU/Devs want (or envision) Commando to be...Because unless we know what you guys want for us, all we are going to do is bang heads repeatedly. However, if we know what you want of us, we can help you in that direction. We will just have to accept that your (speaking generally here, as in devs) vision doesnt match ours....


Ci est la vie, I suppose.


So all we can do is move forward...


Having said that, lets get to the meat of it...


Garvin and/or Stern had stated that your intention was to make us a "toolbox" profession. So, I guess, what I would like is some clarity/confirmation here, on this and other issues. I'll accept (though I may not like it) the fact that we do not have specials, per se. I'll bite and accept that the intention IS for our weapons toBE our specials.


Unfortunately, however due to coding issues, thats not working. Thankfully, thats being worked out, hopefully.


I guess what I am trying to say is that if we know what you guyshave in your minds for us to be, straight from the horses mouth so to speak, we can better assist you in gettingthere. My feeling is that you guys dont know what to do with us. We've been abandoned for so long,that our role seems a good bit convoluted. Our prof seems to be filled with contradictions, that could be worked out if we knew what the intention for us to be is.


As a side note, are we really that complex of a prof to code? It seems like there are SO many variables that the engine has to consider when calculating our mods out...


I dont mean to sound like I am calling you guys out. I just want to know WHAT we are to be, HOW we are supposed to do it. IfI/we know this, we could probably get to the end result (a successful, viable, working profession) that much faster.


If we knew our role, what our weapons intent is, what our profession is, an indepth focus thread/study could be done to give advice about what we do well in our intent, and what needs to be improved on.


Thanks for your time!

Message Edited by RankorCity on 07-15-2005 09:08 PM




I recall the devs bringing all the correspondent to a big meeting to texas. There they, like your focus thread/study, talked about what thier professions should be and how they will turn out upon CU and that would straighten everything out about roles and such.


A lot of good that did . Commando turned out in a way -none- of the community wanted it to be. We are apparently a powerup profession but right now all we have is a "minus skillpoints" mod.


Why does it feel like our correspondents do more work to our profession than Sony? Commando has been infitnitely patient. More so than most combat professions. I guess the sqeakier wheel gets the oil. Here is the kicker: Because of the CU, the GCW or PVP is "out of control" and such, that will be getting more attention than most things directly related to pvp, ie jedi and bh.


End result is getting less attention than a mime.
Dkdeath
Sun Jul 17, 2005 12:21 pm
#15

The only suggestion i could give in response to that isfor Command is return it to the set up it had before the CU,none AOE weapons apart from the obvious flamer specials andthe RL which could stay AOE with its KD effect and add a Master HeavyRL which does a LOT more damage(all presuming they can get it AOE working), remove the Acid tree... theres no point in it any more, replace it with hand to hand combat. We haveto take an unarmed tree to get commando give people a reason for it... some powerfullunarmed attacks(slower than TKbut harder hitting doing less overall damage), add an advanced firearm strike... i mean shouldnt we be proficcient in hand to hand combat with our weapons? Ive not used grenades much but i would say lower timers on them or make them hit harder perhaps.


Specials would be simple- Give the profession status recoveries in the first two trees of Commando,

Also perhaps add a Overload Blast and Heavy Overload Blast to the second treemuch likethe critical shotbut doingless damage


New Unarmed tree:

Heavyarmour break- in the unarmed tree (useable by both ranged and uarmed comandos when within 5m)

Heavyfirearm strike- causeing KD and a DOT if the weapon is capable of giving one, due to the fact its the advanced version make sure that this KD has 100% chance of applying these effects.

Brute strength- An unarmed attack putting all the weight into a punch?

Bone Crusher- some kind of kick to the chest causeing bleeding(in an internal way not external)

Sticky Grenade (Master level)- When within 5m stick explosives to the enemywhich detonate after a few seconds doing heat elemental damage of a certain amount?


Flame Tree:

Flame Single 1- Concentrated attack which hits much like the original standard fire of the flamer but causeing definate DOT

Flame Single 2- Heavier hitting version of the previous putting on DOT with increased damage

Flame Cone 1- Commando pulls the flamer in a cone movment doing an AOE attack

Flame Cone 2- Same as above only doing more damage


I want the commando to be balanced so obviously it wouldnt be perfect at unarmed or ranged it would be a mix and from that the player would have to choose which side it would beinfit from aka TKM or MCarbines. We wouldnt be uber we wouldnt be terrible we would be somewhere in the middle as it should be.


These are just some ideas people have posted better ones but i just feel now as if no ones listening to us... i mean would it help if we made a peition ang got half the game to sign? Im open to suggestions *sigh* I mean show us your still listening Blixtev... respond tell us if you orany of the otherdevs like the ideas, if your panning to change usor if your planning to leave us as we are(wit the eventual AOE fix)? Ok so some people will get angry if its not what we want to hear... but i think most people would be just greatfull to know whats happening with the profession and im aware the NDA thing can be an issue.
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