Commando Archive
Thread: The Commando Solo Project (or in otherwords, how is the Commando Solo Game)
Raptor2k1
Mon Apr 18, 2005 3:53 pm
#14
Hmm, so is it a fairly general concensus that, currently, the damage modifier and close-restrictions on the level system are a bad thing? With what I was experiencing yesterday that seemed to be the case - rather limits what you can do and makes some things unneccesarily hard.
Barkingbantha
Mon Apr 18, 2005 4:47 pm
#15
Master Commando/Mater rifles on Tat.
I can only get CL 15 missions from the terminals....and I am CL 80.
Drove to the tusken fort and got 1 shotted by a tusken observer. 3 times.And died.
This guy hit me for 8k repeatedly! 
Rathask
Mon Apr 18, 2005 5:43 pm
#17
I agree. The damage multiplier and levels having more effect than skill mods are killing the fun for me.
Raptor2k1
Mon Apr 18, 2005 8:33 pm
#18
Granted, AoE not doing full damage anymore (I HOPE this is a bug) and grenade damages not being very...useful are issues we need to get looked at, but for the most part commando is unique, fits its role, and overall is working great (the idea of a commando special may be an issue as well, with melee-commando in mind...but thats another matter)
I was thinking about this, and I wonder, could it be that only the elemental damage gets applied to the AE effect?
StarNick
Mon Apr 18, 2005 8:44 pm
#19
It might be, but AoE is definately bugged atm.
Im doing full damage with a LBC, but at times no AoE witha PFT, or 44% damage, or 11% damage. RL/HPBC currently arent giving me AoE damage whatsoever, and ASL is giving me around 11% like originally reported.
Im doing full damage with a LBC, but at times no AoE witha PFT, or 44% damage, or 11% damage. RL/HPBC currently arent giving me AoE damage whatsoever, and ASL is giving me around 11% like originally reported.
ninel1ves
Mon Apr 18, 2005 9:23 pm
#20
went to tat and ran into a group of tuskans, most where cl19 and the banthas where cl 25, also in the back was a tusken king with cl 101, i was cl 80 grouped with another cl 80, we both where wearing armor. we could drop the cl19s and cl25s though we sustained a lot of dmg. The cl101 was out of the question, after clearing out all the other tuskans carefully not to aggro him, he proceeded to hit us for around 1500 per hit each and we only managed to hit for around 230 per hit. Either way the cl 19 s seemed to hard for the two of us since they all con'd grey and gave 1xp a piece. I really prefered being able to solo in this game and it seems like that will virtually be eleminated now.
Thatguyfubu
Tue Apr 19, 2005 12:44 am
#21
Ok a few things that I noticed. One is now we can finally see what our level is and what our target's level is. This has always been in place. What has not been in place is how the XP is granted. Also a new feature is how the system will change the spawn level to match yours. This in return will make things really hard now. However the CL needs to have to balances, one for solo and one for group. A group of people equal to CL 80 will have an easier time then one person doing a level 80. Unfortunatly the system does not know the difference. Now to do some testing I went to the Lost Aqualish caves on Talus. In Live I can go through this solo at a nice steady pace. I went to same place on TC and I found the same results. However do to the level differences I did not get any XP but the challenge level was exactly the same. I think the big problem is we are used to going after CL 25 mobs while being CL 80 and not suffereing any XP penalty. Now that they are trying to match mobs to CL with it being majorly messed up do to the grouping aspects. As it stands right now a CL 80 mob requies at least 4 people to have an equal fight. Now one on one with a CL 80 mob is fine but the system forgets that is you are solo the is an unfair advantage to the system.Now in a true class system the mobs should have the same stats as we do, as in a CL 80 NPC has 3K ham, has the same skill set to there professions and hits just as hard as we do, same mitigations. Then a new grouping algorithom needs to be put in place along the lines that all the individule CL are added up and then divided by 2 or 4.
If this is not adjusted or two seperate CL systems solo game as we know it is dead for XP. You can solo for fun but not for XP.
Gawzeera
Tue Apr 19, 2005 2:03 am
#22
I've been playing a master commando/MBH smuggler 0/4/0/0(want to slice my armour and weapons to see what happens)
I've been doing nothing but solo play and have spent much of my time doing BH missions.
I tracked a bounty to Dathomir last night and while i was there decided to to try my skills out on 2 Enraged rancors (level 76) i did quite well against both at the same time using my plasma thrower. and only once one of the had been killed did i have to pull out of combat.
if the rubberband HAM bug was'nt around i have a feeling i would have been able to take the second one as well.
later on i came across a level 67 NS ranger and figured that i could put the burn on her. this was all going fine till a level 82 Rancor stepped out from behind a tree and carved me a new one within 4 hits. I was incapped and the rancor ran off, then i got incapped again by the NS who stuck the boot in, just because she was unhappy about being set alight with flamming hot plasma. I hit burst run as soon as i stood up as i was'nt in the mood to take a trip to the clonner and managed to get away. what i noticed about these encounters is that you will last longer against 2 mobs with a lower level than you, than you will against 1 mob of a higher level. (does'nt make much sense to me)
after my severe beating at the hands of Dath's nasties, i made my way back to my temporary home of Dearic(I run my BH missions from here cause i have noticed that i seem to only CTD when on planets with frogs, weird but true) after getting my mission and bio signature i traveled outside city limits to call down my probe droid and whilst out there i noticed a lambda had dropped off a squad of ping-pongs along with a nova cadet. now this would be a good test I thought.
and it was, I started off my attack by targeting the one in the middle and pitching him a curve ball with a plasma grenade, and i must say he and all his squadies went WOOF. I then used improved confusion shot(with my plasma thrower) followed closely by an underhand shot. this works quite well because with the natural AOE of the plasma the states from confusion and underhand stick to all affected(this gives a very
Khog
Tue Apr 19, 2005 2:36 am
#23
I had a similar experience.
First I took my TKM/MCM to Dant and did quite well killing off the local vermin, I was taking on several hurton at a time and as many as 3 voritors. I noted the exact types of creature I was killing.
Then I took my Master Commando/Master Smuggler character to the same area and sought out the similar creatures. I couldn't damage them faster than they were regening and I repeatedly got killed in just 1 on 1 fights. I returned to the frog and got novice medic to help with a 750 rated stim. I died again and again.
Incidentally, this is something Helios may be interested in, I was doing more damage with my Smuggler pistols than with any of my heavy weapons,and only very rarely did the fire DoT stick.
Sabaoth
Tue Apr 19, 2005 4:48 am
#24
I have been asking this question to as me and some friends attacked a Fort with turret today and the damage I did next to the 2 hand sith sword was just down right rediculous we all had to laugh.
Now as a commando you would expect me to do more dmg to critters, forts and even in PvP. BH with adv scatter pistols are doing more dmg overall than I am which leaves me to ask si this really balancing?
I say if this keeps up just leave the commando as it is at least then I can do more dmg to a turret or critters than a smuggler or swordsman.
They have taken away the spirit of commando and replaced it with CU
Thatguyfubu
Tue Apr 19, 2005 6:09 am
#25
Commando by itself is not too powerful. However mix it with BH and it is a different story. I started with a Master Commando, Master SL, and pistoleer 0004. I had melee defense 245 / ranged 215. My highest dps was with the plasma at 412. My most powerful attack was stopping shot, this was really nice with the rooting. I then switch to Master Commando, Master BH, and SL 0400. Now my defenses are 275 melee and 280 ranged and highest DPS is 444 with the plasma. Now I get some really nice specials from the BH profession. When mixing up commando with other professions make sure you look at the general ranged accuracy and speed. Overall being able to use the plasma with other professions specials seems to be the best bet.
neilcreek
Tue Apr 19, 2005 6:44 am
#26
I am completely unable to solo anything near my CL. I am testing master commando and one other branch in any of the marksman elite professions, since I want to keep a master crafter profession when the CU goes live. When I take missions from terminals, the opponants are usually one level higher than me and they absolutely pound me into the ground within seconds whatever strategy I try. I can barely make a dent in their health, yet they incap me in 2-3 hits. This is only taking on one MOB at a time, not several.
This has taken away any of the enjoyment that the other (wonderful) changes that have been made to the commando. Either I go after grey cons, or I die. Simple as that. I do the vast majority of my fighting solo, and I don't plan to master a second combat prof. I really REALLY hope this isn't the way it's going to go live, because I won't have any fun as is, and will have to chose between a crafter or a figher. And I want to play with both!
This has taken away any of the enjoyment that the other (wonderful) changes that have been made to the commando. Either I go after grey cons, or I die. Simple as that. I do the vast majority of my fighting solo, and I don't plan to master a second combat prof. I really REALLY hope this isn't the way it's going to go live, because I won't have any fun as is, and will have to chose between a crafter or a figher. And I want to play with both!