Commando Archive

Thread: Update October 1st

MaDCoW8Me
Thu Oct 02, 2003 12:19 am
#14

The only defense bonuses come from field tactics, and they arent that much to begin with.


I do hope that in weakening certain points of commando, they in return spice up all the skill trees to be just aseffective as the flamethrower one.




Aipest Geera
CC Extraordinaire
Tesserehn
Thu Oct 02, 2003 12:37 am
#15

Thanks for all of your efforts and hard work.



Tesserehn Rache
Master Ranger / Novice Pistoleer
White Falcons Guild, Falcon Crest, Corellia
Rebel Second Lieutenant
tanhauser
Thu Oct 02, 2003 1:21 am
#16

Thanks for the report and thanks for the great job you are doing! We appreciate it... just remember to play and have fun every once in a while

F
Gamble
Thu Oct 02, 2003 9:23 am
#17

well if you want to look at it completely logically, I could only spray a part of your body w/ fuel and only some of you would lite (assuming not a lot of spread). A second larger spray could cover a larger surface area causing more damage. It's easier to picture this on a larger target (kimos or krayts) and just logically scale it down for npcs/players and smaller creatures.



000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000
00000000-------\\\\\ Gamble Karr
0000000000000000000000000000000000000000000
00000000
0000000000000000000000000000000000000000000
00000000-------\\\\\ Pirate Lords
0000000000000000000000000000000000000000000
00000000
000000000000000000000000000000000000000000000000000

YouShapeTheCon
Thu Oct 02, 2003 9:49 am
#18

Keep up the great work! I would not mind at all if the glory of the flamethrower was somewhat diminished, as long as, to refer back to what someone else said in this thread, the rest of the trees finally get fixed to the point that commandos actually want to use them. If people see four commandos, each using a different weapon, as opposed to FlameCone, FlameCone, FlameCone, I highly doubt the cries for nerf will be as loud.


And on a side note, I'm glad to see the Commando dev is getting some well deserved vacation time. After getting the profession to work SO well, he/she deserves the break.

tacwraith
Thu Oct 02, 2003 9:57 am
#19

yeah, and tell the devs to paint the barrel of our acid rifles bright orange. I'd hate for SOE to get sued by not following federal law.


Toy guns must be clearly marked with bright orange colors.





'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

Kane_Firestalker
Thu Oct 02, 2003 1:03 pm
#20

I love it when i waste someone in PVP and they send me a tell later crying 'enjoy being uber right now because your getting nerfed' lol. I laugh in their faces an waste them again. Go ahead and take down the flame dot, I'll just hit you with particle beam now while you run up to me.



-=tEh ChEf's fOod & dRinK=-
Oasis, Naboo -1227, -4936

-=Oasis Master Sales=-
Coronet, Corellia: -200 -5500
Mining OP, Dant: -190, 2620
Xeromancy
Fri Oct 03, 2003 12:53 am
#21

I read the post, and it worries me a bit that while he did talk about removing defense mods and lowering DOT, and rightfully fixing the ranged/melee FT issue, he didn't say a word about what else he wanted commando to be. He said he saw us as high damage-output characters... but he didnt say anything about giving us more useful weapons/abilities.


More importantly, in my opinion, what what he said about combos stacking damage? Will this work for commandos? The reason I ask is for the vast majority of our weapons, we have no moves, so, if i understand correctly, combos dont work there, and for the FT/laughable HAR, we have 4 moves... all of which only operate under 16 meters. So, unless we're under 16 m and alternating FS1, FC1, FS2, FC2(assuming that would work to satisfy the conditions of combos...) , do we commandos get left in the dust as far as combos are concerned?


In other words, can we have some more special moves? ... Maybe some longer range, no DOT moves?


Just a concern...


Athein


Tarquinas




"The cromulence of your speechitude embiggens us all."
-Capt.Morgan on the finer points of proofreading before you post.

Master Indecision Artist
MasterSynn
Sat Oct 04, 2003 11:07 am
#22




Xeromancy wrote:

More importantly, in my opinion, what what he said about combos stacking damage? Will this work for commandos? The reason I ask is for the vast majority of our weapons, we have no moves, so, if i understand correctly, combos dont work there, and for the FT/laughable HAR, we have 4 moves... all of which only operate under 16 meters. So, unless we're under 16 m and alternating FS1, FC1, FS2, FC2(assuming that would work to satisfy the conditions of combos...) , do we commandos get left in the dust as far as combos are concerned?





I honestly don't know. These are some of the things I'd like to discuss with the DEV when I get the opportunity. It irks me that changes are being proposed to our class without any input being asked from us. In my PERSONAL opinion, I believe that our flame specials should continue to stack simply because every other DOT in the game stacks. I know some other commandos disagree with this.


Anyway, I am going to try to get in touch with Dan, the DEV who has proposed these changes and ask for some explanations. He's supposed to be back from Italy this week.




~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
Ohoud
Sun Oct 05, 2003 11:25 am
#23






MasterSynn wrote:

These possible changes may include a few which affect commandos, such as changing commando weapons to be seen as "ranged" not melee weapons





How can this be seen as a "possible" change? This is a bug that is crippling Riflemen!

Urbannaja
Sun Oct 05, 2003 3:41 pm
#24






Ohoud wrote:





MasterSynn wrote:

These possible changes may include a few which affect commandos, such as changing commando weapons to be seen as "ranged" not melee weapons






How can this be seen as a "possible" change? This is a bug that is crippling Riflemen!





When a weapon is used mainly at under 16m, most people would consider it melee. It's an up-close weapon and up-close = melee. Riflemen need to be fixed in their own right, and stay OUT of melee range.



Vlor Dratharsi'
There can be only one
Timmelle
Mon Oct 06, 2003 12:42 am
#25

Kane I believe one of the fixes they are thinking about is making heavy weapon line weapons have a negative against small creatures, humanoid, ect.
Ohoud
Mon Oct 06, 2003 11:24 am
#26






Fedrex wrote:

until 15 mt they don't do nothing




Hehe, I quite liked that one
Page 2 of 3