Commando Archive

Thread: Pre-Combat Balance Change Suggestions

Tripping
Mon Jul 12, 2004 5:47 pm
#14

The way existing armor is (60+ base on heat and acid), and the fact that we do not have any AP on our weapons makes us a sham in pvp.I say remove the delay on our specials so we can spam them like all of the other professions out there with AP weapons. With the weapon switch delay we can barely incorporate the flamer or HAR into a pvp combo b4 we are toast. Give us the ability to hit hard we are heavy weapon specialist for christ sake!


Tripping Billies
ghola_flurry
Mon Jul 12, 2004 6:15 pm
#15

Garvin, you hit the nail( nails? ) on the head so succinctly that, had I a womb, your child would be in it. After such a crappy day, I'm positively giddy with the idea that even some of these changes would be considered! I think your list covers every idea I've wanted to see realized and if I had to choose one to go live, I'd choose the grenade ideas, I think. What can we do( live servers and TC )to help you? Information, statistics, etc?



-----
-Ghola Talax :: Master Weaponsmith, Master Doctor - Minister of Business Affairs for Talon Morte
-Bishamonten Talax :: Proud Member of C-III and Citizen of Talon Morte( Formerly Triconica )
-Menelaus :: Commando on TestCenter1
KaptainKrude
Mon Jul 12, 2004 7:26 pm
#16

Drop the Marksman pre-req from Master to 0/4/0/4. Rifles and Carbines are pretty useless to a Commando right now. Decide now if those weapons will have some place in the future of Commando... if not, please dump the pre-req.


From a "realistic" standpoint, it makes sense that a Commando would be trained in many weapons, but it's just not practical or effective in SWG becausethe Marksman level abilities with these weapons are far too weak to consider using, especially now that weapon switching has a delay.




NTyekanik CorrinoN
New Dawn City
Naboo

KaptainKrude
Mon Jul 12, 2004 7:28 pm
#17






ghola_flurry wrote:
Garvin, you hit the nail( nails? ) on the head so succinctly that, had I a womb, your child would be in it.




I really like Garvin too, but......... eww.




NTyekanik CorrinoN
New Dawn City
Naboo

nerfherder321
Mon Jul 12, 2004 7:39 pm
#18

Hey, i got an idea, how about this, You know our HAR and FT trees? why not combine them, and change the attacks from "acid single and Flame singe1" to something like... "heavy stream 1" add the rifle for the fourth tree, and stick the LLC to the "non disposible heavy weaps tree"(i hate making names). Make the Heavy Acid rifle have a DOTistic effect, like, it wouldnt do this in PvP, but the heavy acid rifle should peal away their armor, like... it should reduce its effectiveness for a certain amount of time slowly, like it "eats into it" the higher the resists the less it does. But, umm... you could also make it eat away at their flesh... like it burns them, not wounding them, but just draining their life per sec (small though). The LLC should affect droids by either having a like... 10-25% chance to stun them/ deactivate them for a couple seconds, or like "blind" them with static, if you know what i mean




Cheat Fetto
Jhyson-Bria
Mon Jul 12, 2004 7:54 pm
#19

Lack of accuracy with "profession" weapons (disposable, and nondisposable weapons)


  • We, as an elite rangedprofession have thelowest accuracy and speed modifiers of any ranged elite or specialist profession. The other high damage, low speed weapon profession (Riflemen) are nottriple penalized with horrible accuracy/speed mods and long cooldown times on their special attacks to boot.

Replace the "specific weapon" accuracy and speed modifiers, with "Heavy Weapon" modifiers



  • Adding Heavy Weaponaccuracy and speed modifiers, between the Heavy Weapon, Flamethrower and Heavy Acid Rifle branches would allow us to get to a higher overall accuracy and speed with all Heavy Weapons. Balancing thisadavantage outis the neccesity to spend more points within the Commondo Tree in generalto be highly effective, instead of being able todable inone or two branches and being higly effective.

  • Will up the hit ratio on disposable weapons. Effectively raising their usefulness from next to none, to situational.

  • Allows the existing "Heavy Weapon" armor and clothing skillmodifiers to be used (an old, very dead horse).
TatooinainWarrior
Mon Jul 12, 2004 8:20 pm
#20

It's simple really, for the amount of skill points it takes to be master, we are way too weak.

/agree with all you have said gaivn, but all i would add is, why do our weapons not have powerups?? if not the flamer... at least on the HAR and LP... I mean a unsliced HAR is way to slow, and the LP just don't do enough damage for all them fireworks.

If a powerup for the flamer is allowed, it should be only one type (limit our advantage) and should only either effect the speical attack delay or the range mods (speed and damage should be be allowed to be modded)


My ideas I'd love to see


Ra'ven (infinity)



Ra'ven (Infinity)
Canceled, last day of play is may 21st
Former High Council Memeber of Dorsai
The former Hunt Leader for dAcE
The former Field Marshal of EpS

Fireworks Guy for Phoenix Star
Still the Watchmen for Ephesus
*Member of the Infinity Roleplay Community*
ghola_flurry
Mon Jul 12, 2004 8:26 pm
#21



KaptainKrude wrote:


ghola_flurry wrote:
Garvin, you hit the nail( nails? ) on the head so succinctly that, had I a womb, your chiIt's simple really, for the amount of skill points it takes to be master, we are way too weak.
/agree with all you have said gaivn, but all i would add is, why do our weapons not have powerups?? if not the flamer... at least on the HAR and LP... I mean a unsliced HAR is way to slow, and the LP just don't do enough damage for all them fireworks.
If a powerup for the flamer is allowed, it should be only one type (limit our advantage) and should only either effect the speical attack delay or the range mods (speed and damage should be be allowed to be modded)

My ideas I'd love to see

Ra'ven (infinity)ld would be in it.

I really like Garvin too, but......... eww.





Lets just say my devotion to getting the commandos into a formidable class again knows few bounds



-----
-Ghola Talax :: Master Weaponsmith, Master Doctor - Minister of Business Affairs for Talon Morte
-Bishamonten Talax :: Proud Member of C-III and Citizen of Talon Morte( Formerly Triconica )
-Menelaus :: Commando on TestCenter1
SuperTurbo
Mon Jul 12, 2004 10:52 pm
#22

Issue:


  • HAR is not very much used.

Suggestion Solutions:


  • Reduce it's attack and special attack speeds, make it AP2 or AP3.

  • or Completely revamp it. Make it a Sonic beam rifle. Does stun damage. If stun damage, keep it's current HAM cost, attack speed and special modifier. Have SonicSingle1 do a concentrated Stun beam attack, and SonicCone do a 30 degree cone of Stun beam attack.

Making the HAR a Stun Beam cannon. This would really make the Commando feared again in group PvP. Imagine the support role of targing a group of enemy Melee fighter and unleashing Stun cone attack. It would cut through many. (Can remove this change after CB since Stun type weapon is going away).



Issue:


  • There'sa Beam Rifle (Heavy Weapon)that exist in the game and it's unusable.

Suggestion Solutions:


  • Quick change is to cert it as a HAR, use it's accuracy and speed modifier. Make it the Stun Beam cannon I mention above, and keep the HAR the same. Just make it a clone of the HAR, and have it's damage type be Stun.

  • Or have it have AP1 Electric damage.



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
Ravenspite
Tue Jul 13, 2004 5:22 am
#23

Well, seeing as you asked for quick changes that require minimal coding from the devs :


Remove the 2.5x hit mod that melee have againstus because we're ranged opponents(the logic behind this being that we have an unarmed pre-req and KNOW how to fight melee as a result)

Dump that ridiculous 5 second weapon swap delay, it's totally killing the "versatility" of commando


Improve the DOT on our flamethrower : right now it can be put out by a doc as well as doused by water, and if you're taking on a buffed opponent it really doesnt have much of an effect. Either restore it to its former glory (with a reduction to initial damage if necessary) or at least TRIPLE what the DOT currently ticks for.


Stick those in the game and I'd be happy to wait until the combat rebalance for the devs to implement some well thought out, balanced and substantial IMPROVEMENTS to our prof.


Druce Bayne
Perzmo
Tue Jul 13, 2004 5:54 am
#24

Useless in High level NPC Combat


  • Commandos are useless in fightinghigh end content for the following reasons:

  • -


Community Suggestions:


  • Replace or Revamp HAR to have Ranged Specials.
  • Reduce Power, if needed,in exchange for ranged special and some high level of AP.

Grenades Hurt User


  • Commando grenades damage the user if caught in the blast radius. This damage is on top of the extremely high HAM costs and often leads to Commandos Incapp'ing themselves.
  • Bomb Droids are set not to damage the user if caught in the blast radius.
  • Combat Medic Poisons and such do not damage the user if caught in the blast radius.
  • Ideal Range of Commando grenades often within the blast radius.
  • Grenades are boring.
Perzmo
Tue Jul 13, 2004 6:04 am
#25

Sorry about the above post


Anyway:


Useless in High level NPC Combat


  • Commandos are useless in fightinghigh end content for the following reasons:

  • MOBs have high heat or acid resists

  • MOBs have light/medium/or heavy armor

  • Our consumables that have AP2 or AP3 are to inaccurate and expensive to use

  • Our only usable weapons, Launcher Pistol and Flamethrower have AP0

Community Suggestions:


  • Give the Launcher Pistol AP2
  • Give the Flamethrower AP1


Useless in High level NPC Combat


Lack of Defense



  • The 2.5 melee damage bonus and weapon switching delay hurt us more than any other ranged profession, since we are forced to fight at a range of 16m or less


  • Community Suggestions:


    • Give us some Commando Thougness, +50 at Master Commando
    • Give us a dodge modifier in the same skilltree
    • Give us a Commando CenterOfBeing modifier to be used with dodge

    Skeptic666
    Tue Jul 13, 2004 7:05 am
    #26

    1 please make a huge note that being in the melee range are we still and if so ( I think we are) why are we getting hit with the 2x melee thingy. If they make us melee attack we should not be able to die before we can get a second hit off no?



    Member of Darkk
    EX Combat Upgrade Sandbox Alpha Phase: Commando Team
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