Commando Archive
Thread: AOE Fix coming....
LittleChuck wrote:
MorbidTaste wrote:
Im confused...
Whats broken or bugged atm?
ROFL!
In Jedi eyes, the non-Jedi professions work perfectly while theirs lies in shambles. Ahahahahaaaaa.
MorbidTaste, the answer is that most commando weapons are suppossed to be doing AREA damage, as in damage to an area. Commando weapons on live servers DO NOT do area damage over the elemental damage listed. Some commando weapons are suppossed to do anywhere from 45-100% of the damage done to the primary target to targets caught in their area of effect (AoE).
Commandos were supposed to be the highest possible damage rating profession wise, but since their AoE doesn't work, I'd put them closer to average damage or lower ![]()
Ternque01 wrote:
LittleChuck wrote:
MorbidTaste wrote:
Im confused...
Whats broken or bugged atm?
ROFL!
In Jedi eyes, the non-Jedi professions work perfectly while theirs lies in shambles. Ahahahahaaaaa.
MorbidTaste, the answer is that most commando weapons are suppossed to be doing AREA damage, as in damage to an area. Commando weapons on live servers DO NOT do area damage over the elemental damage listed. Some commando weapons are suppossed to do anywhere from 45-100% of the damage done to the primary target to targets caught in their area of effect (AoE).
Commandos were supposed to be the highest possible damage rating profession wise, but since their AoE doesn't work, I'd put them closer to average damage or lower
If you look back over the publishes since the CU, I think you'll find that some other professions (which shall remain nameless and be hunted to extinction) have shown up a lot more often on the patch notes than commando. We are "miscellaneous" if I recall in one.
The one thing that im most impressed with is that the Commando community is tring there hardest while not being little cring nerf herding babies like most other professions in the game, thats much of the reason im still commando ...
MorbidTaste wrote:
Ternque01 wrote:
LittleChuck wrote:
MorbidTaste wrote:
Im confused...
Whats broken or bugged atm?
ROFL!
In Jedi eyes, the non-Jedi professions work perfectly while theirs lies in shambles. Ahahahahaaaaa.
MorbidTaste, the answer is that most commando weapons are suppossed to be doing AREA damage, as in damage to an area. Commando weapons on live servers DO NOT do area damage over the elemental damage listed. Some commando weapons are suppossed to do anywhere from 45-100% of the damage done to the primary target to targets caught in their area of effect (AoE).
Commandos were supposed to be the highest possible damage rating profession wise, but since their AoE doesn't work, I'd put them closer to average damage or lower
My main toon is a Commando and I play him as much as my Jedi. Which btw not one single profession is working 100% atm so plz dont generalize. Makes ya look simple. Thanks for the info tho.
Ternque01 wrote:
MorbidTaste wrote:
Ternque01 wrote:
LittleChuck wrote:
MorbidTaste wrote:
Im confused...
Whats broken or bugged atm?
ROFL!
In Jedi eyes, the non-Jedi professions work perfectly while theirs lies in shambles. Ahahahahaaaaa.
MorbidTaste, the answer is that most commando weapons are suppossed to be doing AREA damage, as in damage to an area. Commando weapons on live servers DO NOT do area damage over the elemental damage listed. Some commando weapons are suppossed to do anywhere from 45-100% of the damage done to the primary target to targets caught in their area of effect (AoE).
Commandos were supposed to be the highest possible damage rating profession wise, but since their AoE doesn't work, I'd put them closer to average damage or lower
My main toon is a Commando and I play him as much as my Jedi. Which btw not one single profession is working 100% atm so plz dont generalize. Makes ya look simple. Thanks for the info tho.
NP, JediI like looking at things simple. It helps me not confuse the huge turd that Jedi overpopulationis with a candy bar.
Apparently, there are some of us still around that can tell the difference. Enjoy your food.
Hey Ternque01, there are only 15 Jedi on the TC and only 5 active Jedi.................
That and the Fear of Server wipes keeps other Jedi from occuring...........
Just Food For Thought on the TC-GCW Project![]()
--I know your quitting, but if you were'nt you could have fun with us goofy kids![]()
Oh we have our moments...*evil grin*
As for Ternque's response...I don't think thats a generalize explaination he pointed out. Theres a difference between generalization and simplicity, one is associated with the idiots (or uninformed/misinformed) of the world, while the other is associated with the wise-men of the world. I also don't think sarcasm really applies to either, as we all use it regardless of how we verse explainations
Message Edited by StarNick on 09-02-2005 04:52 PM
PyscoJuggalo wrote:
Ternque01 wrote:
MorbidTaste wrote:
Ternque01 wrote:
LittleChuck wrote:
MorbidTaste wrote:
Im confused...
Whats broken or bugged atm?
ROFL!
In Jedi eyes, the non-Jedi professions work perfectly while theirs lies in shambles. Ahahahahaaaaa.
MorbidTaste, the answer is that most commando weapons are suppossed to be doing AREA damage, as in damage to an area. Commando weapons on live servers DO NOT do area damage over the elemental damage listed. Some commando weapons are suppossed to do anywhere from 45-100% of the damage done to the primary target to targets caught in their area of effect (AoE).
Commandos were supposed to be the highest possible damage rating profession wise, but since their AoE doesn't work, I'd put them closer to average damage or lower
My main toon is a Commando and I play him as much as my Jedi. Which btw not one single profession is working 100% atm so plz dont generalize. Makes ya look simple. Thanks for the info tho.
NP, JediI like looking at things simple. It helps me not confuse the huge turd that Jedi overpopulationis with a candy bar.
Apparently, there are some of us still around that can tell the difference. Enjoy your food.
Hey Ternque01, there are only 15 Jedi on the TC and only 5 active Jedi.................
That and the Fear of Server wipes keeps other Jedi from occuring...........
Just Food For Thought on the TC-GCW Project
--I know your quitting, but if you were'nt you could have fun with us goofy kids
There is no will left in me. I need to take up a hobby that is better for my health. Sitting in a chair without moving for hours is really gettin' to me.
I'd love to come have fun, but chatting on the forums is better on my time demands, as it can be stopped at any time. I hope you have fun in the non-Jedi war.
/jealous
hm,the thread was deleted. i did read it though!
Message Edited by jmonty on 09-03-2005 09:38 AM
Don't celebrate just yet, this might not come out until Publish 26 or something, which I can easily believe.
Anyways yes it's about time, but there is a lot more to fix then just our AOEs doing Damage. I'll list them.
1. Fix Commando Weapons so that they AoE does proper ratio of damage. Also fix the AoEs so that the radius of the AoE is the actual AoE. Some Weapons are known to have larger AoEs then listed on the Weapon Stats.
2. Fix AoEs so that they do not pass through solid barriers like walls or attract/agro AI. Currently using a PFT or any AoE is very bad in a Dungeon like the Corvette where attracting more enemies from other rooms is unwanted. This is not just for AoEs but for Cones and all Area Attacks. If you are in a room and use a Cone Attack it should not bring enemies from another room to you.
3. Grenades. Need stats fixed. Rethrow times are un-reasonable. The max time you should wait to rethrow 10 seconds for any Grenade. Grenades need to do the Damage listed on them, not the damage of your current weapon equipped. Grenades need to damage/AoE from the target and in their proper radius. Meaning that if I throw a Thermal Detonator at pack of Chubas 20 meters away that not only will the Chuba I targeted be hit, but those Chubas by my main target that are within the Grenades Explosion Radius will also be hit. Currently there is a bug where the Explosion Radius radiates from the thrower rather then the target.
4. The HPBC needs to damage Targets within the fire line of the Beam rather then do an AoE or Splash Damage. Actually this is a rather pointless. Rather just make it a standard fire weapon without Splash Damage.
5. All Commando weapons Elemental Damage should be fully Applied in the AoE regardless. Rather then just the 1 Damage done now. Also most of the Commando AoE Weapons should do 100% or 50% Damage to surrounding targets within the AoE as well as apply any effects from the Special used to fire the Weapon.
6. Commando weapons due to their SAC (Action Cost), Speed, 15% Encumberance, and the fact we have no specials of our own, should be the most damaging weapons in game being above that of Rifles by 100-200 Damage for a cap in both Max and Min Damage. The reasoning for this is that you can build up a template with a set of Specials and then the most powerful weapons in-game (From Commando), or choose a more versatile Template with two sets of Specials.
Also the additional damage would make just a Master Commando more of a match against other Single Master Combat Prof. as Commando now is about the worst Single Mastery Combat Prof.
Message Edited by TK-132 on 09-02-2005 12:33 PM
The ability to be able to perform our Dev-given role only when combined in certain ranged templates, should be a red flag that something is seriously broken.
This is very different from where we are not "as good" as a full template, which is not the issue here. We're talking about profession by professions roles here. We're a damage dealer, by ourselves or in melee/crafter templates, we do not do damage. If you say thats dumb, well you're not looking at the whole issue...because a swordsman can do damage using their profession abilities, and riflemen can the same if used in different templates. The templates they combine with those respective professions makes their chosen profession stronger and more versitile, with us, it puts us up to snuff in the damage dealing department, while doing the same as a template should, in other areas (crowd control/defense).
AoE, lack of specials, and grenades all define this significant problem.
1) Our AoE does elemental + 1 damage...this is a serious bug that would be as if concussion shot didn't mez a target (thus inhibiting the crowd control role of smuggler).
2) Lack of specials = Lack of balance as well as damage. If our weapon damage is made equalable to other professions with our AoE, DoTs, and other utility "our advantage" there would be an issue in theory since that would achieve both damage and flexibility, BUT take those weapons and use them with other profession specials. Imagine using two improved legshots together with one weapon, well thats what you would get as our weapons would already have to equal the power of that special, in order to match. Hence, without something external in our profession to help with damage (this can also be +damage modifiers too), we're stuck in an "underpowered or overpowered" spin cycle.
3) Grenades...these babies are not only hard to produce, but because of damage levels and timers, nearly worthless unless if you want to aggro lots of mobs. Best used if you have the enhancements, which can only be used with 2 grenades. Grenades account for 25% of our profession discplines, and yet really do not help toward flexibility (high timers, low effects) nor damage dealing (low-medium damage, made worse with high timers).
And thats just the top 3 alone, count in other smaller and lesser issues (which other professions which are working atm WOULD have, that are quirks and not major, major issues), and you got yourself a profession that needs help. There are several professions out there that have these two types of issues, while other professions only really have those quirks (ie BH and Carbineer in my opinion, as some specials are a bit quirky [ie Supression Fire], but generally perform their role as according to plan...even smuggler could be added to this list, because you guys can do your crowd control job pretty well...its just the issue of smuggling, really plagues the profession!)
But I must also say (maybe im a bit biased), having smaller issues on the scale of, not being able to power-up PFTs, HARs, and FTs is a bit...unique, since we're the only profession that can't do that, despite both Power Hammers and Rifles having slightly higher damage, and damage cap than ours...(and specials to boot)