Commando Archive
Thread: Reports to Commando Correspondent
Alkeash wrote:
Synn :
After reading a bunch of posts it would seem that accuracy is still an issue with our weapons. (Though not as heart wrenching now that we DO damage)
When compared to other eliete professions (smugler, Bounty hunters) Their primary weapons build off of the marksman skill trees, however with our heavy weapons, we no extra bonusus to rely on with speed or accuracy.
If this is intended I can swollow that as a trade off for having the huge heavy weapons, however I think that +10 at novice is too short and forces us to rely on a launcher pistol way to long. Especially since you don't gain an overall accuracy to be hitting regurally untill tier 3 of the skills.
My Sugestions:
1) give larger accuracy to tier 1, and 2. Keep novice the same:
Novice : +10
Tier 1 : +20
Tier 2 : +10
Tier 3 : +5
Tier 4 : +5
Thanks, Tortza. What does everyone think of this? I have to admit, I'm not familiar with how the Bounty Hunter weapons build upon Marksman bonuses. Can someone post the details here?
I've seen a couple of accuracy suggestions bandied about.
- Move the heavy weapons into Marksman trees, so that those bonuses would carry over like the launcher pistol using pistol accuracy bonuses. The flame thrower, for example, might use carbine bonuses. This would justify the need for mastering Marksman prior to Commando.
- Simply increasing accuracy bonuses at the various tiers.
Which seems more workable? Again, how does this compare to Bounty Hunter?
0Werebear0 wrote:
Stats on Flamethrower:
Attack Speed: 4.6
Min: 433
Max: 818
(snip)
HAR stats:
Speed: 5.1
Min Damage: 317
Max Damage: 721
Thank you for the information. The stats you posted seem to be roughly on par with the stats Popojiju listed when the weapons were being tested on TC. One big question, what are the ranges of the flamethrower and HAR? I had heard that they were being extended to 64m like the rest of the weapons.
You pointed out the extreme short range of the special flamethrower attacks and the long recovery time. I believe that the recovery time needs to be shortened and the range of the specials should be equal to the maximum range of the weapon, as I think it is with most weapons. Does everyone agree?
Damage... Your stats suggest the the new damage range is now "reasonable" for a heavy weapon. The flamethrower you listed averages 136 DPS and the HAR isn't quite as good with an average of 102 DPS.
The HAM costs still seem pretty steep too. Comments?
Ivoni wrote:
Things not fixed in patch.
The specific ore requirement was not removed in proton grenades. This means that rocket launchers are still dependent on one ore.
Hi Ivoni. Which ore is it? This definitely will go into the first report I submit.
Thanks Erick. I hope the DEVs are expecting a long report my first time out! I will forward all of these issues. By the way, I agree that the titles should be changed. Let me hear some suggestions for better titles for the current trees. Oh, and Master Cook was, um, creative?! LOL.
Erick wrote:
A few issues with heavy weapons still on Test you may want to bring up. They seem to be flagged wrong, probably as melee weapons.
1. NPCs will drop their ranged weapon and move to melee almost every time when attacked with an HW.
2. When attacking things at point blank range you get combat spam that says "You SWING at target"
3. You can remain prone at point blank range and continue to attack.
Titles still need looking at as well. I'd suggest Flame IV be awarded the title of "MASTER COOK" but I'm sure the Chefs would cry NERF!
I think i find a bug, If you check the box when train Heavy Support Weapons I You got the cert for Heavy Particle Beam Cannon but when you check the skill mods you only get Heavy Particle Beam speed +10 Heavy Rocket Launcher accurancy +20 and Heavy Rocket Launcher speed +20, if see we dont get the heavy particle beam accurancy +10 If check the other boxes of Heavy support weapons can see every time you got a new cert. get skill mods for +10 in accurancy and speed.
For example Heavy support weapons II get Cert for Heavy Acid Beam
Heavy Acid Beam Accurancy +10
Heavy Acid Beam speed +10
etc etc...
Thanks, Tortza. What does everyone think of this? I have to admit, I'm not familiar with how the Bounty Hunter weapons build upon Marksman bonuses. Can someone post the details here?
I've seen a couple of accuracy suggestions bandied about.
- Move the heavy weapons into Marksman trees, so that those bonuses would carry over like the launcher pistol using pistol accuracy bonuses. The flame thrower, for example, might use carbine bonuses. This would justify the need for mastering Marksman prior to Commando.
- Simply increasing accuracy bonuses at the various tiers.
Which seems more workable? Again, how does this compare to Bounty Hunter?
Well you aren't going to like this but I'm not sure we have a leg to stand on balance-wise here. The lack of accuracy and slower speedare the checks that keeps the massive damage figures viable. Can you imagine the current flamethrower damage output if you got all your Master Marksman bonuses plus any Carbineer bonuses you had? It would be downright scary. If you think about it that may have been the original designers intent with the old low damage weapons. We'll never know but FT fits carbine and HAR fits rifle.
You may get them to front load more accuracy but that would only encourage more dabbling. I could see a ton of people taking novice and two blocks of FT just to have a wound griefing PvP toy.
BH LLC is a heavy weapon, gives heavy weapon xp just like ours. They have no advantage compared to ours. Its actually a little lighter weapon than a HAR.
Isacoast: Good titles. I copied them down. As more title suggestions come in, I'll add them to the pile and start a separate thread to vote on them after I get enough submissions.
Aipest: Thank you for the stats. Should we lobby to have the HAR and launcher pistol AP changed to "light"? Also, how many shots do the charged weapons have? Have the ranges been increased on the HAR and flamethrower?
Eleriel: You said your main pet-peeve is not being able to target specific HAMs. Is this another good argument for using the accuracy and specials from Marksman trees for the heavy weapons?
Mikar: Can anyone provide more details regarding using the Heavy Particle Cannon against AT-STs? I'm guessing that you received such low damage due to the high damage reduction AT-STs have in addition to their heavy armor. Also, how many charges does the new Heavy Particle Cannon have?
Lockder: I'll submit your request to be able to recharge the cannons and rocket launchers. Not being a weaponsmith, I don't know how much of a savings this would be.
Whew! Everyone please bear in mind that I won't be able to address every post from now on. I will read them, however, and am keeping notes. Xahn has informed me that I should submit reports every couple of weeks and that it may take a week or even two to receive a response. I'm trying to improve the lines of communication but these are the current guidelines. I'm going to wait at least a week before submitting my first report so that I can get a better feel from you about the profession since the new changes have been implemented.
Cheers!
I'm at work. Can someone confirm this? Also, a total tally of accuracy and speed bonuses for all the heavy weapons at Master level would be helpful.
lockder wrote:
we dont get the heavy particle beam accurancy +10 If check the other boxes of Heavy support weapons can see every time you got a new cert. get skill mods for +10 in accurancy and speed.
Got prolly one of the best **edit** flame throwers out there now...
587-1058 4.5 speed
i was almost done with the HAR line but now i'm sticking to FT line...HAR sucks compared and misses too much.
... I've noticed that like carbineers I stop whenever I start and stop shooting.
quite annoying, if not even deadly.
Hate this...
my main pet-peeve with commando is the fact that we can't target specific HAMs.
other than those two, no worries.
Of course, at least for PvP, with a potential one shot damage of greater than 1000, it doesn't really matter which pool it hits....
For PvE, yeah, this can get annoying fast, especially if your used to fighting one creature at a time and heavily using the specials to target one pool.
Erick wrote:
Well you aren't going to like this but I'm not sure we have a leg to stand on balance-wise here. The lack of accuracy and slower speedare the checks that keeps the massive damage figures viable.
BH LLC is a heavy weapon, gives heavy weapon xp just like ours. They have no advantage compared to ours. Its actually a little lighter weapon than a HAR.
Erick, don't worry about whether I'm "going to like this" or not. I see my role as being a spokesperson for commandos as a whole. Yes, I have my own opinions but they are secondary to what the majority of commandos want. The desires of the majority are what I'm trying to determine. Besides, you may very well be right on the game balance issue. A listing of all the heavy weapons and their accuracy bonuses should shed some light on things.
So the LLC is a heavy weapon? I take it then that it does not get rifle accuracy bonuses. Let me know.