Commando Archive

Thread: AoEs and Commando Explained

tacwraith
Thu Jun 30, 2005 10:24 pm
#14

Starnick...


AGAIN....



boosting our weapons is NOT the solution. Imagine joe blow master rifleman/commando 0400 with a lightning beam cannon max 700 damage with 500 elemental using sniper shot + the fire dot that comes with it. Instant uberfirepower. I remind you of the days when flamethrower was a superweapon and every imbecile and his grandma had commando 0040. Then the nerf came. Hard. We got nerfed becuase of ONE weapon.


Now in CU only the weapon cert matters, all else is specials. Commando has no specials. So if you boost our weapons its not commando who gets the bonus, but the other proffessions. Commando would then be the same ol' dabble1branchforthegunsoimuber proffession. The nerf bat will then hang over our heads and strike hard when the whines reach the sky.


As TK said, what point is commando if we cannot stand on our own as damage dealers?


Commando having its own specials is again, not a solution either. That would make us just another carbineer like proffession but with cooler looking guns. Whats the point then?


Whats the point of being a commando? Theres no role! No niche!



I'll keep saying it: BRING BACK CONSUMABLE HEAVY WEAPONS. Make them easier to craft, pump their damage to dang high levels, give them a really, really long timer.


Make commando the '10' rating proffession in front loaded super long timer proffession. When our timer is not 'up' then we are excellent utility proffession via built-in specials in guns and other niceties we can borrow from other proffessions..but we'd be a '3' in damage dealing using commando nonconsumables and other proff's high damage specials (because of low weapon dps).



This concept of the 'extremely high damage on long timer+medium low damage but high utility' class works amazingly well in Final Fantasy XI.


Ask anyone there or go to the FFXI forums what they think of the SUMMONER class. Its weak, its puny, its not really usefull (all other proffessions do what the summoner can do 10X better). All it has are very cool looking 'weapons' (spirit summons) that do medium low damage (blood pacts) but are LOADED with utilities that all other proffessions wish they had access to (in short, they have access to the utility abilities of almost all other proffessions).


And once every 2 hours (which is a very long time but FFXI is different combat than SWG) the Summoner becomes the most high damaging proffession in the game... PERIOD. Other proffessions seethe in envy at the monstrous amount of damage the summoner can dish outonce it uses its'long timer' ability.


The summoner in FFXI isdeeply respected as it takes adedicated and smart player to purposely be below average when compared to all other proffessions, make up for his deficiencieswith abilities that many times have so-so impact on the group'sxp'ing or dungeon raid...and yet have the skill to know WHEN to use his long timer ability for the best benefit of his group.



Thats what I want the Commando to be:


Damage: 10

Defense : 0 (remove ALL defenses from Commando!)

Crowd Control:0


Medium low damage with the weapons we have now. Yes, REMOVE the plasma flamethrower from the game. Leave the proton rifle as it is (no better dps than a level 54 certgun). Remove AOE from all our weapons except the flamethrower and acid rifle and grenades.


Pump grenadedamage to twice what they do now (so it can match one legshotfired from a master carrbineer..albeit AOE and on a long timer). Make theirstate effects stick for about 15 secsand stickevery time. Lower grenade radius damage to 15m max.


Make the launcher pistol into alow damage rapid fire weapon. Right nowits rapid fire no damage.


Return our old Consumable heavy weapons to us at the master box. very high damage, very long timers. 2 timers for consumable heavy weapons:


Heavy Rocket Launcher: Timer:10 minutes. Damage:min2000 max 5000 range 65m kinetic *AOE*damage (aka yes houston, this is the all aggro on you balacing factor)1000 heat elemental damage On TIMER 1


Heavy Particle Beam Cannon: Timer:4 minutes. Damage: Min 500 Max 1500 range 50m energy damage 500 heat energy elemental damage. ON TIMER 1


Heavy Acid Stream Cannon: Timer:2 minute Damage: Min 600 Max 900 Range 25m acid damage500 acid elemental damage effect: 20 second advanced armor break ON TIMER 2


Heavy Lightning Beam Cannon: Timer: 5 minutes damage: Min 1000Max 2000 range 50m electric damage 200 electric elemental damage effect:1 minute duration SHOCK (mind regen-50%) ON TIMER 2





With such firepower on such specific long timers, , the commando can and will be above 5 rating in damage.... but its all situational. We will not butt in on other proffession's role or specialty, nor do we overpower those proffessions with our weapons since only the heavy damageconsumables are at master box (huge skillpoint sink and consumbles are NOT equipable weapons and thus cannot be used with other specials)



We will have the niche, themystique and yes, respect the Summoner has in FFXI: Only a skilled player can play a commando effectively. A dumb quake kiddie will only get himself killed.








'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!)

Tyyylowyspetily
Fri Jul 01, 2005 5:17 am
#15

We are a one dimensional profession right now. I am a smuggler, so I was pleasantly surprised with the ability to root the masses at first, but realistically, this is not why I chose the template. I chose to pick commando up (yet again) to give balance to my template. I had envisioned a 6 offense, 6 defense, 6 crowd control outcome. What I got instead, was a3 offense, 5 defense (a shaky 5 at that) and 10 crowd control. This would be great, if it were at all whatI had wanted. It has me to the point that I now see my choice as dropping commando, or dropping smuggler, because while I can be extremely useful to any group, and I do group play quite a bit, it isn't *all* I do. The problem with that is, I don't want to drop these classes. Master Smuggler was my first combat class, and commando was my second. I have always liked the two conceptually. The current design of commando though leaves me in a terrible postition. All good control strategies have some things in common. One of the things that absolutely must be in place, is a "kill mechanism". It's unrealistic to think you can maintain control over an opponent indefinately. You have to have some plan to finish them off. Commando was supposed to be that plan for me. It obviously hasn't panned out that way.


Without scrapping the entire profession's design, or major rework, the only way I see to justify the extreme action costs and to bring us up to the damage potential of other professions per attack in an area, is armor break. My suggestion, in the threadI put up on balancing and fixing commando, was 50% aoe damage, and basic armor break, with full damage and DOT applied to the primary target, in addition to an advanced armor break. This would effectively give us full AOE damage, with a nice damage dealing advantage vs a single target. There are other ideas floating around out there, and some lively discussion on the relative merits of those ideas, but I don't think anyone disagrees that the current situation is unacceptable.





Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

TK-132
Fri Jul 01, 2005 11:51 am
#16

Specials is the only way to go.

And I do not think of us as a Utility Profession. That is the dumbest thing I ever heard. I'm sick of being Flame DoT Man, or AoE Man.

Enough.

Make Commando a respectable Porfession, on Par with everyone else. We need to be like other Professions, but have our own Abilities that make us unique.

I want to talk to the Devs honestly at this point. Where are they saying you are Utility Profession nothing more.

For the last time I will not stand for Commando being some Odd Ball Comabt Profession. Why do we have to be some Special Unique thing?

If we want to be Unique it should be in the form of our Specials.

A Commando is suppose to know how to use all Weapons. What I have proposed would make it so we can effectively use all weapons (Have Any Combo of Templates) and be effective. We are Damage Dealers. Not a Utility Profession.

We should have Specials, so that we can do Damage similair to Rifleman. We should be the Offensive version of BH.

Any other way of going about having Commando, is futile. We will never live up to our Role unless we are made an actual Comabt Profession. That means becoming like everyone else. However our Weapons would still be unique and cool looking from other "Blasters". The Specials of a Profession and it's Weapons define it. You cannot have a Profession with only Specials, or Only Weapons.

Squad Leader is only a Profession with Specials. Look where that gets it. If you make Commando only a Weapons Profession, we suffer the same uselessness as Squad Leader will. No matter what happens I doubt Squad Leader will ever become a wanted Profession. Maybe some day the Devs will fix it so there Abilites really help a group, but still very un-worthwhile.

Is that the fate we wish to suffer. The more we delay, the less likely we will ever be Revamped. I won't stay with Commando if everyone here decides to Doom it to being Utility, or Weapons only thing. A Commando is about doing massive Damage to their Target, not Targets. Commando is about making something weak better, thus my proposition for a Weapon Power Up Special. Commando should be about inflicting massive Damage, thus my Reasoning for a Damaging Special equal to in Cost of Critical Shot, but more Damaging, so we live up to 5 Offense. Then we have Grenades. We can finally make them useful, by making them are Utility Weapon, that we use as a Bonus in Combat and instead of some Main Weapon. In essence Grenades would be a Special, with AoEs, and doing Splash Damage. This would be the only way we could hit more then one target, thus befitting our 1 Crowd Control.

Do so few us envision what Comamndo could be like? What do you see wrong with what I have proposed in my Signature. Besides the exact workings, I have seen no error or no flaw. And instead of someone pointing it out, people argue for a different system. If there are no flaws with what I proposed and it helped us live up to what the CU documents say our Role is. What is the problem? Are we too afraid to propose something radical, cause we fear the Devs will never go through.

We cannot fear having a Revamp. We damn well deserve one!

Ya know what. When the Devs see really good ideas, that's how they get implemented. 75% of the stuff you see being added came from some Player. The new Smuggling System, although they mucked it up, the GCW Meta Game all from some Player's Post.

So many were just a well thought proposal.

All I want is the Devs to see what I have posted and know what they think. If they think it's stupid and an utter waste of time, I shall not bother again. I don't think they read this forum, and from the sounds of it Starnick they don't value or listen much to what you say.

Maybe such a Post as mine might turn their attention, might make them go "Hey that's pretty well thought out! Ya there are some reall good ideas here. We'd like to implement some of this."

I don't maybe I'm crazy, I know I self-centered with a gigantic ego, but I beg of all you to understand what would happen with my little plan. You need to envision. You need to see yourself doing a Mission, going into a PvP Battle, with anything you think up. That is exactly what I have done. I have thought and considered everything, so that we could live to our role. Anything else would not live up to our Role. Am I asking for an identical copy of what I have. No. But we need something very much like it. There is no other way. I've though about Utility, thought about Armor Breaks, about making Weapons all Equal in Damage, or having Higher Damage. But there is a Problem or a Flaws with each and everyone. Some are too overpowering, some are only good for certain things, and terrbile for others.

Don't those of you who wish otherwise understand? We need to be like everyone else. What will make us Unique is ourselves and how we operate. Not how different our Profession is from everyone else.

I have waited so long to actually be a Commando. To have a viable Template, that fits my need. We all want something else from Comamndo, so that is why I tried to make it the Power-Up Damage Profession it is meant to be. We all have. We are Damage Dealers. That is what we are. Not Crowd Control, Not Utility. We are the Medium Range Damage, the Heavy Weapon Specialist... The system we have now or anything else like it will never work. It is a failed experiment.

Message Edited by TK-132 on 07-01-2005 12:01 PM



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
TK-132
Fri Jul 01, 2005 11:22 pm
#17



StarNick wrote:
I know, perhaps the greatest frustration is sending in the ideas of armour break, specials, consumables (yes I did make a post about those asking if it would be feasible), and other discussions we've had in the past. All but one or two never got a red name response, and those few that had were tidbits and nothing really on the ideas putting forth.

Back at the end of CU Beta, the only dev that actually commented on some of our AoE ideas was Helios who appreciated our effort.




Tis sad days for us Commandos.

I give up. No more arguing, no more ideas. If the Devs aren't even appreciating the spare time I take to help think up possible ideas, or anyone for that matter is truley sad.

You guys do whatever you want. You want AoEs, whatever fine. Apparently I got to full of myself thinking the Devs would actually consider anything we say.

Hey just proves the fact that the Bugvelopers never even play Commando. Do tehy car about anythin at all anymore. Or is just making things run good enough so they get their monthly $15.

Doesn't matter if a Profession is broke, or doesn't fit it's role. Just as there isn't some mass hysteria or rioting what the hell do they care. We aren't going to riot or scream like Jedi when our Profession has a problem.

It's sad we'd have to moan and groan and whine, and create all sorts of "I Quit!" posts for the Devs to actually listen.

Of course that's what being a Jedi is all about (Or most, not all), being a power hungry self centered brat.



Uh well I've got one little last effort to get us at least fixed, but if that don't do anything. I'll just sit back. If Commando doesn't at least turn out to be somewhat useful, even if all we really have is AoEs I guess I could find them useful for some stuff.

Uh it's just depressing when people take more time to actual think up a way to make a Profession better more so then the Devs probably do, and they don't even care.

SOE your poor Communtiy Realtions has convinced me never to buy another of your damned Products. Looks like I'll either be getting the NEw Xbox or something. I mean if SOE only cares about getting money and could care less how well their product works, I can only imagine what the rest of Sony does.

Screw that no TVs or anything. Damnit why I don't quit already I don't know, what with Jedi ruining the atmosphere of this game beyond the trash talking LEET idiots, who also seem to be a lot Jedi now, and this profession, the Devs claim would fix in the CU.

Ha ha! I thought the CU would actually allow me to kill an SBD solo. Too bad for my Star Wars dream of being an Imperial Commando.




Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
StarNick
Sat Jul 02, 2005 12:13 am
#18

I know, perhaps the greatest frustration is sending in the ideas of armour break, specials, consumables (yes I did make a post about those asking if it would be feasible), and other discussions we've had in the past. All but one or two never got a red name response, and those few that had were tidbits and nothing really on the ideas putting forth.

Back at the end of CU Beta, the only dev that actually commented on some of our AoE ideas was Helios who appreciated our effort.



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

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