Commando Archive
Thread: New TK weapon is Heat damage
TH...Can we get an update on the Combat Balance...
Especially with new weapons, like the Razor VKs coming into game...A Heat weapon with a max around 250...when combined with the Max Damage a Master TKA can produce that max weapon level can be over 500...now multiply that by AP1 and you increase it even further...combine that with a spd around 2.5 (unsliced) and you EASILY out damage (DPS) the Commando Flame Thrower (AP0). Sounds a bit weird that a Melee profession which costs significantly less skill points can out damage a High Skill Point costing Hybrid Ranged profession that is buried in restrictions because of their "high damage" capabilities. The math couldn't be simplier...
I know that this will probably be addressed in the Combat Balance...I'm just hoping to get a taste of how it might be addressed...so I can confidently tell the Commando Community not to worry...Being completely blind to what is in the Combat Balance makes ita hard sell...Commandos are already starting to buzz over being out damage in the Heat Area...many feel like they are about to be kicked in the crotch...
I don't want to sell a car to my consumers if I don't know any specifics and have never seen what I am selling...
So TH...give me some faith to go on...Throw me a cookie...
TH has told me in the past both privately and publically that Commandos are at the top of the list for the Combat Balance and that we have nothing to worry about...all our concerns will be addressed in the Combat Balance...more and more I believe him and I want to have faith...The trick to getting and keeping the faith is to have an idea beyond the 2 words "Combat Balance" of what that really means...
So if I find anything out or get a response I can share, I will...but like you analogy of "half empty" or "half full"...adding these new VKs to the game further throws things out of balance and reinforces our arguement that we aren't as over-powered as the devs think...adding this weaponand the outcry that it will probably cause will probably help us in the long run, much more help then if the Devs just NERF'd the Razor VKs...I'd rather see us get improved then them get NERF'd...
G money,
Thanks for your patience and eloquence that you present your ideas to the devs and respond to us. With that being said, it puts me in a better mood. I can at least pour out that acid in theglass and go re-fill it at the keg. /burp
NCresslinN
Mmaster commandoM
DFR
And let them multiply upon us
That's a lot of skill points to use up, just to turn around and be continually OUT-done by a profession that requires less skill points, and on the type of damage that WAS our specialty. Just kinda a bummer.
Doing anything to strengthen one of the already most over-powered, non-Star Wars professions in the game is wrong!
Let's give Combat Medics blast damage while we're at it. Why not? Swordsman have it. Go figure.
The combat system is broke and gettin' worse with every patch. But I guess pleasing most of your customers is what profit is all about and since practically everyone is at least Novice TK, this is a profitable move.
Welcome to Karate Kid Galaxies! (Calling it "Teras Kasi" doesn't make it Star Wars.)
Ster wrote:
I actually just replied in another thread about how our roles are being decimated by giving abilities and weapons to other professions. Our nich in battle is getting taken out completely and from what I hear on the boards, no one really cares.
Yup, and more's the better, you guys do tomuch dmg in pvp as it is.
Im tired of 2500dmg instant incaps, FULLY ARMOR'd.
I cant tell you howmany times iv been hit for 2k+ in full comp (65% base, 77% elect, 80 kin) thus doing an instant incap(death) or very, very close, so they can switch to their FoTm Tkm and whip out a few hit3s
Yup, and more's the better, you guys do tomuch dmg in pvp as it is.
Im tired of 2500dmg instant incaps, FULLY ARMOR'd.
I cant tell you howmany times iv been hit for 2k+ in full comp (65% base, 77% elect, 80 kin) thus doing an instant incap(death) or very, very close, so they can switch to their FoTm Tkm and whip out a few hit3s
Vincent' Arasin
The Jester
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huh?
NCresslinN
Mmaster commandoM
DFR
And let them multiply upon us
Fortran wrote:
Does anyone else see letting this as hurting the commando proffession? Why use a flamethrower to do heat damage when you can get a vibro knuckle and do it 10x better and faster. Maybe I should just go get a flamethrower that does cold damage.
There's not really many creatures or armors thatare vulnerable to fire. The only advantage to using a flamethrower in my opinion is for the DoT and the amount of Damage (good for finishing off weakened lairs/bases/people). I think the Devs are being sly here. They're pretending to give TKAs a new weapon with better damage, but the truth is the damage won't be much better because so many creatures are resistant to fire. But being a TKM, I am glad to see a different damage type than kinetic, so I won't whine too much.
Fortran wrote:
Does anyone else see letting this as hurting the commando proffession? Why use a flamethrower to do heat damage when you can get a vibro knuckle and do it 10x better and faster. Maybe I should just go get a flamethrower that does cold damage.
There's not really many creatures or armors thatare vulnerable to fire. The only advantage to using a flamethrower in my opinion is for the DoT and the amount of Damage (good for finishing off weakened lairs/bases/people). I think the Devs are being sly here. They're pretending to give TKAs a new weapon with better damage, but the truth is the damage won't be much better because so many creatures are resistant to fire. But being a TKM, I am glad to see a different damage type than kinetic, so I won't whine too much.
Message Edited by thepunisher286 on 04-16-2004 08:46 PM
Message Edited by garvin on 04-16-2004 10:34 PM
Lol garvin (reply to your first response)...crafty...
Maybe one of the developers..who are *not* associated with combat balancing and revamping likes us up there...and wants TKA to get Heat VK's to complain (and hence force all the devs to compy) and bring down heat resists..interesting hehe *wink*
Still..dot or no Dot...usually we get around 3-6k dmg on our flamer right? thats no AP...TKM's have an average of 2k dmg per second...and with AP...meanwhile to do the 3-6k dmg we have to wait at the very least 6 seconds (on a pretty fast flamer mind you too with MC..)..by then..even factoring dot damage...the TKMs will out damage us sorely..and all in the shining gleam of AP as well
With heat damage weapons for elites..like TKA and Rifleman...there most likely wont be a need for commandos for the corvette...why use a weapon thats for a proffession that A) barely has any defenses, so it needs some tankers and B) has a delay and compared to other proffessions..has weak DPS....while you can have two of the most powerful Classes in the game (Rifleman and TKM) Dish out MORE damage with BETTER AP...except for our Rocket Launcher and LP...there is practically no need for commando whatsoever after these new guns...and from what im hearing....commandos are needed for the corvette...why invest 4 commandos in your group of 10..when you could have 4 TKMs with the Heat VKs who have enough SP to defense stack better than a MC would ever hope to dream?