Commando Archive

Thread: New TK weapon is Heat damage

garvin
Fri Apr 16, 2004 10:20 am
#14

Skip...I know you weren't trying to flame me...your opinion and concern is very valid...let me show you what I just posted over in the Correspondent Forum(in a response to "what is the latest update on the Combat Balance" post I made earlier based on this very thread).







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...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

SkipMalone
Fri Apr 16, 2004 11:15 am
#15

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






Bunnee
Fri Apr 16, 2004 11:38 am
#16

I am a master TKA and this makes me very disappointed. I hate the idea of giving up Commando, but it sounds like we will be obsolete very soon.

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.



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LukeBorgman
Fri Apr 16, 2004 4:34 pm
#17

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.


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Tsimhnori
Fri Apr 16, 2004 5:27 pm
#18

Heat Damage for TKA is nothing I consider a big deal... now, if they were to get ablast damage weapon... commando and swordsman would be screwed.



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Vincentarasin
Fri Apr 16, 2004 6:20 pm
#19






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




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SkipMalone
Fri Apr 16, 2004 6:40 pm
#20


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



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Vincent' Arasin
The Jester


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huh?






NCresslinN


Mmaster commandoM

DFR


And let them multiply upon us





Vurtorax
Fri Apr 16, 2004 7:33 pm
#21






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.




VURTORAX

BOUNTY HUNTER

BANE OF JEDI - PVP GOD
Vurtorax
Fri Apr 16, 2004 7:36 pm
#22







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.




VURTORAX

BOUNTY HUNTER

BANE OF JEDI - PVP GOD
thepunisher286
Fri Apr 16, 2004 8:01 pm
#23



WOW. Just... Is this a joke?


Is this for real!?


Now.. WHY does TK get a NEW WEAPON? Commandos still get nothing?! I only see this as a slap in the face. Lets not forget the DE-10 the pistoleers get!


Garvin...wether this is good for US or not, its the fact that those clowns get a new weapons when they already heal thier own wounds + selfbuff + eliminate poison +doa LOTdamage when commandos do little to nothing in comparison , not to mention they are only an elite proffesion... were hybrid.



Garvin... please, would it be possible to get an answer from a dev.... please... get them to answer why in gods name doTK got a new weapon before combat revamp while the entire time devs told COMMANDOS they wont give us jack untill the revampbecause it would mess things up!


Publicly post thier answer , if they ever do answer it that is...... but whatever thier answer is, I already know it will be a lame excuse and something that is completely contradictory to EVERY THING they told us in the past...


Why do they even have a commando proffesion? Seriously...



Im starting to become satisfied with my decision on changing my account to 1 month.... sheer hypocracy and stupidity at its best....



ps - about TH sayin we are at the top of the list for combat revamp or whatever - I dont think I could ever get myself to believe that man... Who the hell knows what we are getting in the combat revamp, but then again, when will the combat revamp come out?

Message Edited by thepunisher286 on 04-16-2004 08:46 PM

garvin
Fri Apr 16, 2004 10:33 pm
#24



Garvin... please, would it be possible to get an answer from a dev.... please... get them to answer why in gods name doTK got a new weapon before combat revamp while the entire time devs told COMMANDOS they wont give us jack untill the revampbecause it would mess things up!



Punisher...I may just have an answer to your very question fairly soon...There are apparently some new developments...I'm just waiting for offical word before I'm allowed to post anything...

Message Edited by garvin on 04-16-2004 10:34 PM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

navaTalyus
Sat Apr 17, 2004 12:49 am
#25

I may be alone in this, but this latest development has really brought this to the front of my mind again, but given the recent restructures of combat profession, and the addition of new dungions the following:


When the commando DoT was reduced, the profession hit for hit was brought much closer to the damage output of other professions. stuff didn't burn much, but front end damage off set that...slightly...


That said, with the current revamps and additions that have taken place, it seems to me more and more that the reason our DoT was reduced was to even the playing field. That was then. These changes have now made other professions more combat effective than commandos.


If i could go back in time, i would suggest one of two things: The Devs either NOT nerf our DoT and institute these changes many months later -or- nerf our DoT and not add in so many changes to other professions.


If we had the front end damage and DoT damage we did in december with the other additions that are in the game now, i think we would be slightly on top, as the skill-point cost should make us. Again i might be alone in this nagging feeling... but Garvin you might consider tossing out the concept that if we weren't nerfed then, we would be fine now (well...might be). That might give *some* leverage to getting changes instituted in our favor.
StarNick
Sat Apr 17, 2004 10:49 pm
#26

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?





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