Commando Archive

Thread: Publish 8 Publish Notes (On Test Center Only)

jessedredd
Mon Apr 12, 2004 9:26 pm
#14

Thanks Garvin.



Vyvah Ospowe
Elder Master Commando
Imperial Pilot
garvin
Mon Apr 12, 2004 10:10 pm
#15






Daker-Naritus wrote:

Hey Garvin,


"Now players can manually control turret targeting for turrets that protect bases. This will give defenders a much greater chance of success in defending their HQ and make attackers have to be more organized when attacking a base. "


This has commando-only written ALL over it....





Does it? I'll go with what the majority opinion is in our Forum...but my personal opinion (and I think the thought pattern of the Devs) is that we belong in front of the Turrent rather then behind them...We are the one's meant to be best suited for taking them down rather then using them on others...


We are currently the only profession with Ranged Blast damage...imagine a friend or enemy working a turrent as you, Rocket Launcher in hand, watch their world crumble around them...


I plan on watching this very closely looking at "balance"...if the turrents prove to be too powerful then we can use it to get our own weapons improved...if it proves to be abused by others, taking away our "boom" originality then we can push for change...


But again, I speak for the majority, so it'll be interesting to hear what other's think as well...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Daker-Naritus
Mon Apr 12, 2004 10:17 pm
#16






garvin wrote:





Daker-Naritus wrote:

Hey Garvin,


"Now players can manually control turret targeting for turrets that protect bases. This will give defenders a much greater chance of success in defending their HQ and make attackers have to be more organized when attacking a base. "


This has commando-only written ALL over it....





Does it? I'll go with what the majority opinion is in our Forum...but my personal opinion (and I think the thought pattern of the Devs) is that we belong in front of the Turrent rather then behind them...We are the one's meant to be best suited for taking them down rather then using them on others...


We are currently the only profession with Ranged Blast damage...imagine a friend or enemy working a turrent as you, Rocket Launcher in hand, watch their world crumble around them...


I plan on watching this very closely looking at "balance"...if the turrents prove to be too powerful then we can use it to get our own weapons improved...if it proves to be abused by others, taking away our "boom" originality then we can push for change...


But again, I speak for the majority, so it'll be interesting to hear what other's think as well...









I agree,


However many players have been asking for E-Webs and other guns, which are basically mounted turret like guns... Iwas thinking, that this change was basically what they were asking for...



Personally, I would rather get a HAR boost and an LP tree, but anything would help


Message Edited by Daker-Naritus on 04-13-2004 12:18 AM

Raptor2k1
Mon Apr 12, 2004 10:50 pm
#17

Bah, is exploding MSE's all you guys can think of?! Think bigger!





Good Afternoon Sir!


Huh?


*Explodes in a fiery blast taking out half the neighborhood*







Personally, I think this ability to control turrets (not turrents!) is a very good sign, it indicates that having E-Web like field turrets that we can deploy and use ourselves is in fact doable!


Plus, this should make base defenses alot more complex, with sentient operated turrets, it's alot harder to use tricks to take them down, not to mention CM's can't do much to them.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


garvin
Mon Apr 12, 2004 10:51 pm
#18

My gameplan (if this goes the route I think it will go) is to use the turrents as a leverage to get us other features we want...Heck, if anyone can have a big gun viaa turrent, then we need something "bigger" or something to compensate to maintain our title as "Heavy Weapon Specialists"...So like I said earlier, for the next week or two we should observe the role and affect these player run turrents have on TC and eventually on the live servers...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

mka
Tue Apr 13, 2004 2:51 am
#19

If turrets are going to be able to be controlled by a player it's only a small bit of code to implement E-Webs imo Buy one, set it down like a turret and blast away



Jeswin Esqui - Master Smuggler - Master Commando - Master Pilot - Chimaera Galaxy
KaptainKrude
Tue Apr 13, 2004 3:05 am
#20






garvin wrote:





Daker-Naritus wrote:

Hey Garvin,


"Now players can manually control turret targeting for turrets that protect bases. This will give defenders a much greater chance of success in defending their HQ and make attackers have to be more organized when attacking a base. "


This has commando-only written ALL over it....





Does it? I'll go with what the majority opinion is in our Forum...but my personal opinion (and I think the thought pattern of the Devs) is that we belong in front of the Turrent rather then behind them...We are the one's meant to be best suited for taking them down rather then using them on others...


We are currently the only profession with Ranged Blast damage...imagine a friend or enemy working a turrent as you, Rocket Launcher in hand, watch their world crumble around them...


I plan on watching this very closely looking at "balance"...if the turrents prove to be too powerful then we can use it to get our own weapons improved...if it proves to be abused by others, taking away our "boom" originality then we can push for change...


But again, I speak for the majority, so it'll be interesting to hear what other's think as well...








I agree with Garvin'sopinion here.




NTyekanik CorrinoN
New Dawn City
Naboo

Menoetius
Tue Apr 13, 2004 6:09 am
#21

I am all for these new features, but I would rather them fix our current problems.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
Twentytolife
Tue Apr 13, 2004 6:38 am
#22

I doubt these things will do any damage worth noting.


Even better.


I'm sure every template in the world will "dodge" the detonated droid.

Curxcha
Tue Apr 13, 2004 2:31 pm
#23






thepunisher286 wrote:
How wonderfull it must be to know that our R2 will give out more punishment than we can.






ROFL, your funny In a sad valid point kinda way



_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
Curxcha
Tue Apr 13, 2004 2:32 pm
#24






garvin wrote:

remember...you can only have up to 3 droids in your datapad at a time as far as I know...and droids follow the same pet calling rules as CH pets for inside and outside of battle...so I doubt we'll see on person sending waves of exploding droids at anyone...


On the other hand, it would interesting to see a large group send a wave of exploding droids at a target at the same time...








Bleh, youre master DE aswell. You got no say in this, your just happy for the DE patch j/k



_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
Glyndo
Tue Apr 13, 2004 3:07 pm
#25

Actually..you can have 5 droids in your datapad at once. But on to the real issue, I do agree that Commandoes more than anyone should get the "kaboomy" droids. I can understand smugglers getting them too, but BH's, come on...what kinda a corny idea is that. But what if, instead of droids..commandoes got demolition kits, which when used properly, would allow the covert commando to "sneak" up to a turret, or scanner...place the charge and BAM, bye bye turret/scanner. Downside is you get TEF'd and any other turret's and/or npc's/pc's can attack you.


And yes, please continue to push for the addition of a weapon along the lines of an Eweb. With the player controlled turrets, why not make them usable by master marksman?






Glyndo Malina, Retired Elder Smuggler
Married to the Hawtest Twi on Valcyn, Lunah
Alpha class make the pvp'r good it does not
Sojourner
Tue Apr 13, 2004 5:42 pm
#26

I am not now, nor have I ever been a Commando. However, I find it a little odd that Commandos get left out of the exploding droid loop.... Personally, I think it would have been better to have BH, Smugglers, and Commandos use the droid (in my opinion all three professions have sensible reasons to have it). On afunnier note the first time I saw the message it also inspired a "cut scene" from ESB:


[Interior of the Millienium Falcon. Han Solo is rearranging parts in C-3P0's torso.]


3P0: Captian Solo, what is the function of this new module you are installing?


Han: Relax Goldenrod, it's just a little insurance....


3P0: Oh my, you don't expect any trouble at our next port?


Han:I told you to relax, if things go like I planned on Cloud City we won't even need it.


...





Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
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