Commando Archive
Thread: First Draft: State of the Commando Profession, May 2005
GenericTSS
Thu May 26, 2005 4:46 pm
#14
Good work Starnick! I think a main point to emphasize is the specials, we need some bad ass specials to go with huge guns.
Knightcrest
Thu May 26, 2005 4:50 pm
#15
GenericTSS wrote:
Good work Starnick! I think a main point to emphasize is the specials, we need some bad ass specials to go with huge guns.
Adding Specials in would be the best way to amplify what we have without having to worry about imbalancing other profs by people dabbling in our weapons. Looks like I am playing both sides of the fence at the moment, but I want fixes and Stern is doing a fantastic job of getting us discussing our issues. The devs need to see good and bad from all ideas so that they can better have options to choose from. Keep it coming guys... some funny reason I think for once we may get listened to if we keep threads like this smoking.
StarNick
Thu May 26, 2005 4:55 pm
#16
Yes, exactly. Ill add your comments to the possible solution of just going back to specials (and also update the structure to make those stand out a bit more too. Im using solely mozilla atm, but I have IE on my other computer so I can add color and lines!). Before I send it to the devs via corr forum post, Ill make it all pretty 
Btw, also note that if we get specials and function more like a normal profession...there may be chance that we'll lose some as unique weapons (a la certified for a skill box and CL) or, since the devs will have to create new and balanced specials, we may not see it for a long time (or if at all).
On a note with giving the developers good/bad sides of everything, the limited time I had with Helios responding to my threads around the time of the CU Launch...was a hell lot of suggestions (many present here, but back then it was more wide...we know that limited AoE isn't going to cut it in its entiriety now) for AoE that looked at the problem from some various angles - which was very appreciated. So, yes its good that you folks are being encouraged to do just that
Btw, also note that if we get specials and function more like a normal profession...there may be chance that we'll lose some as unique weapons (a la certified for a skill box and CL) or, since the devs will have to create new and balanced specials, we may not see it for a long time (or if at all).
On a note with giving the developers good/bad sides of everything, the limited time I had with Helios responding to my threads around the time of the CU Launch...was a hell lot of suggestions (many present here, but back then it was more wide...we know that limited AoE isn't going to cut it in its entiriety now) for AoE that looked at the problem from some various angles - which was very appreciated. So, yes its good that you folks are being encouraged to do just that
Knightcrest
Thu May 26, 2005 5:16 pm
#17
StarNick wrote:
Yes, exactly. Ill add your comments to the possible solution of just going back to specials (and also update the structure to make those stand out a bit more too. Im using solely mozilla atm, but I have IE on my other computer so I can add color and lines!). Before I send it to the devs via corr forum post, Ill make it all pretty
Btw, also note that if we get specials and function more like a normal profession...there may be chance that we'll lose some as unique weapons (a la certified for a skill box and CL) or, since the devs will have to create new and balanced specials, we may not see it for a long time (or if at all).
On a note with giving the developers good/bad sides of everything, the limited time I had with Helios responding to my threads around the time of the CU Launch...was a hell lot of suggestions (many present here, but back then it was more wide...we know that limited AoE isn't going to cut it in its entiriety now) for AoE that looked at the problem from some various angles - which was very appreciated. So, yes its good that you folks are being encouraged to do just that
How about this... all of our weapons are heavy weapons... why should they need to be sacrificed? They don't give us an edge now, any specials with them will only allow us to get up to par. Just have the Commando specials only usable with heavy weapons since they are not standard firearms like rifles/carbines/pistols. Then, however, we have the loss of using other prof specials with our heavy weapons... is that a cost that all f us would like? For me no, but I could accept it if done right in making us the ranged professionals and the Riflemen the nukers with Rifles alone via sniping.
The only problem I see with this are the BH/MC folks.... Tanker Demolitionists could be bad in a very bad way.
I love SWG, but the dabbling system it inherently has is an open invite for temploitation (new word for Webster's). This makes it hard to balance and add the ability to create mass havoc (without getting group members killed).
*Edit* Expect response from carbineers with the statement of most of their specials have the addition of using an automatic weapon only etc... nothing against that at all BTW I have a carbineer
Message Edited by Knightcrest on 05-26-2005 07:20 PM
dfiler
Thu May 26, 2005 8:05 pm
#18
how about suggesting a new weaon to supplement the grenade issue:a Grenade Launcher used as a pup on other weapons (think Ripley in Aliens) just an idea........
OLD0311
Thu May 26, 2005 11:26 pm
#19
Very Nice and well written. I hope this gets the attention it deserves.
dlc3007
Fri May 27, 2005 5:40 am
#20
I have no idea how feasible this may or may not be, but here's my 2-credits and a possible solution.
While the idea of switching "modes" on weapons between AoE and single-target would be fun, I personally don't mind switching weapons. I frequently use my Clone Rifle to pull a target and then switch to plasma for the damage. I think the issue is more the damage (or lack there of) that we are doing to the primary target and on AoE.
We already have bonuses to speed and accuracy as we move up the trees -- how about a damage multiplier at Master? Yeah, I know that increasing speed and accuracy indirectly increase damage. I still think that even a 1.3-1.5 multiplier would quickly bring Master Commando to where it needs to be.
The advantage of this is that it still allows people to dabble and pick up some AoE (we have to share after all) and it doesn't hurt any novices as they work their way up the trees. Of course, this bonus would only apply to Heavy Weapons which would help keep damages under control across all hybrid professions.
This assumes that AoE and DoT will still be fixed, of course.
RoastyToasty
Fri May 27, 2005 7:50 am
#21
What about our elemental damage? As far as I know, it's broken and may be one of the reasons our weapons are currently underpowered. Having a choice of different elemental damages was supposed to be another way to diversify our profession making us even more Commandoish. I was also curious as to whether or not different mobs had elemental weaknesses already incorporated but not showing up in the examine window.
obi10972
Fri May 27, 2005 9:17 am
#22
Decided to respec to commando and give it another try since its sad state this time last year. i hope things have changed for the better.
JediArashi
Fri May 27, 2005 10:51 am
#23
dlc3007 wrote:
I have no idea how feasible this may or may not be, but here's my 2-credits and a possible solution.
While the idea of switching "modes" on weapons between AoE and single-target would be fun, I personally don't mind switching weapons. I frequently use my Clone Rifle to pull a target and then switch to plasma for the damage. I think the issue is more the damage (or lack there of) that we are doing to the primary target and on AoE.
We already have bonuses to speed and accuracy as we move up the trees -- how about a damage multiplier at Master? Yeah, I know that increasing speed and accuracy indirectly increase damage. I still think that even a 1.3-1.5 multiplier would quickly bring Master Commando to where it needs to be.
The advantage of this is that it still allows people to dabble and pick up some AoE (we have to share after all) and it doesn't hurt any novices as they work their way up the trees. Of course, this bonus would only apply to Heavy Weapons which would help keep damages under control across all hybrid professions.
This assumes that AoE and DoT will still be fixed, of course.
I think the dmg multiplier is a good idea, but I would like to see it linked with the "Offensive Stance" idea written above. It would be great to enable that ability granting us a 1.3-1.5 dmg multiplier. That way it is not on all the time, and can be controlled via warm-up/cool-down and timers. A little give with the take so to speak.
Though I also agree that if Elemental dmg was working properly we would see some increase in dmg, but it is hard to say without knowing if mobs have vulnerabilities or what they are.
Great thread, very constructive!
Valdamar
Fri May 27, 2005 11:19 am
#24
My Launcher Pistol was snareing targets the other night. I can try it again to confirm but it did it a lot. Has anyone tried testing if the effects work better if we use specials or not?
DarthMercilous
Fri May 27, 2005 11:23 am
#25
I think the draft is definately on target, and I'd like to suggest the following items for consideration:
- The DC-17m from Republic Commando withat leastthe following attachments: Sniper, Carbine & Anti-armor
- DC-15s Side Arm Blaster from Republic Commando
- Grenade Launcher with options screen for selecting which grenade from your inventory you want to use
- Night Vision / Infrared SEA for our helmets or some other device / option to give us this
- All recovery specials
- Master level non-AoE precision based specials for the Proton Rifle or Tusken Rifle
- Golan Arms FC-1 Flechette - similar to a shotgun, AoE weapon, but can also fire 2 grenades at a time.
- DC-15 Blaster Rifle - fires blue plasma bolts, extremely precise, available in two versions, the pistol above, and a long-barrelled sniper like version, the DC-17 is a variant on this weapon, but with interchangeable options.
- Stouker Concussion Rifle - fires an AoE concussive blast, creating an explosian that spreads in a large radius
- EMP2 Pistol - droid disabling weapon, also an AoE, could be converted so that it's a stun and uses electrical based special damage
- Mer-Sonn PLX-2M Portable Missile System - shoulder mounted rocket/missle launcher, noted to be one of the most powerful rocket launchers in the galaxy
- Black Imperial Scout Armor with assault rating as an additional factional armor that is Commando only, and some form of a Rebel equivellant just to keep the Rebels happy.
Regards,
Gov
Note: all weapons I have mentioned are from Star Wars technical journals and do exist in the SWG timeline. So why don't we use them?