Commando Archive

Thread: For You Review: Commando Summary

JackFlack007
Wed Jun 09, 2004 1:28 pm
#14

Great list -- covers everything I can think of.



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Andrexx, Intrepid Server - M. Rifles/M.CH, M.Commando pre-CU, M.Rifles/M.BH post-CU. CANCELLED DUE TO NGE
Rabinn, Intrepid Server - M.Defender Jedi. CANCELLED DUE TO NGE

"Been putting up w/SOE lies since Beta 3, but cancelled due to the NGE!"
Flynn_Nomad
Wed Jun 09, 2004 1:52 pm
#15

Rocket Launcher: FUN. Nice animation!


Grenedes NOT FUN: Low availability due to difficulty of crafting them, cost VS damage done.


Launcher Pistol:(LAG PISTOL): NOT FUN: People don't like us playing with it because it screws up frame rates.


General NOT FUN: No AOE ranged attack (and if there is, it's not prominent enough for me to notice so...)





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Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
Daker-Naritus
Wed Jun 09, 2004 2:37 pm
#16


*jaw drops*



Holy crap Garvin....that freaking ROCKS!!!! How in the heck did you get that put together in less than a month?



Kudos to you....wouldn't change a thing.
gtheath
Wed Jun 09, 2004 2:45 pm
#17

Like I've said to several folks in-game, you're one (if not the) best correspondant out there. Thanks for the hard work!




Daker-Naritus
Wed Jun 09, 2004 3:15 pm
#18

Ok maybe one thing....it's nothing specific, just a general concept.


You said:


Mainly Commandos should be the frontline attackers. For this purpose Commandos would need to be comparable to Tanks. They would need high front end damage with high defenses, but be balanced by being slow, high cost as well as other penalties.


I think the analogy we should use is this:


Bommandos expect their offensive and defensive abilities to be balanced with and equivalent toother players who have spent an equivalent amount of skill points on combat professions.


For almost exactly the same skill point as a commando, a player can master any single elite ranged and single elite melee class together. By mastering both a melee and a rangedprofession that player gets both melee and ranged mitigation 3, a bunch of stackable defensive mods and abilities (i.e. fencer and pistoleer for high dodge), a huge number of damage types, and great short and long range combat abilities. Additionally, all attacks by these masters of their professions are fast and accurate, and tests have shown that a player with these abilities can do, over time, just as much damage as a commando can.


Also, for almost exactly the same skill point as a commando, a player can master anytwo elite ranged classes together. By masteringtwo rangedprofession that player gets a wealth of short and long range damage capabilities and specials, a huge number of damage types, and a bunch of stackable defensive mods and abilities. Additionally, all attacks by these master ranged combatants are fast and accurate, and tests have shown that a player with these abilities can do, over time, just as much damage as a commando can.


However, the under the current setup for commando, commandos get a "triple check" on their combat power. In order to balance commando damage capabilities, commandos have (1) very few defensive abilities, (2) very long delays (slow attacks), and (3) very low accuracy.Because of commandos long attack delays and bad accuracy, tests have shown that commando damage is currently about the same as players who have mastered only one elite combat profession (thereby balancing commandos with players whospend less than half the amount of skill points on combat as a master commando has). When you add the facts that (1) commando damage capabilities are currently with single elite professions (1/2 skill point investment), (2) commandos get less defensive abilities and mods than single elite professions (1/2 skill point investment), and (3) players can master 2 elite professions forthe same skill point cost as commandos, thereby doubling their defensive capabilites, commandos are currently at a sizable disadvantage.


The point: After the combat balance, commandos expect their offensive and defensive abilities to be balanced with and equivalent toother players who have spent an equivalent amount of skill points on combat professions (i.e. mastered 2 elite combat professions).

ChilastraBH
Wed Jun 09, 2004 3:38 pm
#19

its great to be a commando!
RazerWolf
Wed Jun 09, 2004 4:39 pm
#20

You missed one important Fun point:

A lot of Commando weapons look and sound cool. Even more fun would be if the bark was as good as the bite.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
Evelas
Wed Jun 09, 2004 5:57 pm
#21

If all of that happened, I would enjoy myself greatly.



Evelas - Jedi, Magnan - template pending
"I'm just dying for them to give Jedi that neat power that allows them to yank weapons out of your hand, so I can pull out a Grenade just as he's doing it." -Merc93
The_Great_Destroyer
Wed Jun 09, 2004 6:47 pm
#22

If they made all the changes listed, I'd love this game all over Nice work garvin, you're doing a hell of a job.



Destroyer
GRWRRHHGGAAGHUHURR
>Official Stamp of Disapproval on the CU <
...has fathered half of the Eclipse population

peer
Wed Jun 09, 2004 7:01 pm
#23


Only two things I care to comment on:
Unarmed specials to reflect our prereq + melee mit/toughness to reflect it. I think we should just get the defenses, we need that worse, and to ask for both, dunno just seems like we don't have too much room for a completely new type of weapon (or lack of weapon... hehe)


Assault Rifle. I BEG of you garvin, consider an assault CARBINE instead, I DONT' want to be pitted at 64m away from my enemy with a 3.0 speed cap after the patch. I think commando's should sneak in close, and be IN the fray, Rifleman should be back sniping, we should be in the midst and heat of battle, feared foots soldiers. I think a fast speed, good accuracy at close/medium range carbine would reflect this better.


[edit]: I can actually see us regretting having a rifle post-patch. I think our main problem right now is such along time between specials, if we get another weapon like that, what will change? I think if we get a carbine, We'd still have our high init damage with the flamer, but get an alternative (actually, the flamethrower would be more of an alternative, with the carbine being our main, it'd be more commando-like AND starwars-like)

Message Edited by peer on 06-09-2004 07:03 PM

Ashrum
Wed Jun 09, 2004 7:28 pm
#24


Looking good garvin!



But well this is my one peeve...the launcher pistol just dosent seem right as a commando weapon and although cool it theroy in practice it is just a lag fest annoyance weapon.Also,the LP isvery gadety andthat gadety feel makesit seem better placed as a BH weapon if any weapon at all.


Ashrum-"Down with the launcher pistol!"


peer
Wed Jun 09, 2004 8:09 pm
#25






Ashrum wrote:


But well this is my one peeve...the launcher pistol just dosent seem right as a commando weapon and although cool it theroy in practice it is just a lag fest annoyance weapon.Also,the LP isvery gadety andthat gadety feel makesit seem better placed as a BH weapon if any weapon at all.





I agree here too. While fun, I don't feel the need to push for anything here, It's almost cool to just have as a little "have fun gun" but I dont' care about having it put forward more than that. I fear that pushing this and the unarmed specs so much might get us out of a ranged assault carbine, which would be enough to put me out for the count prolly. I'm hangin on a thread of hope that the full potential for the commando proffession will be realized and put forth.
RepublicSoldier
Wed Jun 09, 2004 8:34 pm
#26

Damn good job. Covered everything. Good and bad.



Ogryn (new toon currently grinding up to BH)

Kazzag {Brotherhood of Kashyyyk} Retired toon due to boredom
Master Commando
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