Commando Archive
Thread: For You Review: Commando Summary
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...)
*jaw drops*
Holy crap Garvin....that freaking ROCKS!!!! How in the heck did you get that put together in less than a month?
Like I've said to several folks in-game, you're one (if not the) best correspondant out there. Thanks for the hard work!
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).
A lot of Commando weapons look and sound cool. Even more fun would be if the bark was as good as the bite.
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.
Message Edited by peer on 06-09-2004 07:03 PM
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!"![]()
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.