Commando Archive

Thread: What's up Commandos...

RankorCity
Fri Sep 30, 2005 9:14 am
#14






Helios_SOE wrote:


If, hyptothetically speaking, I were to say "If you could snap your fingers and fix THREE (3) things with your profession right now, what would they be?", you would answer with...






/RAISE HELIOS_SOE!!!!!


Sir, thank you for stopping by!


I would like to direct you to the stickies up above, as they are LOADED with great information about the sheer mess our profession is in.


In the meantime, I offer the following:


1) Lack of Commando specific specials - Whether it be a short term fix of giving us our "old" specials back until new specials could be coded for us, or going ahead and developing new attacks for us, I think we would ALL cheer to have our individualism returned to us. As such, I could completely live with our innate AoE / states being REMOVED from our weapons as the coding for the working AoE seems to be the kicker in EVER getting it worked. Innate AoE is a bad idea, in that AoE is not ALWAYS the most desired function. It makes the Commando (or more specifically our weapons) EXTREMELY unwanted in high level dungeon encounters. Whats the point of being a Commando if we cant use our weapons? Specials built into our weapons makes combat extremely difficult to: switch to a RL to KD, switch to another weapon to blind/stun, etc. when Carbineer/Pistoleer/Rifleman can routinely fire off the same specials without changing weapons AND using weapons that are VASTLY superior to ours in terms of damage, speed, and SAC.


2) Adjustment / balance pass of our weapons - In relation to their SAC cost, speed, and resource requirements. ATM, our weapons are severely restricted by high SAC cost. To wit, a rifle can have a min SAC of 84, however its max damage cap is 1184. Commando weapons are restricted to 100 SAC, and 1148 Max damage. Its just not balanced, at all. Its further maginified even when compared to pistols. My 65 SAC / 950ish max damage (UNPOWERED) Featherweight FWG completely kicks the tail of my 2.5ish 900ish 126 SAC(!!) Proton Rifle in every sense of the word.


3) FIX GRENADES! Right now, we have an entire group of weapons that either do not work properly, or are bugged beyond belief. The agro radius from the grenades is from the users feet, and not the area the grenade lands. Their damage is beyond bork'd. The speed/damage is tied to the weapon the Commando is using and NOT the grenade itself. Their speed modifiers are broken. I've actually thrown a grenade at a Nightsister that was 32 meters to my north, and subsequently aggro'd a group of them 90 meters to my south. Needless to say, I died.


Thanks again for stopping by, Helios!! I'm sure you are going to get more than you bargained for!



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
BioEngine
Fri Sep 30, 2005 9:18 am
#15

AoE damage

Minimum / Maximum damage greeeatly increased on all Commando-certified weapons

Make grenades more useful.



Account active 'till November 10th, contact me on forum name:
Stamina
RoastyToasty
Fri Sep 30, 2005 9:21 am
#16

1. AOE damage that is worth something (ie. scaled with the special used and not a constant Elemental +1).
2. Increase grenade stack size to 10.
3. Increse reliability of innate states and or DoT's to land. Especially from grenades.

As a side note, could you please let us know if these responses were helpful? Are there any ways that we as a community can assist the developers in fixing our profession?
RankorCity
Fri Sep 30, 2005 9:22 am
#17






KStarfire wrote:
I know you guys get tired of repeating youselves..

But when a dev comes in here and asks you for 3 things, post 3 things. They dont always have time to go looking thur various threads. It makes no sense to me why anyone would sit back and make silly comments instead of jumping on the chance to have their 3 major problems possibly reviewed and addressed by the Development team.

Granted im not a commando, but one thing i seem to hear a lot of (and see a lot of problems with) is the lack of single target weapons.

KStarfire




In defense of my Commando bretheren, our top 3 has relatively remained unchanged since Beta....We've grown a bit jaded in the last months.



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
WedgeStarkiller
Fri Sep 30, 2005 9:23 am
#18

This should be fairly straight forward.

1) Fix the aoe damage to be atleast 50% + elemental. 100% + elemental makes a whole lot more sense. If I'm going to purposefully aggro 10 guys I need to be able to shoot 10 guys at a time. We are supposed to be damage dealers after all, not tanks.

2) Change the requirements to drop brawler. Just like smuggler there is no reason to have those skills as the hybrid profession does not expand upon them at all. As most of our weapons are considered rifles I would make the requirement the same as rifleman, Rifles 4 and ranged support 4 with the difference being to get novice commando still requiring combat xp and rifleman rifles xp. I suppose what I'm saying is that how we've evolved through the CU there is no reason for commando to be a hybrid anymore. The ability to place area states isn't worth the skill point expense.

3) Give us a craftable heavy weapon at the novice box and the master box that doesn't have an AOE. There are so many situations where an AOE attack is suicide and being forced to grind the profession with them makes commandoes undesirable in groups. Off the top of my head I would say to just make the low level flame thrower and the proton rifle craftable non-aoe.




Antonius Ordnung
Master Smuggler, Master Commando (Thanks NGE!)
Resident of Shadow Impire, Lowca
Colonel, Imperial Supply Office / Master Pilot, Corsec
Captain of the YT-1300 "Overdue Revamp"

XakTsaroth
Fri Sep 30, 2005 9:24 am
#19

1. Damage output should increase considerably to be considered a 5 as role describes. This could be done with commando specific specials so as to not have to rely on other proffs for damage dealing ability.


2. AOE on weapons should be fixed - currently only elemental + 1. Would like to see 75% at least for splash.


3. Master certed variations of Rocket Launcher, HBC, Acid Rifle, etc. as well as some non AOE weapons. If everything is AOE we have little options to be cosidered a toolbox.


4. Grenades are horrible in damage and effects. By the time I throw one the effect has worn off, totally useless.


Sorry, I know thatis four but I could not figure out how to put 2 of them together as 1. Just being honest


Thanks for asking!


Xak Tsaroth


He who learns also teaches...





Xak Tsaroth
He who learns also teaches...
Naseschwarz
Fri Sep 30, 2005 9:31 am
#20






Helios_SOE wrote:


If, hyptothetically speaking, I were to say "If you could snap your fingers and fix THREE (3) things with your profession right now, what would they be?", you would answer with...






1 : roleback servers to preCU (publish14)
2 : upgrade the old combat system
3 : then you may think about enhancing professions



thanks for reading


Message Edited by Naseschwarz on 09-30-2005 09:32 AM

BukuJohnson
Fri Sep 30, 2005 9:33 am
#21

1. Grenades: Increased chance for states/debuffs to stick, shorter cool downs.

2. Replace pre req of brawler with scout or marksman: Provides a better match for combining ranged professions effectively.

3. Enable the use of power ups and scopes on heavy weapons.



Buku
Naritus

Message Edited by BukuJohnson on 09-30-2005 11:05 AM

cyrom
Fri Sep 30, 2005 9:34 am
#22


1. our AOE does not work with all ofour weapions in terms of damage. fix that by turning it on


2. you want commando to be defind by our weapions but most of our weapions become uesless at higher levels (LP, rocket launchers exc.)


3. gernades need to be more uesful in terms of damage, give them as mush damage as out old comsumable but have a long timer to balance.


4.skillsI don'twant alot of skills i just want a damage skill like head shot.


5.the prereq is very pointless to our class since we don't ues unarmed skills and a hybrid range/melee role will nerf our range.


6. the protoin rifle is not as strong as other loot drops from kash like the TK weapions and the protion carbine and for another note it has a aoe.


7. our damage need to be incress to the part of rifleemn but not enoth to be FOTM.


that all i can think of. this is from a formor commando. ( will come back when i unlock 2nd char slot and will grind him up first then the jedi.


Edit:


8. power ups will not work on some of our weapions which are the flamethower (including the master one) and the HAR.

Message Edited by cyrom on 09-30-2005 09:37 AM



---Cyron fireblood---
---Master commando---
---Master pistols---
---combat medic 4-0-0-0---
RankorCity
Fri Sep 30, 2005 9:37 am
#23

Helios, if you want, I'll be glad to "sit down" and talk with you about the non-sensical design that is Commando.


I know you get loaded with PM's everyday, so if you want, shoot me a PM and I'll go over anything you want, prepare any presentation you want/need, research any information you need.


Cheers!





Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
wildcat84
Fri Sep 30, 2005 9:41 am
#24

I'd take one of my toons back to Commando IF they had special attacks of their own. I think EVERY combat profession should have their own specials.



00000000000000000000Feliis "Cat" Domesticus
00000000000000000000Jedi Master
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00000000000000000000Maaraa Jayde
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Elder Doctor/Combat Medic/Dancer
00000000000000000000
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0Ayala~ Jaackk~ Brurabacca
00000000000000000000Lekula~ Bbob~ Mikael~ Feliis'

00000000000000000000
00000000000000000000"The Duke would kill Chuck Norris
00000000000000000000with his revolver, and he'd never have to reload."
00000000000000000000
cyrom
Fri Sep 30, 2005 9:41 am
#25






Naseschwarz wrote:






Helios_SOE wrote:


If, hyptothetically speaking, I were to say "If you could snap your fingers and fix THREE (3) things with your profession right now, what would they be?", you would answer with...






1 : roleback servers to preCU (publish14)
2 : upgrade the old combat system
3 : then you may think about enhancing professions



thanks for reading



Message Edited by Naseschwarz on 09-30-200509:32 AM






thanks for helping commando you jackass! /sarcasim. yah the good old days of pisoins that will kill you in 1 hit. pikes with dots better then the FT and a health bar you can't heal but 2 prof can dogreat damage to it.



---Cyron fireblood---
---Master commando---
---Master pistols---
---combat medic 4-0-0-0---
Bionic
Fri Sep 30, 2005 9:42 am
#26

1. Master Level versions of all of our weapons. We are a profession who receives literally zero special abilities. If that isn't changing, giving some amount of variety and power-up use at the Master box would be greatly appreciated.

2. Fix AoE. And not in the "We have fixed tailor factory crate colors" way.

3. Make grenades work. The AoE beginning where the grenade is thrown instead of where it explodes is stupid. The insane timer is stupid. Small stacks are stupid. Doing better damage with a grenade while another weapon is equipped is stupid.

P.S. Go to every profession forum and ask this. It will take five minutes to copy and paste, but it will make us all feel nice and useful.

Message Edited by Bionic on 09-30-2005 12:44 PM



'
Who decided every addition to SWG should be a rutabaga?

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