Commando Archive

Thread: Commando Development Future...a potential compromise?

StarNick
Mon Oct 03, 2005 2:27 pm
#14



I know I sound like a Jerkarse always pushing my Comamndo Dream around, but I think not only we would all find it acceptable to our ways of play, if not better, it could be balanced as well.



Many ideals...but only the devs choose (and chose) ours. I have a feeling we won't be seeing specials anytime soon, given the amount (zero...) of dev feedback regarding the issue.



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tacwraith
Mon Oct 03, 2005 5:57 pm
#15

Tyy you cannot increase the min/max damage of commando weapons without turning them into an instant uberweapon for other ranged proffessions.


You must understand that damage specials (aka legshot, sniper shot,etc) work by adding a damage multiplier to the damage of the weapon. In short, you pump commando weapon damage and you'll give carbineers and riflemen everywhere the mightiest woody of their lives. Then commando gets nerfed to hell because of it but NOT riflemen or carbineers. Commando.


No. The only way to increase our damage without making us the i-win proffession is by making elemental damage (which is NOT affected by the damage multiplier in specials) be real high and commando weapon min/max be low so it does not benefit other proffessions... BUT it would benefit a master commando + other ranged because it does squeeze in a lil more extra damage.


And thanks to our proffession requiring 3 branches to get heavy weapon accuracy and speed (and the bulk of them mods still in master box) then no other proffession benefits overall unless they master commando.




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RagNoRock5x
Mon Oct 03, 2005 7:25 pm
#16






tacwraith wrote:

Tyy you cannot increase the min/max damage of commando weapons without turning them into an instant uberweapon for other ranged proffessions.


You must understand that damage specials (aka legshot, sniper shot,etc) work by adding a damage multiplier to the damage of the weapon. In short, you pump commando weapon damage and you'll give carbineers and riflemen everywhere the mightiest woody of their lives. Then commando gets nerfed to hell because of it but NOT riflemen or carbineers. Commando.


No. The only way to increase our damage without making us the i-win proffession is by making elemental damage (which is NOT affected by the damage multiplier in specials) be real high and commando weapon min/max be low so it does not benefit other proffessions... BUT it would benefit a master commando + other ranged because it does squeeze in a lil more extra damage.


And thanks to our proffession requiring 3 branches to get heavy weapon accuracy and speed (and the bulk of them mods still in master box) then no other proffession benefits overall unless they master commando.





By combineing thise 2 and you get no I win button, just a nuking class with little tanking abilitys.


That is what we are ment to be. High damage, short lifespan w/o back up.


When you have to have 2 full ranged combat proffesions to have maximum damage dealing capabilitys your Healing/Defence options are quite low.


Commando should increase the damage output of any other profesion by 1.5x however by adding commando to that template and getting the damage you loose something else. Give-Take balancing.


Pistoleer by itself is a high defence - Med damage profesion; Combine it with commando and it should havegreat defence with pritty decent damage.


Rifleman is low Defence - High Damage; Comgine with commando and you got the best damage dealing that you can get in game with rather poor defence


Carbine is pritty ballanced; Combine with Commando and you have Good damage with Good Defence


And so on.




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tacwraith
Mon Oct 03, 2005 9:22 pm
#17

ragna, the INSTANT commando does 1.5x more damage than any other ranged proffession we will get nerfed. Remember the old days flamethrower. the horrid nerfed condition we are in today is because of that. Bet on it.


Starnick said he does 2k damage with his flamer using legshot. You saying pump the damage MORE? all youd get is people dropping carbineer,rifleman and pistoleer to get master commando to do the uber damage and dabbling in the other ranged proffs for the damage specials or defenses. In short, the quick way to the nerf.


Basing us on elemental damage equalizes our damage output with the other ranged proffs... but we do it in aoe and with 50% the damage mitigation other proffessions get against targets (no mitigation from ranged defense mods or block mods). We then have the option of using our non-aoe/non-elemental damage basedweapons (aka proton rifle)using other ranged proff's damage specials. In short we get the best of both worlds witha cherry on top. Not uber,not unbalanced, but in the right place.


Do not obsess over '5' damage rating. That leads to the nerf bat. However if we end up dealingdamageconsistently better than other proffessions(remember built in abilities in guns go along with that daaamaage!) we'll have our niche as dependable damage dealers with one heck ofauseful arsenal of weapons.




'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

RagNoRock5x
Mon Oct 03, 2005 9:55 pm
#18


No they would not.


BHs definatly would not because they want some Combat medic to beable to solo. (would on get to Novice CM with a MC/MBH template)


Not every one else would do it because they would still want the KD special or Leg Shotfrom Carbine, or the Sniping shot from Rifleman or, or Disarming shot or Stoping shot from Pistoleer. Having everything they want while still having Enuf Medic is impossible.


Back in the day all you needed to do good health healing was Nocive Medic. That let any one be able to heal good with any template they wanted.


Yes we would do lots of damage. However we sould die fast if we have all the specials or have uba damaging templates.



To have decent healing and have Master Commando you would only be able to have 1 other full Range profession. And a Full other range proffesion is Required for commando since you need something other than Kenetic armor to have any chance in PvP and you need to master the other range proffesion to use the armor effectively in pvp or PvE.


That makes commando a booster to a proffesion w/ the sacrafice of life expetancy. This was not the case back when we got nerfed.


Also if 2 TKM/Swordsmen/Docs can fight for ever w/o ever loosing mind bar or life and Swordsman being the most damaging proffesion in SWG ATM then even with a ranged proffesion x 1.5 they would still be able to heal it all, just with a reducing mind bar now. Which would finaly break the stalemates in PvP



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Merc32
Mon Oct 03, 2005 11:01 pm
#19

It sounds good in theory, however in practice it would not be balanced or fair. Those of you who decided to go master commando/ master rifleman or master carbineer with master commando would no longer have a reason to be because you could use normal specials and do just as much damage. This would be a sort of "cheat" because it simply would give us an unfair advantage, I think if anything needs to be fixed it's grenades for us. They do almost no damage, never hit, and the states barely are noticable, with a low amount of effect and effect time.

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darthbock
Tue Oct 04, 2005 12:44 am
#20

All of these ideas are interesting and have merit, but I still think the easiest thing to do would be for them to give us a few lines of our ownspecials and tweak the damage on heavy weapons and grenades. All of these other methods seem to involve altering/creating new game infrastructure, where giving us specials merely would involve implementing the system that every other combat class already has. Tweakingof weapon damage formulae should also be easily as it has been done often in the past.



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RoastyToasty
Tue Oct 04, 2005 9:16 am
#21

I think this game sorely needs a "Uber damage" template. Right now, if you don't have healing or tanking you're worthless, why? Because it's unbalanced as it is. Why do fights last forever? because everyone has Great healing, or great tanking, or both. Why are Jedi so unbalanced? because they can be the best tanks in the game while still having great damage. MSL/MDef/Heal4400 anyone? Something is needed to BALANCE healing in this game, and that something is us. A Commando Rifleman does not have great defenses and goes down pretty quickly. In addition, high SAC and sllooow movement (expecially uphill) is bad. What's wrong with 3K damage for one special? It's not like he can spam it every second. If someone does get a template with two high damage specials & Commando (MBH/MComm/Carb0400 or Rifle4000) then they give up healing or tanking, move really slow, and burn out after about 6 specials, less if they're not buffed. I think the devs should go ahead and up our damage back to five and leave it on test center for about 3 weeks. Then tell us if it's unbalanced, or if everyone and their mother goes Commando. I bet they don't. Give us a big single target weapon and make it slow. Leave the PFT alone and fix its AOE.

One more thing, why the HELL is it us that gets nerfed if MCommando/MCarbs or MCommando/MR or MCommando/MBH is too uber powerful? Why is it that three professions (two of which are not supposed to be 5 in damage) have the best damage the devs will allow in the game? If Commandos were supposed to be 5 Offense, and Riflemen 5, shouldn't MCommando/MR be the best allowable damage in the game? It's not right now, MBH/MR is the best damage in the game (at range). And that's just because you can alternate between 3 high damage specials with no warmup timers (Crit/HEad/Torso) and you have a really powerful attack with restrictions (Sniper Shot). What does MComm/MR give you? One high damage special (Head) and one with restrictions (Sniper Shot).
Tyyylowyspetily
Tue Oct 04, 2005 11:58 am
#22

Tac, youhavepointed out that specials modifiers do nothing to elemental damage. In giving commando weapons in increase in damage tied solely to anelemental damage increase, you avoid the situation you have described- an uber nuker class (like oh sayMBH/ Master Commando). The bump up in damage remains pretty constant. I also had any idea on specials for commando- ranged shot 2 at novice commando, which would be no big deal, just a slightly higher action cost version of ranged shot 1, that would have damage in line with novice legshot and strike a random location, and for the master level box, charged shot2, which like it's ranged support version would require a warmup, but would unleash massive damage, (similar to advanced critical shot), grant a moderate accuracy bonus (+50)and grant a deffensive penalty to the target vs states (resulting in a higher percentage chance to land a DOT, Blind, or KD). The bonus effects would affect only the onechargeshot 2, but would help to ensure that the warmup is worth it.Two specials, nothing nuts, nothing to allow for anyone to one shot a playeropponent. The problemI run into, is again we have a situation wherein commando would require specials in order to be worthwhile. There is something to be said for a nuker class that can actually outdamage a combat medic 4/x/x/x'sability to heal. Finding the balance isn't going to be easy, but I do agree that something needs to be done to give people a damage output alternative to a healing template.



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