Commando Archive
Thread: Assignment #6: What would you like to read in the Combat Revamp Docs?
TatooinainWarrior
Wed Sep 08, 2004 9:00 pm
#14
In the revamp I'd like to see a corellain Corvette type place that only commandos can go in groups.. and the group can only contain a max of 10 ppl and of those only 3 can be non commando. Leader must be a MasterCommando (this must take into considiration that in the CR Squad Leader will also be fixed.. and so most big hunts will have SL's are leaders on groups... but cos i commando must be leader of this group.. the ncps should be ajusted or a squad leader should be able to use his skills while not leader in the group (while in the dungen))
Now the lighter stuff
after the revamp i expect ppl to clear the room when a commando walks inside
i expect ppl to flee the battle field shouting "Please have mercy... You don't really want to kill me!!!" and I expect every TOM, **edit** and HARRY to be asking me how to level up commando to master the best way (cos we're so uber now!!!
)
/agree Burning animation also
Wolfmann31
Wed Sep 08, 2004 9:37 pm
#15
What I want to see in the combat revamp docs:
-Imperial hat now works, and it comes in different colors (black is now and option for both hat and uniform)
-Every corpse of a player you did the most damage to, now adds a dogtag in your inventory, these can be traded at a recruiter for FP or credits. If you loose yours, you now have to buy a new dogtag before you can go overt again.
-GTEF removed
-Commando weapons now can be modified by addons that you put on your gun. Want a flashlight? got it. Want a grenade launcher? check. Want a rocketlauncher? check
-If at 20% health in any pool, you can now surrender. This makes you loose less FP, but the capturer(the one doing most damage) gets a FP bonus. After surrendering, you have to visit a recruiter to be "free'd" and you have a 5 minute grace period where you cannot engage in PvP, starting from you are free'd.
-Mayors can now build walls and roads. Walls must have 1 small gate per 100m wall, and 2 large gates per full circle wall.
-NPC and NPC stormtroopers now talk and have conversations. Don't pay that woman in the back alley, you might end up poor if you do.
-continous situational moody background music is now added.
-Dancers have a new dance, "Commando Lake" wich is a commando replica of "Swan Lake". Guess wich one is the die flourish? all of them.
-You can now equip drink and some food. /eatfood /drinkdrink triggers eat/drink animations. Also, the drink/food can be thrown at a oponent, be it duel or GCW. Not much damage, but enough tossed can hurt.¨
-All armors adjusted to 50% resist crafted. Every armor when worn in full set provides a bonus to skills. some armors have been certified "only" due to this (bonuses range from defences, terrain negation, weapon speed. Made the composite color change ability to affect all armors
-Painted Garvin pink with some leftover paint from TH's "office upgrade"
-
lockder
Wed Sep 08, 2004 10:37 pm
#16
i want see states have a timer like kd or change posture, if your dizzy intimidate etc goes off you can be dizzy , intimidate etc for 30s again
jRaylianholy
Thu Sep 09, 2004 1:43 am
#17
Latenighter wrote:
In the revamp, Commandos will be able to effectively participate in the high level dungeons (DWB).
ive been there 4 or 5 times and weve made 3 jetpacks
Id like to see the resists on armor greatly reduced but the ap to change from all light to composite heavy with low resists, or like padded light with high resists, well like 70% max maybe make it a little more statigic to where armor then jsut all composite and hope oyu get good encumbrence slices to wear it unbuffed.
Id like to see teh new weapons for sure
Some more heavy armor peircing weapons
FIX THE HAR and fix the AA/CA
Feyne
Thu Sep 09, 2004 2:50 am
#18
Flame animations would be very cool
"New commando weapons and skill attachments will be automatically issued to all commandos as an apology for us nerfing them in the first place"
Resists on all armour reduced.
Make storm troper armour better (on par with comp) - Maybe if it was better there would be more imperials on the servers.
Also, the higher rank imperials shoudl be able to get Dark Trooper armour (maybe througha dungeon). These could then (with the help of a master weaponsmith), be augmented by jetpacks from the DWB (more a pipe dream than a request but you never know).
Weapons bought through Faction recruiters should be good. Not great but better than they are now.
No doubt i'll think of some more later. 
Nerj
Thu Sep 09, 2004 3:51 am
#19
This statement from Haden:
"WE are so sorry we really hosed things up, especially for commando. In order to make things right we are doubling the staff required to get the Combat Revamp out as soon as possible. In addition as soon as JTL is released we are bringing back all of those developers to live. Yes, we did lie about moving developers from live to JTL. We just didn;t think anyone would notice, please forgives us."
Well, I can dream can't I 
Message Edited by Nerj on 09-09-2004 07:56 AM
jhh
Thu Sep 09, 2004 3:59 am
#20
What I would like to see:
When you kill a commando in pvp, you lose pvp rating. Why? Because its just too easy. Like kicking a puppy.
Ok on a more serious note, I would like to see any or all of the following:
Master Commando being back at the top of the (pvm at least) damage heap. FT needs AP2, or AP1 at the least.
New weapons - a million and one posts on this subject already so I wont go into detail.
State defenses - yes please. We need KD and dizzy defense at the least, and perhaps a bit more melee and ranged defense
Knockdown defense - Some dizzy defense would be nice as well.
DoT unnerf, or change. After playing on the TC2-Ahazi pvp server last night, I was barely scratching players with my DoTs.
HAR fix or replacement, see "New Weapons".
Massive accuracy boost, all commando weapons. I should very rarely miss with a flamethrower, and never with grenade.
Moderate speed boost, all weapons. Not a lot, just a little. Maybe +25 at the maximum.
State attacks - any of the following: dizzy, KD, stun, blind. Having napalm sprayed in ones face would likely blind, KD, dizzy, and stun someone. A chance to land some random state on a successful /flamesingle2 or /flamecone2 (similar to the /fullautosingle1 attack) would be nice.
Lower mob heat resistance. Most raid type mobs in pvm have obscene heat resists, and usually medium-heavy armor on top of that. Right now Im next to useless against Nightsisters or many other mobs.
Expendable weapons change - make them easier for weaponsmiths to craft so we have a better chance of purchasing them.
Quest weapon - much like the swordsman scythe, I would like to see a quest only weapon schematic for commandos.
Grenade fix - I blow myself up too much.
Grenade fix - grenade launcher - Expendable weapon that requires one or more stacks of grenades to craft. Adds a large amount of range and speed to the grenade. Should have the same damage stats as the grenades used to craft it.
Grenade fix - accuracy. Grenades should never miss if the target isnt moving around a lot.
Unarmed IV requirement - give us some melee skills. Adapt lunge (20m posture down) from the brawler tree to commando.
Unarmed IV requirement - Pistol whip / stock slam (you hit your target with the stock of your weapon) would be nice. Dizzy or stun + high chance to KD. Single target only, no AoE as it would be too overpowering.
If none of the above make it in game, I would like to see:
Skill point reduction. The amount of skill points we spend on mastering Commando isnt worth it. Remove brawler skill requirements.
Non-profession specific:
Fix faction armor to make it competitive with composite.
Something to do with stun damage... Two or three professions rule pvp right now simple because of their damage type (fencers, rifleman, pistoleers). The stun damage professions (fencer especially) should be given higher damage non-stun weapons to compensate.
The above are just some random thoughts I came up with.
When you kill a commando in pvp, you lose pvp rating. Why? Because its just too easy. Like kicking a puppy.
Ok on a more serious note, I would like to see any or all of the following:
Master Commando being back at the top of the (pvm at least) damage heap. FT needs AP2, or AP1 at the least.
New weapons - a million and one posts on this subject already so I wont go into detail.
State defenses - yes please. We need KD and dizzy defense at the least, and perhaps a bit more melee and ranged defense
Knockdown defense - Some dizzy defense would be nice as well.
DoT unnerf, or change. After playing on the TC2-Ahazi pvp server last night, I was barely scratching players with my DoTs.
HAR fix or replacement, see "New Weapons".
Massive accuracy boost, all commando weapons. I should very rarely miss with a flamethrower, and never with grenade.
Moderate speed boost, all weapons. Not a lot, just a little. Maybe +25 at the maximum.
State attacks - any of the following: dizzy, KD, stun, blind. Having napalm sprayed in ones face would likely blind, KD, dizzy, and stun someone. A chance to land some random state on a successful /flamesingle2 or /flamecone2 (similar to the /fullautosingle1 attack) would be nice.
Lower mob heat resistance. Most raid type mobs in pvm have obscene heat resists, and usually medium-heavy armor on top of that. Right now Im next to useless against Nightsisters or many other mobs.
Expendable weapons change - make them easier for weaponsmiths to craft so we have a better chance of purchasing them.
Quest weapon - much like the swordsman scythe, I would like to see a quest only weapon schematic for commandos.
Grenade fix - I blow myself up too much.
Grenade fix - grenade launcher - Expendable weapon that requires one or more stacks of grenades to craft. Adds a large amount of range and speed to the grenade. Should have the same damage stats as the grenades used to craft it.
Grenade fix - accuracy. Grenades should never miss if the target isnt moving around a lot.
Unarmed IV requirement - give us some melee skills. Adapt lunge (20m posture down) from the brawler tree to commando.
Unarmed IV requirement - Pistol whip / stock slam (you hit your target with the stock of your weapon) would be nice. Dizzy or stun + high chance to KD. Single target only, no AoE as it would be too overpowering.
If none of the above make it in game, I would like to see:
Skill point reduction. The amount of skill points we spend on mastering Commando isnt worth it. Remove brawler skill requirements.
Non-profession specific:
Fix faction armor to make it competitive with composite.
Something to do with stun damage... Two or three professions rule pvp right now simple because of their damage type (fencers, rifleman, pistoleers). The stun damage professions (fencer especially) should be given higher damage non-stun weapons to compensate.
The above are just some random thoughts I came up with.
Obo_alCan
Thu Sep 09, 2004 4:27 am
#21
I'd like to see proper terrain negotiation; no more running up sheer cliffs.
Better Line of Sight calcs; no more shooting right through those sheer cliffs.
I think those two would help bring back an element of tactics to combat. You may as well be standing in a flat open plane no matter where you are right now.
Better Line of Sight calcs; no more shooting right through those sheer cliffs.
I think those two would help bring back an element of tactics to combat. You may as well be standing in a flat open plane no matter where you are right now.
TKA-MC
Thu Sep 09, 2004 7:13 am
#22
I would like to know if "Profession's" will have any types of "Roles" attributed to thier professions. I have no examples of this but you should catch my meaning. Also.....please oh please I would like to know if we are getting any new weapons/mods/skill tree's at all.
TK-132
Thu Sep 09, 2004 7:17 am
#23
That an SBD doesn't take commandos out in 30 seconds. I just wish we had better defenses, so that we can be the front line guys like we should be. Also I'd be happy if faction missions no longer have you shoot at a flag, a building might be nice like we use to get. Oh and commandos could plant demolotions and when that group of overts comes after you and you run and they follow, behind you is large explosion indicating that your pursuers are now dead.
MichailArris
Thu Sep 09, 2004 8:07 am
#24
Heh personally I would like to see the following:
- To see our normal weapons (Flame Thrower, Heavy Acid Rifle, Launcher Pistol)to get armor piercing. As it stands right now we are the only ranged profession that doesn't have any AP weapons for our standard weapons. And with all the high end mobs or NPC's have light to heavy armor with more than 50% resists to our weapon damage types. This tends to make us useless in group situations.
- To see Grenades made usable, with a 75-80% reduction in HAM Costs and production costs. And have the approximately the same range as Combat Medic poison and Disease packs.
- To see our Consumable Weapons (Rocket Launcher, HPBC, Acid Cannon, Lightning Cannon) Both easier to produce, and Lower HAM Costs. Production can be redone by the reloadable tube idea brought up here before.
Stuff I would think make the profession better:
- Add +50 Terrain Negoiation in the same levels as done in the Combat medic Profession.
- Get our Skill tapes working.
- Increase our range on specials, other than melee we are the only ranged profession that is limited on our specials use. Pistoleers, Carbineers, Riflemen, Smugglers and Bounty Hunters(except the LLC) can still use their specialsfrom 0-64 meters,
But I just hope the Combat Revamp delivers on its promise, and makes our profession useable and desirable to have in groups in both PvP and PvE.
Drimli
Thu Sep 09, 2004 8:34 am
#25
I don't care what is in them I just want to SEE THEM.
But if I have to pick; another vote for AHHHHH IT BURNS, IT BURNS (this may go in my sig).
I would just like to see that the Dev's thought the whole thing through and look at it from a 'what is possible' point of view. No more short sighted crap like comp armor, stun damage, defense stacking that they should have known from the start that given time, resources and peoples ability to crunch numbers like a freaking machine how these things would end up.
I hope they allow time to test and test some more. I hope they think like (or at least listen to) the people who can'find the wholes in the system'. I work in fraud and risk for a bank and we have asaying that fits what I am getting at"you have to think like a criminal to catch one or stop one".
nbd9k
Thu Sep 09, 2004 9:16 am
#26
Ok, im a sucker for the unrealistic crap.
i wanna see a paragraph in the revamp docs where TH expresses how excited he is about the new commando dropship technology that will be integrated to function with JTL. just load up an attack squad, pick your grid coordinants, and press a button. your dropship flies over the target and the squad jumps out, wasting all enemies quickly thanks to the commando assult carbine, while overhead, the door gunners take out the turrets with mounted E-WEBs.
It would also be nice to see a paragraph where TYRANT says hes so enthused about the combat revamp, hes decided to supplement it with extended galaxy material: New planets, new dungeons, instanced quests, live-in space stations, and the opertunity to own appartments in cities. "Imagine what that will do for the GCW! " he exclaims.
Just to accomplish what everyone has been begging for, a bit more attention has been payed to the jedi. If they come within 1000 meters of any city/starport while identifyable as jedi in any way, they are auto TEFed and instantly mobbed by stormtroopers. not the regular kind, but the ones off the corvette. also, jedi permadeath returns, and as a result they all begin to lead the monastic lifestyle that is expected of them.
but the best part is last...
Commando gets a whole chunk of the rebalance reserved just for them. "We are so sorry you guys have gone on for so long with only nerfs for comfort." TH writes. "so weve given the most attention to fixing your profession." The weapons are now easier to make, and they all work. also, they do damage proportionate to Real world situations. Spraying acid on someone will eat through their armor.. thermal detonators will now blow up houses, and proton grenades will destroy city blocks. frag grenades will clear a room again. all of the launchers will do type effective damage, and though they take a long time to fire, they rarely miss, and make the target's life miserable. "i mean, how would you feel if i shot MY rocket lanuncher at you?" TYRANT asks the DEVs. Even the launcher pistol gets a few specials, but noone cares, since they can now change weapons without a 10 second delay, and everyone has a good collection of weapons. "Of course," TH says, "this means that commando is now a decent and respectable profession, and in order to prevent all of those PVPers who liked to stack uber professions from stacking commando and making the game really bland, we are raising the novice commando experience cap to an astronomical level." Garvin and the other commandos receive some significant satisfaction, knowing that they earned this patch, and no AFK grinding player is going commando anytime soon.
As a result of the combat rebalance, scores of former SWG players return to the game, finding the enjoyment that had been lost along the way. JTL comes out and to everyones suprise, its AWESOME- fully integrated with the current galaxy system. in fact, SWG beats out evercrack as the number one RPG. TYRANT takes the money made from the sales and puts it back into the game, expanding the galaxy even further, with more planets, races, professions, ships, and unusual adventures. The Pinnacle of the extended game is the planet of Coruscant,the massive city planet that has attracted all of the non-combat professions, and acts as urban warfare for the GCW.
the market goes crazy, and SWG becomes the national pass-time.
/end dream.
-harv