Commando Archive
Thread: Commando Issues Designer responses
And as I read Q-3PO's responses to the list of Commando issues, I thought to myself: "Sark that! They have no clue how badly messed up the class is!" Only the word I thought wasn't "Sark"...
No more Commando for me, because it's clear now that the class will never work in a reasonable manner.
Wow. I guess Commando was the wrong description for the class, but Suicide Bomber was too politically incorrect.
Once again, Working as Intended enters the lexicon. I feel for you Commando people, I really do.
This is exactly what I was afraid of hearing, and it's something we've heard before. To sum up almost Q's entire post, commandos are working as intended... I'm so mad right now I can hardly type...
How can you POSSIBLY think that 0.0 range is extreme close? That's not extreme close, THAT'S TOUCHING THE FRIGGING MOB!!!! We have to litterally STAND on a mob to avoid range penalties?! That's insane, especially since mobs will MOVE to get to their OWN ideal range.
And since our specials take so long to recharge, are damage output will be extremely below par since every other prof has specials that they spam repeatedly AS A GAME MECHANIC. Yet commando will be unable to do so because our specials will take too long.
I've stuck it out with commando for month HOPING that we'd get balanced. All we got was hit with a 12 ton brick and told to suck it up. There is absolutely NO reason to even play commando. And frankly, I'm to the point of thinking there's no reason to even play this game anymore. It's not worth the aggravation.
have yall started reading the posts for all the other classes... you know the ones that actually work pretty dang well, the devs response to all their crap is ok we'll fix it, where as ours is nope everything is working correctly... god you gotta love these devs....
How about belts of dynamite? Or Speeder bombs!
Well, I guess the military does throw grenades and then stand right next to them when the explode. Anyway, here is the Webster deffinition for rifle and cannon (note these are exceprts, since I dont think to rob and belly of a horse were the right deffinition to use):
Rifle: insuring greater accuracy of fire (note: this means the acid rifle should be very accurate, since it is a RIFLE)
Cannon: A great gun; a piece of ordnance or artillery; a firearm for discharging heavy shot with great force (sorry I'm a BH, and this affects me too).
I didn't know that a m-16 is fired next to your enemy, and a howitzer is fired two feet from your target.
What the hel? So maybe you should change the name of the Rocket Launcher to Rocket Grenade or all of the Cannon's to baseball bats. I don't know about anyone else but when I hear Rocket Launcher and/or Cannon I think about a long distance weapon instead of an extreme close range weapons.
I was looking around at his other responses and take a look what he wrote for Pistoleers:
http://forums.station.sony.com/swg/board/message?board.id=pistoleer&message.id=5613
So, in his mind set, the STRONG CLASS should be getting UPGRADES, while the UNPLAYABLE "SPECIAL USE" CLASS that took LONGER to make the grade
Message Edited by Jeassa on 08-12-2003 05:32 PM
Ummmm, waitaminit.
Last week you said THIS:
+++++++++
2.) Poor stats on the Heavy weapons, basically the 0 ideal range, the
severely unbalanced range mods, and apparent lack of accuracy of the weapons
in general. This is for the Flame Thrower and HAR (Heavy acid Rifle), dpm in
the range of 1200 which considering that you cannot use marksmen skills
with the heavy weapon, you just point and shot, and wait for the mob to die
with no real tactics, these weapons should be in the 1800 to 2200 dpm,
otherwise there isn't really anything "heavy" about them.
DEV: The default attack of these weapons are not impressive. These weapons
shine with special moves. The Update on Test Center increases the power of
special moves. With greater power comes the need for balance (hence
requiring special moves for the good stuff).
Response: You do realize that the special moves take a 10 to 12 sec
recovery? If I miss with my all powerful special move (which I do more
often than not) I'm basically dead, or going to get 0 exp in group due to
the group exp split being based solely on damage.
DEV2: Because these moves are very powerful, and have slow recycle times, we
will investigate the miss/hit ratios. If they're still too high we will make
these commands easier to use.
++++++++++
Now you say THIS:
++++++++++
3) Special Move Recovery – Special attacks take too long to recover from. In some cases 12 – 15 seconds.
These special moves are not designed to be primary default moves. They are meant to add to your default attack.
++++++++++
So, what you are saying is that our standard attacks are unimpressive, and that our special moves shine, but we shouldn't use them, because they recycle so slow? How exactly does THAT work? To quote a favorite, "What are we supposed to use, harsh language?"
Holy smokes! We have to get to extremely close range, and our entire line grants an entire, huge, whopping +5 defense vs knockdowns, and now if you're knocked down you take even MORE damage?
Somebody ... somewhere ... is ... clueless.
Lodacai
The WWII era Rocket Launchers were extremely inaccurate, used at long range they would miss the mark.
In Band of Brothers, the tank they were going up against (it wasn't a Tiger but something else, can't remember the name), has extremely thick armor. The only way they could penetrate was through the bottom of the tank where it was unprotected. That's why they were so close. The first shot they were trying to break through the plating (but of course it didn't).