Commando Archive
Thread: Good News!
Veustuh wrote:
RaidenIV wrote:This was just said on the HoC chat.[20:27] We're constantly re-evaluating our design decisions and listen carefully to player feedback. We changed our stance on Rangers contributing to combat level and will be adding that into the calculation. In the near future you will see your Scout and Ranger skills add to your Combat Level. =)Which probably means more health as well!Which won't mean squat if they keep the added +10 to range and melee defenses. This does bring up a good question, why only 10 to melee defense? If I recall right almost every single creature in SW:G runs into melee range with the exception of maybe a dozen creatures. Being an ex-MR I recall that the tracking line bonuses didn't offset the damage dealt by creatures so this wouldn't be of much use to add more HAM if they don't increase at least the melee defense.
From what I understand both range and melee defenses will stack so basically it'll come down to this:
Master Rifleman + Master Ranger = +110 range defense and +45 melee defense
Master Rifleman + Master Carbineer = +150 range defense and +85 melee defense
Master Rifleman + Master Carbineer + FS defense = +170 range defense and +105 melee defense
So unless the Ranger is a melee ranger there won't be much gain outside of another 1k+ to their HAM.
The new level system kinda makes all defensive mods and armour pointless in all but PvP between equal level characters.
Great news for ranger though!
Vorpaks wrote:
RaidenIV wrote:His came up while I was typing mine :-P
Her, I believe.Agent you need some sort of /smack macro for when this happens - like Tigg's pounce.
LOL, (note to self. read to end of treads)
Bah its not letting me make a clicky...odd
Clickified!
Message Edited by VitoGenovese on 05-23-2005 10:44 PM
wow, of all the stuff wrong...granades is all they fix.
Thank god they got on those lightsabers though, WHEW, the jedi were almost completely useless in pvp because of that!
(sorry for all the negetivity, but for real guys, this is to much.)
I think this well be a step in the right way for grenades themself. I still think a couple grenades should be feared when used but should be some cost/risk of useing some of them.
Good News !
Did someone just save a bunch of money on car insurance by switching to geico?
craftr wrote:
Good News !
Did someone just save a bunch of money on car insurance by switching to geico?
Hahah good one
craftr wrote:
Good News !
Did someone just save a bunch of money on car insurance by switching to geico?
Don't you love it when someone sets you up for a flawless delivery?
LOL its better than a poke in the eye...
Ok so timers are getting fixed. Have you tested this to know what it means? Not on test center to see. Well it says grenades pulled from converted crates... It doesn't say anything about the insane innate timers to throw a grenade from the same type. Maybe it means that maybe it means the timer from throwing one type to another is shortened, but they will still be weak.
Doesn't fix their radius problems. Example: Last night helping a guildie finish his template, I decide to throw a 'nade at our mission lair to draw all the CL82 critters to be funny and see if we both get incapped knowing full well they were all coming. There was no problem with the entire lair coming as I was intending it... my friend was going to learn how to use his crowd control skills. Well I throw the Cryoban from 38m away from the lair and everything comes as planned... no problem there. The problem is that an entire lair of Anglers from 40m BEHIND me where I through the nade 38m forward (Read: 78m radius) came in to join in the fun along with some other critters that were to my left (no idea how close they were at the time but about the same as the Anglers).
There is no more patience in me for these Developers. You guys seen the new player experience on TC? From what I read they hint at you being special and make you feel like you are FS with a dark jedi NPC running to attack you when a light jedi NPC intercedes. They might as well get rid of all the profs and just have Jedi variants with the way they are still getting so much attention (even though they are not primary game content and are end game material that is OPTIONAL or is it?) as they playerbase. I counted 17 jedi in Theed last night landing to go home... the Old Man showed up again for my alt. We need to have the option to shove a grenade up that old mans arse and send him floating down the nearest river towards some enclave.
TheOtherDude wrote:
Well, at least we get a fix. I don't know if I could've taken another patch without a fix of some sort...
What, like that big patch on TC with absolutely no mention of Commando?