Commando Archive

Thread: Change of Heart

Sooty
Fri Aug 22, 2003 3:36 pm
#14

What does the fact that a lone rebel couldn't kill a AT-ST have to do with CH? Seriously. Would a lone pistoleer have stood a chance? Or a lone BH? Or even a fully working lone commando? No. So why should a CH?


What do ANY faction pets have to do with CH. Its a ridiculous comparison, simply because a CH can also have faction pets. Argue that the AT-ST is too powerful in and of itself, fine. Holo has already said that they probably are and the devs will be looking at them soon. But please stop these comparisons to CH pets.

Graeme
Fri Aug 22, 2003 3:47 pm
#15

The down side of the AT-ST is that you have to keep looking over your shoulder for every rebel in the galaxy to take a pot shot at you. I would rather stay neutral, even if my pet isn't superman.
Zalanthus
Fri Aug 22, 2003 4:15 pm
#16

AT-STs are just obscenely out of balance. PCs shouldn't control them period. Nothing that level is meant to be controlled by PCs.


I'dbet onunder 3 weeks before they fix it. Maybea month if they toss it into next months big fix.


Butit will get done.

Nikay
Fri Aug 22, 2003 4:36 pm
#17

Funny thing is, at the moment, you cant heal an at-st's mind, only way is to let it regen, thats a long long long time to be sitting round doing nothing.



-Nakaya-
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-Master Doctor-
-Master Heavy Swordsman-






.
Zaket
Fri Aug 22, 2003 6:50 pm
#18






Zalanthus wrote:

AT-STs are just obscenely out of balance. PCs shouldn't control them period. Nothing that level is meant to be controlled by PCs.


I'dbet onunder 3 weeks before they fix it. Maybea month if they toss it into next months big fix.


Butit will get done.





AC 3, 70% resist all, 1100-1150 dmg, what's out of balance about that?


But seriously, they've known about the problem since late beta when folks started playing around with them. I don't know what's taken so long. What with the reduced faction cost of the things, they're starting to pop up everywhere. Even if one gets killed, you can farm out the faction points faster than I could tame and grow a no longer existing AC2 pet.




----------------------------------
Clerista Iewie
Master Shipwright
SeminoleDriver
Tue Jan 27, 2004 12:34 pm
#19

For a while I was very concerned about the impending NERFS that are comming our way. After reading some posts from commandos who didn't see these changes as nerfs but more as necessary balances I have somewhat switched my views.


1. Of course are DoTs should not stack, nor should any other DoT in the game.




SD
******************************************
MASTER TKA
MASTER SWORDSMAN
MASTER FENCER
******************************************
Get a shovel, we gonna need another hole..........
TranquilityTHX
Tue Jan 27, 2004 12:50 pm
#20

I completley agree with you. I've had a change of heart and while I'll have to get used to the changes, I will get used to them. What ticks me and the majority of commandos off is that they spend all this time 'balancing' professions without fixing them.




In game: Myer Av-Raum (Flurry), Drew-Lane (Starsider)
garvin
Tue Jan 27, 2004 12:58 pm
#21

There are 3 things that I know of currently in testing or being proposed:


1) No more Same DoT stacking (in testing)


2) Fire Extingishers (proposed by TH)


3) FlameOut that reduces damage done by 85% on first 3 attacks (in testing)


The Stacking DoT isn't a huge deal PvP...most of us Commandos, thanks to our delay, only have the opportunity to get one DoT on our opponent as is if they wander into our 16m range. PvE our Flame DoT stacking is aHUGE deal...since we currently dont have other valid weapons to use (and NO, against a few opinions, the Rocket Launcher is not a valid PvE weapon since it is more specialzed...it can't be fired on the run since you have to stop and use, the accuracy isn't that great, it's expendable, and can't be used indoors)...We rely on stacking DoTs to take down some bigger game in PvE....If we had other valid weapons for ranged attacks we could do our damage in other ways, but for the most part we have to rely on the FT most times...Try using a Rocket Launcher in a Cave if you don't believe me...Or use the Launcher Pistol without the benefit of Pistoleer/Smuggler specials (not every commando dabble there...need to look at the big picture)...Try using a grenade instead of the FT...Again, if we had valid alternatives (and they were fixed) then the stacking PvP or PvE wouldn't be a concern...but currently our other alternatives are broken, so we need our stacking ability for PvE...it's a shame to take it away without giving us something back in return.


The Fire Extingisher can be a good thing...IF IMPLEMENTED RIGHT!!! It would need to work like other kits that put out DoTs...it would need the same restrictions...otherwise what is the point of putting a DoT on someone if they can immediately put it out...What would even be the reason for us to have a DoT? If I give you 100 one dollar bills, then immediately take back 99 of them, why didn't I just give you 1 in the first place? The upset feelings stem from a) not giving us any input on this proposal that TH has been "pushing hard" and b) not having any idea of where this stands or what to expect...what will the restrictions be? who can use it? how is it crafted? will it be usable in battle or outside of battle? will it have a delay timer? will it reduce the DoT or eliminate it right away? and so on...there are tons of questions begging for answers...


And as for FlameOut...this is both a blessing and a curse...I've heard 2 different stories on this one and I am waiting for some official word...Most folks say that it reduces any type of damage...but others say that it specializes in Flame Damage...Either way, picture this...We use /flamesingle2 on our opponent, 85% of the initial attack is reduced but the DoT sticks...they then immediately put out the DoT with the Fire Extingisher and kill use while we wait for our Special Delay Timer to allow us to attack again (or even heal)...Basically our whole offense was just null'd out to 15% of what it use to be...and that's what we get to expect for our next 2 attacks so we now have to avoid specials (if we live long enough) for 2 more attacks and after that hope to get the change to connect up with yet another special (only to have the DoT put out again by the Extingisher)...


Given the combination of all 3 we go from a heavy hitting profession (we are meant to be the Heavy Weapon Specialists) to a profession that is easily dismissed...


And I remind the person who keeps pushing the Rocket Launcher as a valid weapon...No Indoors...look at the speed of your Rocket Launcher...Look at the Cost Vs. Shots...Look at your Accuracy...and remember, if you are trying to keep some ranged distance between you and your target by running, you have to physically stop and get down on one knee to fire the RL (using the RL makes your character do this)...NOT VALID FOR NORMAL COMBAT...


And also to those who say, well when we get our fixes it will be ok...that's just it...WHEN WE GET THEM...that could be next month, 3 months from now, 6 months from now...etc...who knows...Why should we have to put up with being a further broken profession while we wait?




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Raanan
Tue Jan 27, 2004 8:08 pm
#22

Hey, I love swg. It's a fun game and despite the crap commando is taking as a profession, i will continue to be one. However, things better get cranking soon for this game or World of Warcraft is taking this commando out of the equation. It probably will anyway. It looks that good.




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
Jarkatoo
Tue Jun 22, 2004 2:05 pm
#23

well when the revamp was pushed back yet again i was pissed and decided to quit smuggler, but i cant bring myself to do it. even though it is broke, i still love it and have a lot of fun playing a smuggler. in fact out of my DWB group i was the only one who didnt die. they all died got the decay and wounds while i layed there feigned, healed and the took of running outa the bunker. gotta love it. so for all the wanna be smugglers it is still a great proffesion, and hopefully with the revamp it gets even better.



nnJarkatoo Karkanan nn Elder Jedi Noob Againnn
nnJark T'oo nn still hoping to smuggle somethingnn
nn "Zyylee Wookiee Extraordinare - >nn<
Sawro
Tue Jun 22, 2004 3:25 pm
#24

Gotta love feigning death.



Kettemoor
Asrik - Shadowclan Imperial Mercenary
Smuggler's Alliance Pilot
Master Smuggler - Master of Teräs Käsi - Master Gunfighter
EnderUK
Tue Jun 22, 2004 3:42 pm
#25

yeah pretty much like me. Every month I go on a rant that I'm dropping smuggler and everythime I rant I never get around to dropping it. My guild mates have given be a fright saying that the vendor bug has been fixed where non-merchants can still use vendors they placed when they were merchants. I haven't confirmed this yet (I'm trying to, damn testcenter-valcyn is locked atm:smileymad but if it is true then I need to free up 35 skill points froms omewhere or get that alt that I've been thinking about. Though I hate to give SOE more cash I might have to do it.



I too use to have a fancy sig, then it got pwned - Kenney Ender
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