Commando Archive
Thread: Commando Update From Beta TH Apporved
cyrom
Mon Oct 10, 2005 3:42 pm
#14
i got 2 thing to say
1.will they incress the damage for the low level heavryweapions when you get to master or is that still under NDA
2. can you ues the new skills with other types of range weapions like rifle, carbine and pistols?
StarNick
Mon Oct 10, 2005 3:56 pm
#16
What does this all mean?, you may ask. Well, based off of personal testing, as well as feedback from Helios over the last week or two:
Commando Issue 1: The inability to produce damage within our own profession
We just need to be careful with how the new specials' mods will be, once we see the newer incarnation next patch (hopefully)...this will be officially stricken. However, we have the mode of deliverance IN place now.
Commando Issue 2: Broken AOE
This has been utterly and fully destroyed.
Commando Issue 3: Lack of diversity in our weapons
This will still be an issue, as we're lacking some non-AoE weapons at master. Plus the Lava Cannon has no DoT, just elemental. At master we have mainly all DoTs right now, and would be good to see less redundancy. However, the increased states on our grenades help a bit with this, but it will remain an issue
Commando Issue 4: Grenades
This issue will be substantially reduced in size, because damage...states...and stack size are now taken care of. We will see if we need some more boosts to this, but that is to be decided. However, none of the fixes tackle our insanely long timers, nor the fact that these babies are difficult to produce. We're trying to see if the devs can dish more love out to those aspects.
Commando Issue 5: Power-ups and Cybernetic Arms
Issue wasn't touched, but I've brought it up to Helios a few times already. Hopefully we'll be seeing something.
Commando Issue 6: The Proton Rifle
No longer an issue because we have specials! Its good that the Proton Rifle will be more damaging than our normal weapons, because then this will go hand in hand with the new specials. From the frogs, both the lava cannon and New republic flamer were similar in states to the Proton rifle...which hopefully will give us more options to higher damaging weapon that is can supplement this weapon.
Commando Issue 7: The Crafting of Heavy Weapons
Still an issue.
Commando Issue 8: The Melee Component of Commando
No longer an issue because we have melee mods in the profession....AND ranged specials to preserve the damage if we go melee-commando!!
Commando Issue 9: Sniper Shot and the Plasma Flame thrower
I do not think this will be much of an issue anymore, because the two new ToW weapons are longer ranged (not by a lot, but still afford us a bigger window). We'll have an increased weapon cache now where this shouldn't be a huge problem. It would be even better if we could have some more advanced non-AoE weapons however.
Commando Issue 10: Heavy Weapons and Area Specials
This has been utterly and fully destroyed.
Before all of this is over, Im hoping to get both Issue 10 and 5 eradicated...especially since both new Heavy Weapons are under the category of Special Heavy Weapons (we do not know if they're looted or craftable yet either). With Issue 4, Im hoping we can get more attention from Helios on the timer's and production aspect since he already has touched the code.
We might have to live with Issue 3 and 7, but one can hope. If we can get either a system down now (going to be difficult I think) similar to Ackehace's idea...then both will be eradicated. Issue 3 at the least, after all this is over and if it isn't atoned in these new changes, will be our biggest issue to date with grenades following second place. Either more advanced weapons or Ackehace's idea is going to be implemented.
That is, of course, if we see all of this come to live...which I'm hoping, and since we got to playtest it...Im betting will be a very strong possibility. So stay tuned commandos!
Btw...this is what I ment by at least 50% of our issues will be gone, if all goes according to plan
We just need to be careful with how the new specials' mods will be, once we see the newer incarnation next patch (hopefully)...this will be officially stricken. However, we have the mode of deliverance IN place now.
This has been utterly and fully destroyed.
Commando Issue 3: Lack of diversity in our weapons
This will still be an issue, as we're lacking some non-AoE weapons at master. Plus the Lava Cannon has no DoT, just elemental. At master we have mainly all DoTs right now, and would be good to see less redundancy. However, the increased states on our grenades help a bit with this, but it will remain an issue
Commando Issue 4: Grenades
This issue will be substantially reduced in size, because damage...states...and stack size are now taken care of. We will see if we need some more boosts to this, but that is to be decided. However, none of the fixes tackle our insanely long timers, nor the fact that these babies are difficult to produce. We're trying to see if the devs can dish more love out to those aspects.
Commando Issue 5: Power-ups and Cybernetic Arms
Issue wasn't touched, but I've brought it up to Helios a few times already. Hopefully we'll be seeing something.
No longer an issue because we have specials! Its good that the Proton Rifle will be more damaging than our normal weapons, because then this will go hand in hand with the new specials. From the frogs, both the lava cannon and New republic flamer were similar in states to the Proton rifle...which hopefully will give us more options to higher damaging weapon that is can supplement this weapon.
Commando Issue 7: The Crafting of Heavy Weapons
Still an issue.
No longer an issue because we have melee mods in the profession....AND ranged specials to preserve the damage if we go melee-commando!!
I do not think this will be much of an issue anymore, because the two new ToW weapons are longer ranged (not by a lot, but still afford us a bigger window). We'll have an increased weapon cache now where this shouldn't be a huge problem. It would be even better if we could have some more advanced non-AoE weapons however.
This has been utterly and fully destroyed.
Before all of this is over, Im hoping to get both Issue 10 and 5 eradicated...especially since both new Heavy Weapons are under the category of Special Heavy Weapons (we do not know if they're looted or craftable yet either). With Issue 4, Im hoping we can get more attention from Helios on the timer's and production aspect since he already has touched the code.
We might have to live with Issue 3 and 7, but one can hope. If we can get either a system down now (going to be difficult I think) similar to Ackehace's idea...then both will be eradicated. Issue 3 at the least, after all this is over and if it isn't atoned in these new changes, will be our biggest issue to date with grenades following second place. Either more advanced weapons or Ackehace's idea is going to be implemented.
That is, of course, if we see all of this come to live...which I'm hoping, and since we got to playtest it...Im betting will be a very strong possibility. So stay tuned commandos!
Btw...this is what I ment by at least 50% of our issues will be gone, if all goes according to plan
Message Edited by StarNick on 10-10-2005 06:57 PM
Message Edited by StarNick on 10-11-2005 04:13 PM
StarNick
Mon Oct 10, 2005 4:03 pm
#17
1.will they incress the damage for the low level heavryweapions when you get to master or is that still under NDA
2. can you ues the new skills with other types of range weapions like rifle, carbine and pistols?
#1, we haven't seen yet...I am hoping such a system has been given consideration, but we have yet to see it.
#2, according to a tester he wasn't able to. Unfortunately I didn't get as much testing on the specials before they were yanked from TC2. In the next patch or so we might be seeing them return (I really hope so, because they're technically in...but not working now) with better damage as well as maybe usability with other weapons.
In regards to our specials, I really do hope overkill becomes a replacement for our consumables...sorta like a sniper shot, and something REALLY deadly to boot.
Dead Bang and Focus Fire both didn't seem to be any different, which further led me to think not everything is 100% working in regards to our specials...but it is exciting that we EVEN have them now!
In regards to Demolitions shot, it should work vs lairs and turrets and vehicles/droids better than any other special. I've heard that new bases with destroyable structures were added on TC2...but can't confirm anything, or how well this special worked since it seemed to be bugged vs lairs, and I havent been able to test vs vehicles/turrets.
Cpl_Fisher
Mon Oct 10, 2005 4:09 pm
#18
whisper basic armorbreak at master....
also I have a question about demo shot....
damage bonus against droids and buildings? buildings?
am I missing something here?
StarNick
Mon Oct 10, 2005 4:09 pm
#19
By the way guys, just for the record...this entire thread devoted to more patch notes than our profession has recieved in total for two years came as a complete and utter surprise from left field.
Before this, I was helping Helios with observations with fixes on TC2:
*AoE worked...originally the LBC had 100% damage, PFT had 40%...and our weapons in between were 45%-75% (Heavy republic flamer & lava cannon respectively). This was a reverse to what it should have been...
*AoE at your feet bug with grenades was fixed
*AoE damage without your weapons equipped bug was fixed (dont think this was included in the patch notes listed here).
I was happy...happy with just AoE, then Helios surprised me with two more. He hinted at more with the grenades, and that we had a nice list of fixes coming...
Then WHAM...
The next day, all of this.
That is why...I was very, very happy for a few days back then
Before this, I was helping Helios with observations with fixes on TC2:
*AoE worked...originally the LBC had 100% damage, PFT had 40%...and our weapons in between were 45%-75% (Heavy republic flamer & lava cannon respectively). This was a reverse to what it should have been...
*AoE at your feet bug with grenades was fixed
*AoE damage without your weapons equipped bug was fixed (dont think this was included in the patch notes listed here).
I was happy...happy with just AoE, then Helios surprised me with two more. He hinted at more with the grenades, and that we had a nice list of fixes coming...
Then WHAM...
The next day, all of this.
That is why...I was very, very happy for a few days back then
StarNick
Mon Oct 10, 2005 4:12 pm
#20
whisper basic armorbreak at master....
also I have a question about demo shot....
damage bonus against droids and buildings? buildings?
am I missing something here?
Im really hoping honestly...especially with the Lava Cannon. Although this weapon doesn't have a state effect, it's still hella cool shooting lava at your target, and seeing it leave hardened lava on the ground (or spray it in all directions and get a ring of lava around you). I have brought this up at the start of Beta, getting something nifty for the Lava Cannon regarding state effects...
As with droids and buildings...suppousedly there are more structures added on TC2, can't confirm. BUT...this will make us better vs turrets and anything else coming that are suppoused to be armoured and difficult to take down.
So:
We're now a mesh between our -old- role of taking down vehicles and our CU role with flexibile destruction.
cyrom
Mon Oct 10, 2005 4:14 pm
#21
i bet a a grand that Demolitions shot will make commando uesful and mush needed in DWB,NK, and base takedowns.
and what is this with the new bases? will they be parts to shot at to blow up? becuase this is even bigger then the mini revamp.
StarNick
Mon Oct 10, 2005 4:17 pm
#22
and what is this with the new bases? will they be parts to shot at to blow up? becuase this is even bigger then the mini revamp.
From what I've heard yes.
It still is a mini-revamp, regarding our profession, as many of these fixes were little stuff here and there and one big one that I think will be giving the profession the perfect foundation we've needed, rather than a weak and ambigious one we have right now.
On a greater scope of things, this is only one of many things...
Ryubushi
Mon Oct 10, 2005 4:23 pm
#23
StarNick wrote:
and what is this with the new bases? will they be parts to shot at to blow up? becuase this is even bigger then the mini revamp.
From what I've heard yes.
It still is a mini-revamp, regarding our profession, as many of these fixes were little stuff here and there and one big one that I think will be giving the profession the perfect foundation we've needed, rather than a weak and ambigious one we have right now.
On a greater scope of things, this is only one of many things...
Shall I take that to mean that perhaps, just perhaps, that they're finally talking about a complete profession revamp for us?
Don't get me wrong; all these fixes, assuming they do happen, are awesome, but this profession still needs a true revamp to better define who we are and what our role is.
Pe-Ell-Morgoth
Mon Oct 10, 2005 4:25 pm
#24
Seriously! First off, how many actually spend there time firing at buildings and droids! There isnt that much content in the game to support this special! And as of right now commando is built off of our weapons, most of them being AOE weapons, which none of these specials support! These specials suck
JadenKatrell wrote:
Here are some of the things that Commandos can look forward to in the next update:
Profession: Commando
* Heavy weapon AOE damage % is now displayed on weapons that have splash damage.
* Fixed an issue where commando Area-Of-Effect weapons wouldn't give AOE damage.
* Heavy weapon AOE damage percentage is now explicitly determined by the maximum range of the weapon. Longer range weapons have smaller AOE damage %.
* Decreased the AOE range of commando grenades, should aggro less mobs now.
* Fixed an issue with grenades where the AOE radius of a grenade would be centered on where the attacker was instead of where the target was.
* Increased damage on all commando grenades.
* Slightly increased the chance of grenade effects sticking to their targets.
* Slightly increased the chance of some heavy weapon state effects sticking to their targets.
* Slightly increased the effect duration for some heavy weapons.
* Increased crafted grenade stack size from 5 to 10.
* Added 4 combat specials for Commandos (3 levels each).
These specials are:
Demolition Shot: This ability gives a damage bonus against droids and buildings.
Focus Fire: This ability decreases the area of effect on AOE weapons & gives a damage bonus. The damage bonus is only for non-AOE weapons.
Dead Bang Shot: This ability decreases the range of an AOE weapon & gives a damage bonus - damage bonus only for non-AOE weapons.
Overkill Shot: This ability has a long warmpup/cooldown but gives a great damage bonus. This damage bonus is for non-AOE weapons.
ENJOY!!!!!
StarNick
Mon Oct 10, 2005 4:29 pm
#26
Pe-ell did you read through some of my analsys?
The same question was brought up in the Beta forums:
ALL Heavy Weapons function with these specials, however our AoE will simply not be boosted. For example:
If we see overkill shot do 4k damage with a PFT, it won't do 1400 damage in AoE. Our PFT will be modified as if it were a Rocket Launcher (non-AoE weapon). The only specials that will modify our AoE will be other profession's elite specials.
As for more commando stuff, that was hinted so...we'll keep you all updated as we go.
The same question was brought up in the Beta forums:
ALL Heavy Weapons function with these specials, however our AoE will simply not be boosted. For example:
If we see overkill shot do 4k damage with a PFT, it won't do 1400 damage in AoE. Our PFT will be modified as if it were a Rocket Launcher (non-AoE weapon). The only specials that will modify our AoE will be other profession's elite specials.
As for more commando stuff, that was hinted so...we'll keep you all updated as we go.