Commando Archive

Thread: Is there any good reason why Commandos need the pistol/carbine marksman trees?

Cpl_Fisher
Mon Jan 17, 2005 9:42 am
#14

I still want my launcher rifle for taking down turrents and at-st's. Flamethrower is for close in dirty work. like dealing wth jebi.



Member of the Rock alliance.
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"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Novock
Mon Jan 17, 2005 10:09 am
#15






garvin wrote:



Now...the question is "What's Coming that will make this better?"...That's a tough question to answer without violating the NDA. I will say this though, our pre-reqs WILL help us. Thats a goal for Commandos and other professions via the CU (to make the pre-reqs worthwhile). This "help" could come in many forms (and does). Post-CU, our pre-reqs will cease being just back-filler on our story and actually become more worthwhile. We will actually USE what we get from Marksman & our Unarmed pre-req. This is one of the biggest pluses I see coming for Commandos (what we get from our pre-reqs) and something I'm very excited about.





What difference does it make what we might or might not get in the CU? The Cu is nothing more than paper and ideas. The CU is liable to be rename to Combat Reinvention and delayed another year. Right now we don't get the bang for the buck.Right now Commando's are at an extreme disadvantage because they don't have enough points left to cover their weaknesses aseveryone else is able to. Maybe someday in some distant galaxy in some distant planet in some distant time dimesional warp our power might... might .... justify the SP but at present no it doesn't.




Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

garvin
Mon Jan 17, 2005 11:06 am
#16






Novock wrote:





garvin wrote:



Now...the question is "What's Coming that will make this better?"...That's a tough question to answer without violating the NDA. I will say this though, our pre-reqs WILL help us. Thats a goal for Commandos and other professions via the CU (to make the pre-reqs worthwhile). This "help" could come in many forms (and does). Post-CU, our pre-reqs will cease being just back-filler on our story and actually become more worthwhile. We will actually USE what we get from Marksman & our Unarmed pre-req. This is one of the biggest pluses I see coming for Commandos (what we get from our pre-reqs) and something I'm very excited about.





What difference does it make what we might or might not get in the CU? The Cu is nothing more than paper and ideas. The CU is liable to be rename to Combat Reinvention and delayed another year. Right now we don't get the bang for the buck.Right now Commando's are at an extreme disadvantage because they don't have enough points left to cover their weaknesses aseveryone else is able to. Maybe someday in some distant galaxy in some distant planet in some distant time dimesional warp our power might... might .... justify the SP but at present no it doesn't.






It makes a HUGE diffence to be honest..."tweaking" is what screwed this game up past the problems it launched with..."tweaking" is what threw balance of farther then it ever was and made it necessary for a complete revamp...


Originally the Devs tried to "fix" things as they came up by making a "balance here" and a "balance there"...but what they actually did is throw the balance even farther off and make more focused "uber template" designs. What the Devs should have planned for in the first place is to "Balanced Every Combat Profession at the same time" which is what they are doing via the CU. The big push back around Publish 7 was not going to Balance every profession, but rather, try to bring certain profession "into line"...I have no confidence that it would have worked back then, especially without a Sandbox where we'll be able to test things on...


So in otherwords, if the Devs scraped the whole CU idea and instead decided to make little fixes here or there or just focus on one profession at a time I can tell you, with 100% certainty, it would fail miserably...their track record up to date proves that...


Now...if you feel that the CU is never going to happen do to pessimism brought on by delays and lack of communication, while understandable, it doesn't mean it's right or justification of making rash changes that aren't weighed against other ingame "balances"...If we made every needed Commando change tomorrow without making all the other Combat changes, we'd have a temporary balance created...what would happen later when those other Combat Profession also get their fixes (this would take our fixes and push us back out of balance)...That's why it NEEDS to happen all at once...and to happen all at once means that it's a fairly HUGE project that needs to be run like it's an actual Game Expansion just like JTL (but with no extra cost to the customer).


I've said it before and I'll say it again...I'd rather wait for them to get it right then try and rush things out and have to live another year with a broken profession...Many people feel that SWG was rushed out of Beta in the beginning and many of not most of it's current major issues should have been addressed before this game launched...now we are harping on the CU taking to long and wish things would move faster...common thread?


Yes...for all we know, things could only be on paper currently...But even if that's true, the Programmers and Devs I met in Austin have some great and seriously detailed plans on paper and would be foolish not to bring them live. Besides that, how do you know that a lot of the graphics, animations, etc aren't already in game? For all you know, everything is set to go and it's just hardware that's causing the problem today...It's the lack of communication that's caused all the problems and pessimism going on...If the devs would give us good feedback regarding any delay...actually share the reasons and the goals and follow them up with frequent progress reports, we'd all be a bit happier and more optimistic (have you ever noticed how the optimism grows anytime any CU related dev post is made?)




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Novock
Mon Jan 17, 2005 11:23 am
#17






garvin wrote:

It makes a HUGE diffence to be honest..."tweaking" is what screwed this game up past the problems it launched with..."tweaking" is what threw balance of farther then it ever was and made it necessary for a complete revamp...


Originally the Devs tried to "fix" things as they came up by making a "balance here" and a "balance there"...but what they actually did is throw the balance even farther off and make more focused "uber template" designs. What the Devs should have planned for in the first place is to "Balanced Every Combat Profession at the same time" which is what they are doing via the CU. The big push back around Publish 7 was not going to Balance every profession, but rather, try to bring certain profession "into line"...I have no confidence that it would have worked back then, especially without a Sandbox where we'll be able to test things on...


So in otherwords, if the Devs scraped the whole CU idea and instead decided to make little fixes here or there or just focus on one profession at a time I can tell you, with 100% certainty, it would fail miserably...their track record up to date proves that...


Now...if you feel that the CU is never going to happen do to pessimism brought on by delays and lack of communication, while understandable, it doesn't mean it's right or justification of making rash changes that aren't weighed against other ingame "balances"...If we made every needed Commando change tomorrow without making all the other Combat changes, we'd have a temporary balance created...what would happen later when those other Combat Profession also get their fixes (this would take our fixes and push us back out of balance)...That's why it NEEDS to happen all at once...and to happen all at once means that it's a fairly HUGE project that needs to be run like it's an actual Game Expansion just like JTL (but with no extra cost to the customer).


I've said it before and I'll say it again...I'd rather wait for them to get it right then try and rush things out and have to live another year with a broken profession...Many people feel that SWG was rushed out of Beta in the beginning and many of not most of it's current major issues should have been addressed before this game launched...now we are harping on the CU taking to long and wish things would move faster...common thread?


Yes...for all we know, things could only be on paper currently...But even if that's true, the Programmers and Devs I met in Austin have some great and seriously detailed plans on paper and would be foolish not to bring them live. Besides that, how do you know that a lot of the graphics, animations, etc aren't already in game? For all you know, everything is set to go and it's just hardware that's causing the problem today...It's the lack of communication that's caused all the problems and pessimism going on...If the devs would give us good feedback regarding any delay...actually share the reasons and the goals and follow them up with frequent progress reports, we'd all be a bit happier and more optimistic (have you ever noticed how the optimism grows anytime any CU related dev post is made?)





I'm sorry I'm not priviliedge enough to be in the great dream world called Alpha. To me and what I see the CU is no more than a promise in a distinct pattern of promises thatare yet to befulfilled. You can't truly argue with my statement for it does not matter whats in the CU until the CU is a reality. Promises don't change the fact that I can't walk into Naboo as master commando and expect to even have a chance to PvP which is suppose to be the end game to SWG the GCW. Promises of changes are nothing more than promises. I disagree with your assement BTW of the revamp,TH said back in the revamp promise phasethat "everything would be changed" you say only a cpl things with a cpl proffessions was going to be changed. but thats not my argument nor my point.... nor did i suggest things be "tweaked" I'm just willing to accept the reality of the game, thatits broke and the promise of it being fixed doesn't change that fact that its broke and has been broke basically since launch and will continue to be broke into the future. If you want to be a jedi this is the game for yu. If you want to PvP and play the GCW without being a jedi... well you can't do it with commando you're going to have to pick up the melee stacking and go TKA. Thats the nature of the beast. call me pessimistic but I'm just accepting teh pattern of reality to which SOE has already displayed. I have no reason to be optimistic SOE has done nothing to give me a reason for optimism, just delays and broken promises an every excuse in the book why its not their fault and is some how the customers fault.

Message Edited by Novock on 01-17-2005 12:27 PM



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

garvin
Mon Jan 17, 2005 11:41 am
#18






Novock wrote:

I'm sorry I'm not priviliedge enough to be in the great dream world called Alpha. To me and what I see the CU is no more than a promise in a distinct pattern of promises thatare yet to befulfilled. You can't truly argue with my statement for it does not matter whats in the CU until the CU is a reality. Promises don't change the fact that I can't walk into Naboo as master commando and expect to even have a chance to PvP which is suppose to be the end game to SWG the GCW. Promises of changes are nothing more than promises. I disagree with your assement BTW of the revamp,TH said back in the revamp promise phasethat "everything would be changed" you say only a cpl things with a cpl proffessions was going to be changed. but thats not my argument nor my point.... nor did i suggest things be "tweaked" I'm just willing to accept the reality of the game, thatits broke and the promise of it being fixed doesn't change that fact that its broke and has been broke basically since launch and will continue to be broke into the future. If you want to be a jedi this is the game for yu. If you want to PvP and play the GCW without being a jedi... well you can't do it with commando you're going to have to pick up the melee stacking and go TKA. Thats the nature of the beast. call me pessimistic but I'm just accepting teh pattern of reality to which SOE has already displayed. I have no reason to be optimistic SOE has done nothing to give me a reason for optimism, just delays and broken promises an every excuse in the book why its not their fault and is some how the customers fault.


Message Edited by Novock on 01-17-2005 12:27 PM




I'm not trying to say that you feel "tweaks" are a good thing or that you are unjustified in your feelings...if anything, you are more then justified because "the proof is in the pudding"...Your first sentence is a perfect example of what I mean by the seriously lack of communication...the fact that those with the information are seen as "priviledged"...If I had my way (and I've said this many times) I'd just release all the CU info and let the Correspondents play clean up and collection...I wouldn't have any NDA for this stuff...The only thing that would be NDA'd is the actuall Testing process (just to curb bug/exploit reports that can lead to unnecessary panic)...


What I was trying to say is that, from what it sounds like you are saying, is that you'd like to see action rather then talk...as you say, it's all on paper until we actually see it...and for us to see anything, we either have to wait, or the Devs would have to rush it out in pieces instead of all at once (tweaks)...Think about it...The originally NERF'd Commandos and CH's in preperation of a CB that never happened...I think we can all agree that that should never have happened, instead any type of "tweak" should have happened WITH all the other balances going in AT THE SAME TIME...The fact that the devs were willing to make these kind of "tweaks" back then and have now made a point to say that they are making all the future balances all at the same time should tell you that things have drastically changed from the original plan...Those "tweaks" back then really screwed things up for us even more then we already were.


So, to me, it's better to wait and have it all at once thenpush for changes before they are ready or we may end up with more "tweaks" that screw things up while we wait for the rest of the "tweaks" to go in to finish the balance (which could take months). And if it means waiting another few days, weeks, months to get us even more, then I'm willing to wait...But even my patience has limits...and the only thing that helps is open communication via progress reports...so that's why I keep saying that it's communcation that has been SOE's biggest short coming in this whole deal...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

RazaKuhn
Mon Jan 17, 2005 11:45 am
#19

They should have known that little tweaks here and there wouldn't have fixed the problem. But what I am trying to understand is why is sustaining balance for them is so difficult? The backbone of this game is all math. There are countless formulas here on the forums that show how to calculate DPS etc. So why are these formulas so out of whack? Carbineers are complaining that there specials are HAM hogs compared to other ranged professions. Has this been fixed?


Calculations such as these:


XP= All three ham bars added together divided by 3 divided by (insert number)

And combat xp is the xp number above divided by 10


Yet you don't get 20 or 30 or whatever times xp for killing a rancor alone you get roughly the same as killing a Mokk which is only slightly more than killing a quenker. That's why dantooine is a haven for combat/weapon grind. Throw a dark jedi in there and you have xp vs. HAM that is WAY off kilt.


Why do ranged professions have screwed up ham costs?


If Pistol is health, carb is action, and rifle is mind, this is screwed from the beginning. Why? Cause why is the most powerful gun able to shoot the weakest HAM bar by nature? Balance should equate to something like, At ideal range with a master's best special each of the three guns should incap a player in two shots. If not two then 3. But what I see from experience a master rifleman can drop a guy in two heads shots and a master pistoleer takes more like 10 bodyshots. That isn't balance.


DPS TK does what? 2k dps? As a commando I did maybe 6k every 5 seconds? Granted weapon speed plays a huge role, but the fastest VK and the fastest flamethrower should still have same DPS and they don't.




From what I can see the basic equations were screwed before release? What happened? Weren't there a team of people checking this kind of stuff? Did no one graph out speed charts?


Just thinking out loud,


Tungsten
garvin
Mon Jan 17, 2005 4:41 pm
#20

True "balance" is a myth that is a failing point of all MMOs...The all strugle to achieve some type of balance and either always fall short or dumb the game down so much that a lot of the fun is gone...


Instead of balance, they need to work in strengths and weaknesses...Think of Rock, Paper, Sissors...Rock beats Sissors while Paper beats Rock, but Sissors beats Paper, yadda yadda...Each Profession needs to be strong over one but weak against another. Every profession needs to be beatable by someone while at the same time able to beat others. These strengths and weaknesses should be built up and broken down by combining templates with other professions (thereby creating new strengths and weaknesses that other combinations can deal with).


In the past some might have complained "Profession A is to uber and always Beats Profession B"...So the Devs then NERF'd down Profession A so that it was "balanced" with Profession B, but what they failed to notice is that Profession A use to be "balanced" with Profession C and now Profession C is now "Uber", so it get's NERF'd down to the level of Profession A, but because it was already weakto Profession B's tactics, now Profession B is Uber compared to Profession C...and so on and so on...etc...


It's only when we give up the idea that every profession should be able to beat every other profession that we can move away from the idea of everything being perfectly balanced...The trick should be (in my mind) knowing who or what you are going to face and building up your strengths to deal with it while also trying to protect your weaknesses from being exploited...For example, the current Commando is very weak against being KD'd...The Devs have already revealed that Counters are coming, so if their is a Counter for KD in another profession, it might be advisable for Commandos to consider dabbling to cover that weakness...But what if we had to made a decission...what if we could gain ranged specials OR gain counters....which weakness would better work for us...Ranged specials are great, but they won't help if we are on our back and Counters are great, but not if we are kited to death...in otherwords, we'd be great against some, but hurting against others...This is just an example that popped into my head (don't read to much into it)...


That's why I've always said that NERF'ing professions to try and gain "balance" is silly and completely flawed...the more the "NERF" the more things are thrown out of balance...instead, they need to focus on "strengths and weaknesses"...


Another thing we need to do is stop focusing on overall skill point cost (something that has been personally hard for me to change myself)...Yes...Master Commando costs more skill points to obtain then Master Rifleman...BUT...it costs exactly the same skillpoints to go go from Novice Rifleman to Master Rifleman as it does to go from Novice Commando to Master Commando...So comparatively Novice to Master should be balanced equally...BUT (yes another BUT)...that's where our Pre-Reqs come in...it's our Pre-Reqs that SHOULD give us that extra "boost"...In the end, everyone tends to spend 250 skill pts (a slightly less...no matter what we dabble, we all spend the same about of skill points)...


So, in my mind,that's where the CU comes in...It's always been my hope that we'd see Everyone balanced in a way that template building becomes MORE strategic and Pre-Reqs become more beneficial (lets give Rifleman, Pistoleers, etc. reasons to consider Mastering Marksman instead of just one tree for example...I'd expect a true Sniper to be a Master Marksman personally)...If a rifleman player takes up the same pre-reqs as a Commando, I'd expect them to be on par with a Master Commando (thanks mainly to what they get via all the pre-reqs)...They wouldn't have the straight damage capability, but their Damage Per Second would help them equal out with us over time...and then as we both dabble away our remaining pts, we both strategically try to counter the other's pluses while looking for ways to exploit their minuses...If I was a Master Commando and looking for ways to best deal with a Rifleman, I'd be wanting to be able to draw them into Melee range so I could use my best attacks...so I'd be likely to dabble in that direction rather then going for the counters I mentioned in the previous example. And in this Example, if we had a real "Heavy Rifle", since the Rifleman had already finished the pre-reqs for Commando, they might consider gaining a "heavy" version of their weapon type of choice...


Anyway...that's just my thoughts on "balance"...no formula will solve the problem and all combat professions will never be equal to each other or skill point cost in my opinion...the trick is to have every profession be uber against some, while getting dominated by others...it would be through dabbling that we lower that uberness of others while strengthening ourselves, i.e. making "dabbling" more worthwhile and strategic....Think of it as becoming a 250 pt Commando...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

overbyte
Mon Jan 17, 2005 5:02 pm
#21

/nods
another side effect of this kind of thinking is that it is actually the best way to get people to group together without forcing them (something SOE has been barely adequate at - they usually either outright force grouping eg dwb or completely destroy it eg doc buffs) because each member of a party will cover another members weaknesses making the group much stronger than the sum of its parts - allowing them to be much more effective in pvp or able to tackle much higher pve content. of course a better loot system needs to be put into place...

/ninjalewt



Ullunt Bik'El - Jack of All Trades, Master of None
(-DxD-) :: Yavin :: Chalistra
Commando :: TKA :: Pistoleer :: Imperial Pilot [>O<] :: Forum Grinder

Ye though I walk throught the valley of the shadow of death, I will fear no evil
For I am the meanest mutha in the valley, and I carry a big flamer


garvin
Mon Jan 17, 2005 5:09 pm
#22






overbyte wrote:
/nods
another side effect of this kind of thinking is that it is actually the best way to get people to group together without forcing them (something SOE has been barely adequate at - they usually either outright force grouping eg dwb or completely destroy it eg doc buffs) because each member of a party will cover another members weaknesses making the group much stronger than the sum of its parts - allowing them to be much more effective in pvp or able to tackle much higher pve content. of course a better loot system needs to be put into place...

/ninjalewt



Bingo...exactly what I was thinking...Imagine if the game worked in a way that the more diversity you have in your group make up, the stronger overall your group will be (less weaknesses since others will have the strength you need to cover your weakness while you cover someone elses)...Combine that with quests/mission requiring elements that require certain professions (like the DWB for example) and you create even more reasons for group diversity...For example (and this is not a CU hint), imagine if Commandos were the only ones capable of Fire Damage and the big boss of a big mission was very weak to Fire Damage, having a Commando would be a huge plus...but what if getting to that boss you had to go through a bunch of enemies that Commandos were weak against, this would give more reasons for that diversity...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

overbyte
Mon Jan 17, 2005 5:39 pm
#23

instead of 5billion ham mobs that take any prof about 3 years to kill (with cdef loot and 3k capped xp)? you betcha!

/sign

ps garvin - get soe to put up a public curb forum (inc stickied "in progress" docs with NOT FINAL stamped all over them, at the top) and get them to change the nda to bugs testing forums accessable by beta testers only. if the stickies were moderator posts only then a monthly update would be a snap and all of soe comms woes would be over and there would be peace in the middle east and enough food and water in africa. sigh. SOEOverbyte has a certain ring to it, eh?



Ullunt Bik'El - Jack of All Trades, Master of None
(-DxD-) :: Yavin :: Chalistra
Commando :: TKA :: Pistoleer :: Imperial Pilot [>O<] :: Forum Grinder

Ye though I walk throught the valley of the shadow of death, I will fear no evil
For I am the meanest mutha in the valley, and I carry a big flamer


neinnunb
Mon Jan 17, 2005 5:39 pm
#24

Instead of balance, they need to work in strengths and weaknesses...Think of Rock, Paper, Sissors...Rock beats Sissors while Paper beats Rock, but Sissors beats Paper, yadda yadda...

I think one of the best examples (and I'll use a game which I played religiosly for a while) is Age of Empires II. Its not an MMO but a strategy game. The game has dozens of different units that you can utilize to conquer your objective. In that game, it would be useless to try and fight with only one type of unit. If I decided to only use archers for example, the enemy would send in knights and I would be toast. However if I put in pikemen in my group they wold eat up all the knights in no time. There are countless other stretegy games (Warcraft, Starcraft, Command & Conquer) that work like that. Why can't MMORPGs work that way too?

Like Garvin says, a particular type of profession would be designed to exploit a vulnerability of another.



                          .=+.             ------------------
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Acktu - Sunrunner . ` __::__ ' . _/ \ be with you /
Beta 3, JTL, -:.`'..`'.:- ------------------
ROTW & TOW Beta tester \ `--' /
`--'

Novock
Mon Jan 17, 2005 5:56 pm
#25

/agree


As long as each proffessions has strengths and weaknesses. However in a system that allows for mixed templates that is going to be difficult to accomplish. I much rather have a rock, paper scissor form of balance the have everyone compeletely equal. taht would be boring.







Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

StarNick
Mon Jan 17, 2005 9:07 pm
#26

In Mozilla atm so excuse my crappy quoting (never was good at quoting anyways, how the heck do you do a nice clean quote of another post other than the first post!)

Anyways....Garvin...that was too Cryptic, What are we getting that will rely on Pistol/Carbine trees???? I think you're being TOO dang cryptic there

But yeah...anyways, having those trees give us a nice power base argument tool .

Also, on your big post about "True Balance"...True balance isn't a myth...it is in fact what you said, its Rock-Papers-Scissors BOOM! That too me is true balance, not giving something a negative mod because their faction is winning (to "balance" the conflict), or to nerf Commando because our flame dot was "too damaging"...yet our profession was and still fairly broken at the time.

No...True Balance is in fact strengths and weaknesses, there is no one set uber profession, everything has a weakness. Yeah, you CAN dabble and strengthen your weaknesses...but at the same time you lose your strengths...eventually making you an "even" character that can do just about everything but not as effectively as a more specialized character (who also is more prone to a certain weakness that you may not be as much prone to)

True Balance is so simple...its usually not taken into account, and as a result we get what the devs did with the nerfing and whatnot....its just how look at things and define them . Im agreeing with ya, but also saying that Balance is achievable...but not in the sense that most people think of...

...basically in the sense of giving us strenths and weaknesses which in effect is what you said, even though you say True Balance is a myth, even though how I see true balance is in fact what you said, even though you said it was a mtyh, which made what I just said false, which is actually true according to what you said...and...

^^Up there is what the devs have tried to balance things out, one big mess

Down here, its rock-paper-scissors...hopefully the type of combat we'll be getting in the CURB if all proves well...

And lastly...this post really is meaningless on my part...ahh well



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