Commando Archive

Thread: Commando Researchers- I need Your Help

RomanaCorvus
Fri Oct 10, 2003 6:27 pm
#14

You haven't asked yet, but I know you're going to want these. Ideal ranges on commando weapons:


Flamethrower:


Point blank + 11


Ideal: -54@ 50m


Max: +0@ 64m



Heavy Acid Rifle:


Point blank: +16


Ideal: -13@ 35m


Max: -113@ 64m



Heavy Particle Beam Cannon:


Point blank: -121


Ideal: +14@ 48m


Max: -119@ 64m



Grenades (I only have thermal and glop, others may differ)


Point blank: -10


Ideal: +10@ 20m


Max: -30@ 32m


Other heavy weapons I don't have access to.




Current favorite SWG Forums quote:
"I hate u devs u guys really suck the poo." -- oOMaSTaOo
RevReb
Fri Oct 10, 2003 7:48 pm
#15

Hey bro not being rude or nothing but you can add up all those combat professions accuracy yourself just by looking at the tree bro. Also you can ask peeps of those professions online what their best specials are and such. It take me like a hour or 2 max to get all that information myself and If i was the correspondant i would do that. Well any way this was just some constructive information bro please dont take offense.


Taakar


Master Commando


Master Teras Kasi Artist


Dabbler Smuggler

Spankling
Fri Oct 10, 2003 7:51 pm
#16

He was in a live discussion with other Coor's and needed the info asap...now keep this thread clear in case he needs anything else.
MasterSynn
Fri Oct 10, 2003 7:53 pm
#17




RevReb wrote:

Hey bro not being rude or nothing but you can add up all those combat professions accuracy yourself just by looking at the tree bro. Also you can ask peeps of those professions online what their best specials are and such.




Do you want me to spend time researching or to spend time posting our issues and trying to get things fixed? I can't do both well. Also, I told you earlier that I'm at work and don't have access to my character. I'm a firefighter paramedic and work 24-hour shifts, so I won't be home until tomorrow. Then, heaven forbid, I might actually want to spend time with my family. I don't think it's asking too much for a little research help. If you don't want to help, you don't have to, but please don't take up space in this thread.



~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
MasterSynn
Fri Oct 10, 2003 7:56 pm
#18




RomanaCorvus wrote:

Riflemen:


Rifleman accuracy at master is +97


Rifleman speed at master is +95



Spankling stated that Master Rifleman speed is +90 and accuracy is +102. Which is correct?



~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
MasterSynn
Fri Oct 10, 2003 8:00 pm
#19




Maabus1999 wrote:

This is from the Pistoleer forum on their best specials right now:


As a Master Pistoleer (+74 speed) with a 2.0 speed weapon:


BodyShot3: Speed =(2.4 * 2.0) - (2.4 * 2.0)(74/100) = 1.25 seconds.2.5 damage / 1.25 seconds= 2.0 Health Damage per second




I hate to sound dense but I don't understand the formula above. Is it suggesting that BodyShot3 only averages 2 points of damage per second? That's not possible. Can someone clue me in to what I'm missing? Does that mean that BodyShot3 averages 2 times or double the normal DPS?



~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
Spankling
Fri Oct 10, 2003 8:14 pm
#20

Novice marksman grants +10 accuracy and +5 speed


rifle tree I - 10 acc 5 speed


rifle II - 10 acc 5 speed


rifle III - 10 acc 5 speed


rifle IV - 10 acc 5 speed


Novice Rifleman grants 5 acc 5 speed


accuracy tree I - 5 acc


acc II - 7 acc


acc III - 10 acc


acc IV - 15 acc


Riflespec tree I - 10 speed


spec II - 10 speed


spec III - 10 speed


spec IV - 10 speed


Master Rifleman - 10 acc 20 speed


-----------------------------------------------------


Total: 102 accuracy 90 speed

insecure
Fri Oct 10, 2003 8:44 pm
#21

those are damage modifiers
which the special would do on a weapon that...well basically does 1 point of damage
you'd have to substitute in mean wepaon dmg values to pull out the actual dmg a gun would do
as well theres a "default" 1.5 damage modifier that goes into all formula's

also note, pistoleers can dabble in both BH (speed/accuracy/specials) and smuggler (specials) to enhance their effectiveness

the best pistol attack in the game is, dont have data to back this up; cant find it currently but ive seen it stated numerous times, last ditch (smuggler dirty fighting 4)


also, for info about characters/data on skills/etc

take a look at http://swgcb.yogn.net/swg-cb.php

im pretty sure its upto date and after you pick the skills you want theres a very handy "view report" option which lists in a table all the stat modifiers.



-=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=-


Each day you live in rebellion, you there by guarantee yourself another day of freedom.
Another to live and another day to choose who your gonna be.
The only thing they can't take away from you is your will to survive.
Today's rebellion is tomorrow's freedom
MasterSynn
Fri Oct 10, 2003 8:49 pm
#22

Thanks again for the help guys. I know some of these questions have been answered elsewhere but it's nice to have them in one spot. Also, I am using the information. I could spend more time looking this up myself but I'd rather spend the time composing well worded (and spell checked) responses to commando issues on this and several other boards. Here's a link to one post on the Rifleman board. Bear in mind that I was a little pissed off.


http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=21664&view=by_date_ascending&page=3


Now...


What are the range penalties for common pistols, rifles and carbines? Give some examples please?




~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
insecure
Fri Oct 10, 2003 9:08 pm
#23

FWG5 Pistol

+0 @ 0m
+36 @ 20m
-70 @ 64m

Scatter Pistol

-40 @ 0m
+30 @ 7m
-90 @ 64m

Laser Carbine

-45 @ 0m
+7 @ 50m
-40 @ 64m


DXR6 Carbine

-20 @ 0m
+2 @ 22m
-80 @ 64m


T21 Rifle

-70 @ 0m
+7 @ 50m
+10 @ 60m

Laser Rifle

-80 @ 0m
+42 @ 60m
-50 @ 64m



-=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=- -=-=-


Each day you live in rebellion, you there by guarantee yourself another day of freedom.
Another to live and another day to choose who your gonna be.
The only thing they can't take away from you is your will to survive.
Today's rebellion is tomorrow's freedom
RevReb
Fri Oct 10, 2003 9:45 pm
#24

Heya,


First of all, band me from the boards for speaking my opinion if you wish thats your decision. Second off if your that busy maybe someone else with more time should be our correspondant. Just as easy for someone who is getting the information to relay the information to the DEV"S, Well here the compilation i came up with:


Pistoleer: Speed = 74 Accuracy = 95 (add 10 accuracy 5 speed if they master marksman not required)


Ranged Defense = 5 Dodge = 30 Aiming = 16 Melee Defense = 13


Standing Accuracy = 15 Def. Stun = 20 Def. Blind = 20 Def. Dizzy = 20


Def. Post. Chng = 20 Def. Knockdown = 30 Moving Accuacy = 30



Rifleman: Speed = 90 Accuracy = 102 (add 10 accuracy and 5 speed if they master - not required)


Moving Accuracy = 10 Aiming = 30 Cover = 80 Ranged Defense = 20


Crawl Speed = 20 Block = 20 Melee Defense = 20 Def. Blind 10 Def. Dizzy = 10


Def. Post Chng 30 Def. Stun 10



Carbineer: Speed = 60 Accuracy = 105 (add 10 to accuracy and 5 to speed if they master-required)


Accuracy Moving = 30 Ranged Defense = 7 Counter Attack = 20


Def. Intmidate = 15 Def. Knockdown = 15



Commando: Ranged Defense = 16 Melee Defense = 7 Def. Knockdown = 5


Figured you had the commandos sppeds down already but seen alot of inconsistency on the


post about the other classes. Since you had go into the fireman thing im 2nd MarDiv


Recon, I am aware of Family time and 24 hour a day jobs.

Surdanis
Sat Oct 11, 2003 5:04 am
#25

You asked about rifleman special ranges... Aren't you a Master Marksman?


Not to be rude, but I know that a good number of rifleman specials can be done at any range accept when prone at melee. In other words, you can headshot at max range and at melee--but not melee and prone. I'm not sure about any of the other specials like surprise shot and flurry shot, etc. I can only verify headshot, mindshot and all the other crazy specials that marksman get.




Ha-Jin Katsu Zenari
Wolve44
Sat Oct 11, 2003 5:28 am
#26






MasterSynn wrote:

Greetings fellow commandos. The recent changes to commando have been a raging hotbed of discussion on the Correspondent Discussion board. Lord_Pall finally responded to a post and I'm furiously trying to defend our cause against comments from other combat profession correspondents. Many of them seem to think it was perfectly fine to remove our melee vs. ranged bonus with nothing to balance it out, so that now we're getting our butts kicked in close combat. I keep explaining that we are now on the receiving end of that penalty, yet are forced to fight in melee range.


What I need from you... I need you all to watch this thread closely. I'll be posting questions here that I simply don't have time to research or can't research because I'm at work. I'll be asking for technical information and need brief, clearly written and accurate responses. I'll be using those responses to back our cause in my rants... um, I mean discussions with other correspondents and designers.


Remember, accuracy is important. I don't want to use information someone has given me and then look like an ass when it's wrong.


Consider yourselves as part of the commando "dream team" and pitch in.






MasterSyn surely you of all ppl understand we are supposed to take the 2X penalty while using a HW, and surely you too do realize we have other weapons (launcher pistol, grenades, charged HW)at our disposal that can prevent us from having to get into the 16 meter range of a TKA or other melee person.


Also surely you know that the Commando is a suppport class and not a solo class and was not intended to solo or even be able to solo. Asking the devs to remove the 2X penalty is asking for god mode again and if that is what you are asking for then you need to resign from your postion as commando correspondent as you have failed us in this matter to BALANCE our class.


Our HW have been seen as melee weapons for too long and we never got to experience the penalty that we knew we were going to get for using the weapons while being attacked by a melee.....


Right now the tables have been turned on us as we always told ppl, if you do not want to be set on fire, stay away from the special range....this too now applies to us..if we do not want to be hit by 2X damage, stay out of melee range....use other weapons or do not use specials on the melee ppl. Also Flamethrower is NOT our only weapon, however sadly is the weapon of choice because resists do not work properly.




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