Commando Archive
Thread: Top 3
Knightcrest wrote:
StarNick wrote:
The issue of the lack of specials or our weapons "powering-up" specials is noted in the AoE greater issue. That we don't get 100% AoE splash damage, and that its detrimental to commando to have just AoE...is our numero uno. This includes the bugs that are associated with AoE, and the solutions of giving either offensive specials or armour break - or just damage in general to our weapons to achieve our role.
And just a note...realized I made an error! Will correct
Armor Break still seems the answer... I mean there is no ranged armor break as it is right? The only I can think of is LS and Twohanded and using Armor Break is extremely handy. In the current system, there is no real point to melee except for extreme high end content to where a MDef Jedi is very valuable. Melee tanks do not draw enough hate from their taunt skills and the recharge on them is slower than Christmas. I rarely have a tank do any good in a group that is not a ranged tank besides holding one critter off while the ranged concentrate fire on the one they hit first with multiple aggro... thus still needing a ranged tank that could be doing them same thing all together, or just rooting them so no one is taking damage. This comes back to the old intimidate... only way to intimidate was having brawler, but they made it balanced in having a ranged intimidate and a melee intimidate now. Why not have melee armor break (base, improved, advanced) and ranged armor break (base[Nov. Comm], improved[3rd or 4th tier box in Commando], [Advanced Armor Break [Master Commando])? I mean we are supposed to be dealing with vehicle, base, turret, busting using artillery... shouldn't we be breaking the armor?
StarNick wrote:
The issue of the lack of specials or our weapons "powering-up" specials is noted in the AoE greater issue. That we don't get 100% AoE splash damage, and that its detrimental to commando to have just AoE...is our numero uno. This includes the bugs that are associated with AoE, and the solutions of giving either offensive specials or armour break - or just damage in general to our weapons to achieve our role.
And just a note...realized I made an error! Will correct
Doh sorry Starnick. I read Power-Ups as in what we stick on our guns to do more damage, not an action we perform. It was the end of the work day and I was trying to get a few emergencies ironed out so my comprehension may have been a bit low...lol.
Would it help get our issues addressed if we sent Tiggs pictures of our dangly parts? Heck, I'd even send them to the devs if they rolled that way if my professions would get fixed in a good way. Not fixed like "taking your pet to the veterinarian" way.
Starnick,
I think the Commando community has a misconception about the proffession's means to attain the 5 damage rating and it is reflected in many ways in your post.
It seems the devs keep being asked to increase the damage of the weapons and of course fix their effects (which i agree should be fixed 100%).
This request to increase damage seems to be asked in a manner that tells the devs that we want every single one of our weapon types to be able to outdamage all other weapons. Aka flamer or acid rifle or heavy lightning cannon or grenades.. each should have a much higher dps than 'normal' weapons to give us the 5 star rating.
That is a mistake imo.
Combined arms damage is what should give us the 5 star rating. The commando's ability to use multiple weapons at a moment's notice should be what gains us the 5 damage rating in the game.
Pre- CU we were CLOSE to having the 5 star rating. Post-CU we were screwed out of it. How so?
Pre-CU the commando could have any weapon equipped. From a CDEF to a wooden staff ... and in a moment's notice could hit the rocket launcher or a grenade and inflict heavy damage on a target then go back to firing/swinging their equipped weapon.
To give you an example,PRE-CU times in Dathomir I was in a group once that got aggroed by over 12 gaping spiders. The group was doomed to lose most of its members asthe spiderszeroed in.But it was my commando's ability to hit every spiderwith the AOE fire dot (and getting most of the aggro for it) AND running around KD'ing with myBHKD attack after equipping mycarbine while my group finished off individual spiders that saved most of us.As I was runningaround I kept throwingthermals at the spiders after me which also hit the spiders attacking my friends. I keptwatch of mygroupmate's progress fighting spiders and anytime a spider went to 25% health I would fire a rocket at it,killing it instantly for my group to move on to the next spider.. it cut downour time to kill spiders and ultimately survive losing onlyone in the group.
THATwas ALMOST5rating damage dealing.
That is the damage dealing we need to get back. Ive always said and i'll keep saying it that the WORSE thing SOE couldve done to commando was make our consumables into non-consumables. WORSE thing ever.
SOE needs to give us back our consumables. And make them EASY to craft. The ability to fire a weapon and be able to fire off 2 or 3 high damage long refire delay weapons without having to unequip your current weapon was the trademark and the high damage punch of the commando.
We need it back. If we dont we will end up as nothing more than short range AOE aggro magnet versions of riflemen with fancy animations.
Knightcrest wrote:
Suprise, suprise.... Just tried that +20 Throw Range cybernetic arm.... does not increase 'nade throw range past 35m.
did you just post this twice?
From Pistoleer, I use Burst Shot, Stopping Shot, and Disarming Shot. Thats 3 specials from 0404 pistoleer, and granted theres varying levels of disarming and stopping shot, like the varied levels of our weapons. The difference however is thats only half of a profession, while commando as a full profession really has one special: The most damaging AoE weapon (either the PFT or for range, LBC). We're the only profession that has a master level weapon thats a random loot and inacccesible to many commandos. Because of that singular purpose, AoE, we essentially become a one trick pony again. Our weapons don't have states for nothing - they act as utility and tools of the commando, and should be used. Not saying here that a HPBC needs to be as damaging as a Plasma Flamethrower, rather it needs to be useful like another profession's special.
Best way to do this in the long run, would probably call for the introduction of advanced weaponry that are higher level tiers of certain commando guns. Or, what you call for tac, a form of specials either via consumables or some offensive stance (that has been discussed for the state of the commando profession).
But as we stand so far, even if AoE gets the fix, a lot of our weapons will either be situational or not used due to a lack in varity. (remember back when Holocron and Q-3PO said our consumables/FT/HAR were situational and special use only?). The problem necessarily isn't that we have situational weapons, but rather that ALL our weapons are situational and have a very negative impact in dungeons/groupwork.
Now, any one solution to make our weapons varied like other profession's specials is our primarily goal. This is current issues and top bugs, not a full fledged document such as the State of the Profession which outlines this as a major goal and provides solutions. The devs have set up the scene where they want us to have empowered weapons that enhance specials, we are obliging to that. I don't think most of us wanted this new found role (rather, probably we wouldve liked having the old consumables like you mention - a full frontal damage loaded blast, but takes a few seconds to fire or cooldown...big explosions), but its what the devs have envisions for us...and which is unfortunately not up to spec.
nerfherder321 wrote:
Knightcrest wrote:
Suprise, suprise.... Just tried that +20 Throw Range cybernetic arm.... does not increase 'nade throw range past 35m.
did you just post this twice?
And your point? One thread on Grenades and on onethread on Issues. Not all players read every post in a forum. Better to warn someone before they pay for an arm that does nothing for something that it seemed should.
Knightcrest wrote:
nerfherder321 wrote:
Knightcrest wrote:
Suprise, suprise.... Just tried that +20 Throw Range cybernetic arm.... does not increase 'nade throw range past 35m.
did you just post this twice?
And your point? One thread on Grenades and on onethread on Issues. Not all players read every post in a forum. Better to warn someone before they pay for an arm that does nothing for something that it seemed should.
i didnt say it was bad, i was just making sure im not going insane
StarNick wrote:
Not necessarily to increase damage. The devs, originally, told us we would no longer have specials because our specials would be "built-in". We'd just be as comparable to another elite profession that invested the same amount of skill points, but our heavy damage nature would come out of states, the actual damage, and power-upping of other profession specials. With states in many cases now weak, the only true "power-up" our weapons recieve is AoE, and since our "specials" are our weapons they need to be treated as so.
From Pistoleer, I use Burst Shot, Stopping Shot, and Disarming Shot. Thats 3 specials from 0404 pistoleer, and granted theres varying levels of disarming and stopping shot, like the varied levels of our weapons. The difference however is thats only half of a profession, while commando as a full profession really has one special: The most damaging AoE weapon (either the PFT or for range, LBC). We're the only profession that has a master level weapon thats a random loot and inacccesible to many commandos. Because of that singular purpose, AoE, we essentially become a one trick pony again. Our weapons don't have states for nothing - they act as utility and tools of the commando, and should be used. Not saying here that a HPBC needs to be as damaging as a Plasma Flamethrower, rather it needs to be useful like another profession's special.
Best way to do this in the long run, would probably call for the introduction of advanced weaponry that are higher level tiers of certain commando guns. Or, what you call for tac, a form of specials either via consumables or some offensive stance (that has been discussed for the state of the commando profession).
But as we stand so far, even if AoE gets the fix, a lot of our weapons will either be situational or not used due to a lack in varity. (remember back when Holocron and Q-3PO said our consumables/FT/HAR were situational and special use only?). The problem necessarily isn't that we have situational weapons, but rather that ALL our weapons are situational and have a very negative impact in dungeons/groupwork.
Now, any one solution to make our weapons varied like other profession's specials is our primarily goal. This is current issues and top bugs, not a full fledged document such as the State of the Profession which outlines this as a major goal and provides solutions. The devs have set up the scene where they want us to have empowered weapons that enhance specials, we are obliging to that. I don't think most of us wanted this new found role (rather, probably we wouldve liked having the old consumables like you mention - a full frontal damage loaded blast, but takes a few seconds to fire or cooldown...big explosions), but its what the devs have envisions for us...and which is unfortunately not up to spec.
Litshut highlighted the very point im trying to make with our weapon variety being our 5 damage rating.
Before we were 1 trick ponies: Flamethrower.
Asking for improvement in our weapons will likely just result in one weapon being the best of the bunch and lo and behold, it will become the one and only weapon teh commando will use...one trick ponies again.
No, thats why I keep pushing for consumables to return. They are on-the run use. No weapon switching needed. Flamethrower and Acid rifles in my opinion should also be high damage long delay short rangeweapons.20m maxand inflict their state effect every timeguaranteed and have their timers belong enough so the weapons become ASSAULT weapons not general ranged combat weapons. Big slam damage , switch to general ranged weapon andkick ass with that plus the highdamage consumable weapons.
I'd like to see the flamer/acid rifle to be placed on 1 timer type, be reduced to 20m range, damage increased in weapon to 900 min 1300 max,speed be 8 seconds in weapon. That way any otherproffession's specials will pump it up toreally high damage BUT the timer's on thespecials added to weapontimer will make it aone shot per minute attack. 100% area effect damage of course, acid rifle doing half damage but having the effect of armor break (basic)
If they fix the AoE damage I think we'll be OK. I actually used an ASL the other nite hunting krayts. We got an Ancient all by its lonesome, away from anything else, so I figured, since I couldn't deal any damage anyway, I might see if the state stuf did anything. And, yes, the Blind state continually stuck to the dragon, which the other folks in the group actually liked. A rare instance, but with a weapon that does 1 (or 0 most of the time) damage to anything but the target, it was a nice change of pace to be able to at least blow the dust off it.