Commando Archive
Thread: Heavy Weapons Specials Summary
Helios_SOE wrote:
Merc93 wrote:
Whee did you get this from? I just looked at all the Heavy Weapons and didn't see any weapon effects or fire modes. I saw a post from Garvin that stated our specials have only been to weapon effects. I guess these are permenant and on all the time. The CU docs said our weapons would fire modes to switch between damage types for diffeent types of armor, ranges, and effects, etc., and none of the weapons I looked at had these options in the radial menus. Of course can't test this yet 'cause the blue frogs are mostly disabled.
Weapon "modes" were part of a previous design - we no longer use "modes" for weapon firing. Commando weapons have their AOE attacks built in to every shot (see the detailed examine info on each weapon). During in-house testing it seemed fun - how it turns out during large scale testing will soon be determined when we open up Commando skills on the beta server. Remember that nothing is set in stone. Testing and well presented, constructive feedback will determine what changes will be made to anything that's currently slated for CU. I'm reserving any judgement of how things will pan out until we get some actual large scale testing done.
Hey Helios...something to consider (but not sure if time constraints will allow for this)...
Is it possible that our Heavy Weapons could have "settings" that come up in the radial menu? I'd love to be able to see us turn on and off the AOE effect of our weapons. The big worry is that in some tighter areas, or in groups, there are times that you don't want to "aggro" a large group, and the fear is an AOE effect will "attact" unwanted attention from various NPCs.
Currently the only solution I've come up with getting around the AOE effect of some of our weapons is to "use weapons without AOE effects in those situations"...that's cool, but it would be MUCH MORE cool if we could turn that AOE effect on and off on the fly (even if it was OUTSIDE of combat only).
Ive been finding this out the hard way with C12 grenades now
Then open up the elite classes and let us start playing with our new toys!!!
Helios_SOE wrote:
Merc93 wrote:
Whee did you get this from? I just looked at all the Heavy Weapons and didn't see any weapon effects or fire modes. I saw a post from Garvin that stated our specials have only been to weapon effects. I guess these are permenant and on all the time. The CU docs said our weapons would fire modes to switch between damage types for diffeent types of armor, ranges, and effects, etc., and none of the weapons I looked at had these options in the radial menus. Of course can't test this yet 'cause the blue frogs are mostly disabled.
Weapon "modes" were part of a previous design - we no longer use "modes" for weapon firing. Commando weapons have their AOE attacks built in to every shot (see the detailed examine info on each weapon). During in-house testing it seemed fun - how it turns out during large scale testing will soon be determined when we open up Commando skills on the beta server. Remember that nothing is set in stone. Testing and well presented, constructive feedback will determine what changes will be made to anything that's currently slated for CU. I'm reserving any judgement of how things will pan out until we get some actual large scale testing done.
Message Edited by Illrigger on 04-06-2005 04:07 PM
garvin wrote:
Helios_SOE wrote:
Merc93 wrote:
Whee did you get this from? I just looked at all the Heavy Weapons and didn't see any weapon effects or fire modes. I saw a post from Garvin that stated our specials have only been to weapon effects. I guess these are permenant and on all the time. The CU docs said our weapons would fire modes to switch between damage types for diffeent types of armor, ranges, and effects, etc., and none of the weapons I looked at had these options in the radial menus. Of course can't test this yet 'cause the blue frogs are mostly disabled.
Weapon "modes" were part of a previous design - we no longer use "modes" for weapon firing. Commando weapons have their AOE attacks built in to every shot (see the detailed examine info on each weapon). During in-house testing it seemed fun - how it turns out during large scale testing will soon be determined when we open up Commando skills on the beta server. Remember that nothing is set in stone. Testing and well presented, constructive feedback will determine what changes will be made to anything that's currently slated for CU. I'm reserving any judgement of how things will pan out until we get some actual large scale testing done.
Hey Helios...something to consider (but not sure if time constraints will allow for this)...
Is it possible that our Heavy Weapons could have "settings" that come up in the radial menu? I'd love to be able to see us turn on and off the AOE effect of our weapons. The big worry is that in some tighter areas, or in groups, there are times that you don't want to "aggro" a large group, and the fear is an AOE effect will "attact" unwanted attention from various NPCs.
Currently the only solution I've come up with getting around the AOE effect of some of our weapons is to "use weapons without AOE effects in those situations"...that's cool, but it would be MUCH MORE cool if we could turn that AOE effect on and off on the fly (even if it was OUTSIDE of combat only).
one thing though, our dps ought to be decently higher if we are to be stuck with such a burden.
Drunkenjedi420 wrote:
Couldnt you guys just make a new Game?
From your daily polls, survey says, NO.
Helios_SOE wrote:
garvin wrote:
Helios_SOE wrote:
Merc93 wrote:
Whee did you get this from? I just looked at all the Heavy Weapons and didn't see any weapon effects or fire modes. I saw a post from Garvin that stated our specials have only been to weapon effects. I guess these are permenant and on all the time. The CU docs said our weapons would fire modes to switch between damage types for diffeent types of armor, ranges, and effects, etc., and none of the weapons I looked at had these options in the radial menus. Of course can't test this yet 'cause the blue frogs are mostly disabled.
Weapon "modes" were part of a previous design - we no longer use "modes" for weapon firing. Commando weapons have their AOE attacks built in to every shot (see the detailed examine info on each weapon). During in-house testing it seemed fun - how it turns out during large scale testing will soon be determined when we open up Commando skills on the beta server. Remember that nothing is set in stone. Testing and well presented, constructive feedback will determine what changes will be made to anything that's currently slated for CU. I'm reserving any judgement of how things will pan out until we get some actual large scale testing done.
Hey Helios...something to consider (but not sure if time constraints will allow for this)...
Is it possible that our Heavy Weapons could have "settings" that come up in the radial menu? I'd love to be able to see us turn on and off the AOE effect of our weapons. The big worry is that in some tighter areas, or in groups, there are times that you don't want to "aggro" a large group, and the fear is an AOE effect will "attact" unwanted attention from various NPCs.
Currently the only solution I've come up with getting around the AOE effect of some of our weapons is to "use weapons without AOE effects in those situations"...that's cool, but it would be MUCH MORE cool if we could turn that AOE effect on and off on the fly (even if it was OUTSIDE of combat only).
Today, I don't see adding any "switches" to the weapon. It complicates the user interface and gives the benefit of the AOE without the trade-off of generating alot of aggro. The currentimplementationalso forces tactical decisions about which weapon to use in various situations. Additionally, it implies an interesting group pve/pvp dynamic. Commandos are the masters of destruction as well as thespecial weapons experts. As such, they must learn to control their firepower on the field appropriately. Misuse of such power could be detrimental to the Commando. This is intentional.
The actual numbers of it all might (most likely)need to be tweaked, but right now this is exactly how it was intended. Whether or not it turns out to be fun for most people is also yet to be determined.