Commando Archive

Thread: Heavy Weapons Specials Summary

Gatgatsugatling
Wed Apr 06, 2005 12:26 am
#14

If they are going to leave the rocket launcher as is the least they could do is just give is the Flechette Launcher modle and call it by that name too. It looks likethe Flechette but too much like a port from the shoulder fired one that we useto have.
Sifer2
Wed Apr 06, 2005 1:02 pm
#15

A profession that has no combat specials at all itself sounds boring. Not to mention the AOE stuff sounds a bit noobish honestly. Part of what I liked about the changes was that it seemed like AOE attacks for most professions were being taken down a notch. Even Jedi for instance now only getDervish at MLS an it does'nt do state effects. But with this design for Commando it looks like a no brains required profession where you just auto-attack everything into oblivion. I mean it looks like I could have a Commando bot set to /follow an /assist me an it would play exactly as good as someone at the keyboard. LOL





-Sifer Two-
Master Pistoleer/Teras Kasi Artist/Smuggler

Imperial Inquisition Ace Pilot

Jedi Padawan

garvin
Wed Apr 06, 2005 2:22 pm
#16






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).





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

StarNick
Wed Apr 06, 2005 2:24 pm
#17

I agree...especially with set levels, sometimes you just don't want to be aggroing that big mob 20 meters away...

Ive been finding this out the hard way with C12 grenades now



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Ohetie
Wed Apr 06, 2005 2:48 pm
#18

i think that's one of the drawbacks to heavy weapons though. One thing they need to make sure they fix is the fact that AoE attacks don't hit NPCs in other rooms and what not, like in dungeons or the corvette.




Ohetie
Rebel Colonel
Retired Leader of the Antarian Rangers

RankorCity
Wed Apr 06, 2005 3:45 pm
#19






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.






Then open up the elite classes and let us start playing with our new toys!!!




Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
Illrigger
Wed Apr 06, 2005 4:07 pm
#20


LOL, I thew a C-12 today, and aggroed about 20 newb critters on me on accident. I got incapped even faster than I did on CU day 1. I guess that answered my question about whether AOE was actually working

Message Edited by Illrigger on 04-06-2005 04:07 PM



ACCOUNTS CANCELLED 11-28-06, after 37 months, due to poor game design on the part of Helios
Helios_SOE
Wed Apr 06, 2005 7:28 pm
#21






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.
Ohetie
Wed Apr 06, 2005 7:38 pm
#22

yeah that's what i figured, and accepted it as such.

one thing though, our dps ought to be decently higher if we are to be stuck with such a burden.




Ohetie
Rebel Colonel
Retired Leader of the Antarian Rangers

Drunkenjedi420
Wed Apr 06, 2005 7:41 pm
#23

Couldnt you guys just make a new Game?




Sazo - Radiant
MY DIARY OF NGE
SirCoolDog
Wed Apr 06, 2005 7:44 pm
#24






Drunkenjedi420 wrote:

Couldnt you guys just make a new Game?







SWG 2: Revenge Of The Devs



(gggggggggggg]====(JediPadawan)====[gggggggggggg)
Kona_Combine
Wed Apr 06, 2005 7:59 pm
#25






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.




From your daily polls, survey says, NO.




Cona
Intrepid Server
http://www.The-Combine.net
BurnerMan
Wed Apr 06, 2005 8:51 pm
#26

I have no problem with most our weapons being AOE, I mean that´s what they are. A bazooka or a flame thrower will hit other things as well as that you aim at and that´s kinda the point ofthem...sometimes. In any case I like it and look forward to learning how to use them in a group environment.
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