Commando Archive

Thread: Mix and Match Weapon Specails

QuiJonOz
Fri Apr 01, 2005 10:09 pm
#14






Helios_SOE wrote:


Today...

... Yes. Any ranged special that you own can be used with any ranged weapon you are certed for. Same goes for melee weapons. That being said, we're going to focus a lot on balance tweaks during testing to make sure nothing scary happens with this. We've also talked about applying some move restrictions based on weapon type as you mentioned, but that has not been implemented... today.




So why are all of the melee specials in Boxes I - III in the 4 Brawler branches the same. Since we have to take 2 branches for any advanced melee profession, we end up with duplicate manuevers. If you are going to make us spend more skill points, at least give us something for them.




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Jagbar
Sat Apr 02, 2005 3:44 am
#15






Helios_SOE wrote:





garvin wrote:

Commandos are suppose to be able to use just about all ranged specials we gain. I say "just about" because some specials may be restricted to being "weapon specific" or not allowed on weapons that will over power them. But as a ranged class, yes, Commandos will have access to specials via any ranged or melee profession that we take up to use on our melee or ranged weapons.


The basic concensus is that our Heavy weapons will take any ranged special and "super-charge" their damage potential as well as the FT, at the very least (maybe more weapons), will add a DoT as well as have an AOE (Area of Effect).


In reality, it's one of those things we are going to have to "wait and see" until they unlock the ability to be a Commando on TC.





Today...


... Yes. Any ranged special that you own can be used with any ranged weapon you are certed for. Same goes for melee weapons. That being said, we're going to focus a lot on balance tweaks during testing to make sure nothing scary happens with this. We've also talked about applying some move restrictions based on weapon type as you mentioned, but that has not been implemented... today.






finally a dev post that explains something without copying directly from the minimally informing CU documents.



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shankmaster
Sat Apr 02, 2005 7:39 am
#16

Hey helios can we get some info on whats goin down for jedi, many of us are conserned for what is currently posted by the correspondent..



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Ugly_Duck
Sat Apr 02, 2005 8:19 am
#17






Excess3 wrote:
FYI:
If you look at the carbine specials, they have an addendum, or restriction on them.. I'm going from memory but they say something like, the weapon must be an automatic weapon (i.e. carbine/machine gun typeish).
These are the restrictions we are talking about.





Wouldn't a flame thrower count as being automatic? It fire a constant stream of flame, wich is as automatic as it gets considering even automatic weapons have to stop between shots, and flamethrower is just one continuous stream. Cause there are some nice attacks under carbineer that I had intended on picking up, seeing as TKM/Commando won't give me any super special attacks. I'd still have marksman, but carbineer would give some attacks like supresion fire, charge shot, and spray shot that marksman would not.



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Karzon_X
Sat Apr 02, 2005 12:27 pm
#18






JaekeW wrote:





Karzon_X wrote:


that's actually kinda scary.

flamethrowe now has an automatic cone effect...

last ditch, in accordance to what is listed as it's ability, will modify your attack based on the amound of action you have remaining..


So, point that thing at a group and last ditch with full action... whole group extinguished (hehe fire, extinguished,,, get it? )

I'd rather not take way from the smuggler's ability, as... well honestly, that's what I am.... but this sounds very dangerous and unbalancing for specific professions in the damagdealing side to have access to. We wouldn't want to have another "best profession"


I guess we'll see when the elite professions are opened up






"last ditch" is truely a last ditch shot now....when you use it it drains ALL YOUR REMAINING ACTION......so you arent going to use it very often.......






maybe, but with the speed atwhich your action regens, I think it might be a viable option to hit someone with it right off thebat, and then use an attack like the standard ranged attack that only uses action slightly faster than it regenerates.


So, you hit someone with lastditch right off, then you have a 3 or 4 second delay before you can continue pounding them with the standard shots.... and that's if they survived the first salvo....


it's just something to take into consideration.. becasue with small group encounters this could be very devistating... and one on one this could really hurt..


Probably in large pvp battles this wouldn't matter much, because you take out all you action you'll be a sitting duck, but with smaller groups I think this would be more of a problem





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JuggernautRM
Sat Apr 02, 2005 12:29 pm
#19

From what i hear, Last ditch dmg is inversly proportional to the amount of hp you have when you fire it. If your full health, it won't do much dmg, but if you have like 10 hp left, youll do massive amounts of dmg.



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Ackehece
Sat Apr 02, 2005 12:37 pm
#20



oops person above me said the same thing.

Message Edited by Ackehece on 04-02-2005 12:39 PM



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