Commando Archive

Thread: My template was master commando/master rifleman, but now wondering...

Wepps
Fri Jan 23, 2004 5:03 pm
#14

Ya gotta love it hehehehe.



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"And those that pray for dew at the desert's edge - shall bring forth the deluge." - Dune, The Preacher

Live from Tikrit


dWhisper
Fri Jan 23, 2004 5:08 pm
#15






Reilec wrote:
Are youkidding me TH? The Commando profession has 1 useful line and 1 useful stand alone weapon, the Rocket Launcher. The Launcher Pistol only seems to be useful if you dabble in Pistoleer.

Nobody in their sanity is going to PvP with a friggin Flamethrower unless they want a quick death.


Flamethrower special range: 17m

Master Brawler Lunge 2 (KD): 20m


You know how many melee profession players have Master Brawler? Jesus...







I use my Flamethrower in PvP all the time. And the other lines have their place, especially in PvP. Field Tactics and Ranged Mitigation are very, very useful. I've dabbled with beam cannons and Acid Rifles, and they have their place as well.


I think most of the problems people have with the various professions is they always think of themselves as the only combat type there. Maybe, just maybe, everyone should consider their place in the group. The commando hits hard and quick, but then someone else needs to stack the various mods and items on to the opponents. A TKA and Commando make a very powerful team, with the TKA to take melee damage and the Commando to light the BBQ. Throw in with Grenades that can mod a bleed and you have the ability to stop a lot of foes.


I had a couple of Overts, a Master Doc/MTKA and his friend the Master Rifleman running for the ocean outside Coronet because I had them both on fire. The Rifleman made it. The other one didn't.






Back yet again, for another round of SWG... um... fun. Yeah, that's it. (It's not just a diversion while I wait in the queues for WoW BG's)


Alysann Arimere - Imperius Doval... Two sides, one coin

garvin
Fri Jan 23, 2004 5:09 pm
#16

TH WROTE:

For all the rest of the folks who will come by this thread:



  • Yes there will be a fire suppression tool for Fire DoTs. It only makes sense that if you have a weapon, you have a counter measure. Currently, you need water to put out a fire DoT and there are none, which is why many players have asked that there be one.

  • No combat DoTs will stack anymore because some players were using them in PvP exploits and Combat Experience exploits. Players would run up, stack 3 or 4 fire dots on a MOB or another player and run away while the fire burned - - because there is no way to extinguish the fire. Then they would run back and fire a quick shot from a blaster and finish the kill. It was never intended to work that way.

So you fix these issues by killing our only working weapons...I could have saved the SOE programmers a ton of hours of reprogramming...just remove the FT from the game...that's basically what you've done...LOOK AT THE BIGGER PICTURE!!! Add the same "counter" measures that the other DoTs use...don't give everyone a Counter measure for our DoT that contradicts what other DoTs have...


And it's sad that you feel the need to fix an "exploit" by killing a profession...and before you say I'm being over-dramatic, what do you call severly weaking the one good working weapon we Commandos have without providing us with another option...


We need a solution that replaced our soon to be useless FT...you say your "fixing" things for everyone...how about fixing something for us? Why do we need to be the victims once again?





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

shutout
Fri Jan 23, 2004 5:09 pm
#17






KaptainKrude wrote:





shutout wrote:


Doctors have cures to all of these. so do squad leaders.







You're right that they do, but the proposed solution to Fire DOT is a craftable "extinguisher" usable by anyone and a craftable food "Flame Out" that again can be used anywhere, anytime, by anyone.





where does it say that anyone can use a fire extinguisher? if you have the link, please post it so that i can bring myself up to date. not a flame, i am genuinely curioius. as i thought it was, they haven't said who or what can use the fire extinguishers yet.




--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
Psykeman420-HS
Fri Jan 23, 2004 5:11 pm
#18

he goes with sarcasm and ignores an intellegent retort about him calling Commando powerful, although SHOULDNT commando be a powerful class i mean think about it, they are Commandos...i mean you wouldn't want weak commandos it just doesnt make sense...

um i mean come on aren't Commandos known anything less than destruction

oh and fix pikeman



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KaptainKrude
Fri Jan 23, 2004 5:13 pm
#19

TH, I don't think that most Commandos are gonna be upset with the "unstackable" Fire DOTS on thier own, but when you combine that with giving other players the ability to "extinguish" themselves with a simple tool and use a Food to resist the Fire DOTs.... it's a staggering nerf to us. With this combination of changes, we're going to be a strictly non-PvP profession.




NTyekanik CorrinoN
New Dawn City
Naboo

shutout
Fri Jan 23, 2004 5:16 pm
#20






Thunderheart wrote:







  • No combat DoTs will stack anymore because some players were using them in PvP exploits and Combat Experience exploits. Players would run up, stack 3 or 4 fire dots on a MOB or another player and run away while the fire burned - - because there is no way to extinguish the fire. Then they would run back and fire a quick shot from a blaster and finish the kill. It was never intended to work that way.






so i take it combat medics will be nerfed to hell and back too right? oh, no they won't, because flameout won't work on poisons. there isn't any initial damage that the poison does that will determine its effectiveness. so they'll still be able to use their AOE mind poisons that tick for over 300 mind damage and run away and come back and attack you with a quick shot from a blaster and finish the kill. 99.9999% of combat medics fight this way, and i see no nerf coming their way, even though much of the community has been screaming for it. do i want to see a nerf to CM's? no, and i don't want to see a nerf to commando either.


and another thing. you want to fix the exploit people were using the bleeds to gain combat xp? make it so that if you're not a commando, you can't even use a grenade. sure, you can toss, it, it'll drain your HAM, it'll make a big boom. but it won't do any damage. sort of like a dud, or you didn't pull the pin out because you didn't have the necessary FIELD TACTICS to use one correctly. don't take stuff out because of problems. think of other ways to make them work that will hurt no one.



--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
Thunderheart
Fri Jan 23, 2004 5:18 pm
#21







Psykeman420-HS wrote:
Thundeheart, i know you read alot of posts, i know that combat revamp is on the way but take these to heart.

1.) Commando needs revamped
2.) Pikeman needs major and minor changes




I take all the positive posts very seriously. I even read the negative posts and try to understand what they are telling me (though I wont reply to negative posts). Its not so visible through the great divide, but I keep massive spreadsheets and argue the player position with the devs every day.


The combat balance is near and dear to my heart as are all player issues. I just have to juggle time, manpower and scheduling as well. What I do is I keep track of all the issues, label them and sort them. That way when I go to Blair, JustG and Runesabre and say "players need this fixed", its based on how many players are being effected.


The combat balance alone is the single largest player issue. It encompases about 34% of the Correspondent issues and much of the pain combat players are having. Pikemen, carbineers, commando heavy weapons, the cost of specials, HAM costs, all of that will be better when the combat balance is done.


The thing to remember is that because the combat balance touches so many other systems in the game, its going to take a while. The team thats working on this is working very hard and thats the best I can offer.


It doesnt get in the way of my fun though. Last night JustG and I were on TC. We are both master Commandos and we dueled to test the FT damage numbers and DoTs - - of course he didnt tell me he had a dev invulnerability script on...heh heh...he torched me in a cantina (The DoT's stacked and from a fresh healthy state, I incapped, came out, incapped, came out and incapped and died because the DoTs kept burning - - thats the PvP exploit. 2 or 3 commandos will run up, stack the dots and players and mobs in PvE alike just burn burn burn...its just not fair).







Kurt "Thunderheart" Stangl
Community Relations Manager
Drterror
Fri Jan 23, 2004 5:22 pm
#22

Well what you didn't test then TH is a Master Pistoleer,Fencer, TKA with some commando. Imagine that kinda firepower and never being able to get hit....1/20 or higher.


Dot stacking sucks but it certainly isn't as bad as not being able to hit players at all. Not to mention CM's and the 96M poisons.





Drterror
Nemesis Syndicate Our Website

Drterror's Premium Armor -4747, 5323 North of Theed

"Everyone Dies Not Everyone Truly Lives" - William Wallace
Zell Miller Is My Hero
AnXdiety
Fri Jan 23, 2004 5:23 pm
#23

Yeah try your tests using a Combat Medic that can toss rocket propelled poisons and diseases farther than a turet can fire. How can they throw them over 90+ meters while even a rifleman can't shoot past 64? Their poisons and disease also incap the same as flames do. But they can stand out of range where no one can hit them.





Anxdiety / Anx'ty

and all those voices in my head have every right to be there

Steppencat
Fri Jan 23, 2004 5:24 pm
#24






Thunderheart wrote:







Psykeman420-HS wrote:
Thundeheart, i know you read alot of posts, i know that combat revamp is on the way but take these to heart.

1.) Commando needs revamped
2.) Pikeman needs major and minor changes




I take all the positive posts very seriously. I even read the negative posts and try to understand what they are telling me (though I wont reply to negative posts). Its not so visible through the great divide, but I keep massive spreadsheets and argue the player position with the devs every day.


The combat balance is near and dear to my heart as are all player issues. I just have to juggle time, manpower and scheduling as well. What I do is I keep track of all the issues, label them and sort them. That way when I go to Blair, JustG and Runesabre and say "players need this fixed", its based on how many players are being effected.


The combat balance alone is the single largest player issue. It encompases about 34% of the Correspondent issues and much of the pain combat players are having. Pikemen, carbineers, commando heavy weapons, the cost of specials, HAM costs, all of that will be better when the combat balance is done.


The thing to remember is that because the combat balance touches so many other systems in the game, its going to take a while. The team thats working on this is working very hard and thats the best I can offer.


It doesnt get in the way of my fun though. Last night JustG and I were on TC. We are both master Commandos and we dueled to test the FT damage numbers and DoTs - - of course he didnt tell me he had a dev invulnerability script on...heh heh...he torched me in a cantina (The DoT's stacked and from a fresh healthy state, I incapped, came out, incapped, came out and incapped and died because the DoTs kept burning - - thats the PvP exploit. 2 or 3 commandos will run up, stack the dots and players and mobs in PvE alike just burn burn burn...its just not fair).











TH, since we're talking about combat balance, can you please answer a pretty crucial question that I've been unable to find the answer to (forgive me if this is common knowledge...still getting used to the new format of the forums).


What will the combat balance be based on? In other words, will you be going into the balancing assuming that all professions will be balanced with all other professions? Will you go in balancing with skill points useage in mind? In other words, if one profession uses 30% more skill points, will they theoretically win a duel 30% more time if all other things are equal? Or XP useage?


This is an important question because realize that you will NEVER fix the balance issue unless you make it clear what the basis of balance is. People will always go with the most efficient use of skill points, so if you nerf one profession in the name of balancing everything across the board, you're just going to end up in a permanent loop of nerfing. Not to mention a lot of people (e.g. BHs) are going to be pretty p.o.ed if they find out this isn't according to skill points.


Please, let us know exactly what the basis for balancing is. I'm not trying to be combative, facetious, or sarcastic, I would just like to knwo which direction to take my character. If it's going to be balanced across the board, I'd rather take a lower SP cost profession and mix and match rather than spend all of my SPs in a "balanced" profession.


Thank you in advance.

Steppencat
Fri Jan 23, 2004 5:25 pm
#25






Drterror wrote:

Well what you didn't test then TH is a Master Pistoleer,Fencer, TKA with some commando. Imagine that kinda firepower and never being able to get hit....1/20 or higher.


Dot stacking sucks but it certainly isn't as bad as not being able to hit players at all. Not to mention CM's and the 96M poisons.








I believe TH was saying these types of issues will be fixed too. Might have been another thread though.
Freesun
Fri Jan 23, 2004 5:28 pm
#26






Thunderheart wrote:

  • No combat DoTs will stack anymore because some players were using them in PvP exploits and Combat Experience exploits. Players would run up, stack 3 or 4 fire dots on a MOB or another player and run away while the fire burned - - because there is no way to extinguish the fire. Then they would run back and fire a quick shot from a blaster and finish the kill. It was never intended to work that way.




While I'm glad this change is going in, it seems a little unfair and almost a bit accusatory to blame the players for this change as well aslabel these tactics as "exploits." It might never have been intended to work this way by the development team, but from the player's point of view, the above description seems to be precisely how they were intended to work.


How do you think most people used the majority of DoT effects in EQ and other games? I don't appreciate being called an exploiter in so many words for having used the methods to kill things which you directly provided.


I think you should revise this statement. It should read: "No combat DoTs will stack anymore because the stacking was never intended and it was a poor implementation given the constraints of our combat system." Take a little responsibility, please.


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