Commando Archive
Thread: Holocron's posted reply or Yeah SOE doesn't play Commando
Caelrie-
Now you can hit things at 15m, correct? They said they just changed it.
And, yes we can rule out lunge, because its useless in a lot of ways... ive heard, im not brawler.
We get high damage, front loaded, but not a huge DPS. Right now, in PvE, our DPS out <<<<< DPS in, speaking relatively.
In PvP, its the same thing, again, I've heard... but I don't PvP much, so I don't know.
Athein
Just want you all to know that I'm arguing this on the Correspondent Discussion board right now. I've asked for factual help, so be sure to watch this thread:
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=26897
The consensus among you all seems to be that it was OK to change our weapons to ranged and remove our x2.5 melee bonus vs. ranged opponents. The problem now is that we get hit with that penalty multiplier when fighting melee opponents, yet our profession was designed to fight in melee range. I have stated that we are generally OK with reclassifying our weapons but don't want to suffer the x2.5 penalty ourselves when we are forced to fight in close range. We are not like Riflemen, we are close combatants.
I will continue to argue this point. In all honestly, I don't know if the DEVs will read any of the posts over the weekend, so it may just be me trying to convince the other correspondents. Riflemen seem to be happy with the change but they are able to run and shoot as well as use their specials at long range.
Anyway, I'll keep you posted. Just want you to know that I'm on this.
Poisonlilly
I'm with you 100%. But you and I and most everyone else here knows deep deep down the how and why if this change. They just don't know anything about this class. The tried to slide this change in with out going to the TC. They did it just to see if they could get away with it.
The Dev's can't play the " it didn' make it in the note but we tolf ya " card. It was a case of we don't know how to fix it, so come up with something, we'll drop it in the big patch. And if there is fall out, we'll know what to do.
Just watch, they are going to say it how it should be, but to make us happy they are going to make it just 1.5x the melee damage. Heheheh Ok, maybe not...but it's going to be a cop out.
What would happen if the 2x-2.5x melee hit the pistol folks. Heheh
Stand back...
But **edit** right, it's only a game......we all pay for over and over again for.
Synn...
The consensus among you all seems to be that it was OK to change our weapons to ranged and remove our x2.5 melee bonus vs. ranged opponents.
Yes, absolutely.
This change basically makes master commando good for nothing but PvE. Anyone seriously engaged in PvP will now start dropping commando lines in favor of more survivable templates.
In the bigger picture I find Im getting tired of the constant balance changes. It is very difficult to level a charecter knowing the next patch may completely void your template. These constant changes only guarantee Im gone when thenext decent game is released.The current game balance, and sorry state of PvP, only leads one to expect further major changes.
The thrill is gone folks. Almost time to move on.......................
I mean explain why you take ideas FROM the general forum, put them in action and THEN go to the specific class forums.
Ludicrous.
I started this post here because Holocron wants to come here and have us chat about it. Jeez.
And yes it's not so much of an issue on the low end with armor, but head to Endor/Dath/Dant and you will get owned hard. 500 hits are one thing but 1250 is just insane.
And wookies now get owned period as commando.
I've felt for Rifleman, but with a 158 skill points free you could certainly be a master ch/rifleman. Not to mention switch out weapons as target came into range. Or train rifleman/carbiner. Or whatever.
As a master commando I most certainly can not do much of anything else. I can go 3/2 ch but will be unable to heal it, so really ch 1/1 is about it.
Ivoni wrote:
And wookies now get owned period as commando.
Yes, I found this out last night. I'm a wookie commando 3-3-4-1. I was on Dantooine "attempting" to solo piket longhorns (since the mission nerf won't let me get anything higher). Two 500+ hits later, I'm down for the count.
I was all exicited about finally getting close to Master Commando (I'm not a power gamer by any means), but now I have this sinking feeling that it was all for nothing, and that I should now declare my residence as close to my favorite cloning center as possible.
I'm not whining, just thinking about 2 months worth of casual playing going down the tubes.
Well everything in this game got totally porked in that patch. *sigh* I wonder when do people start losing their jobs over this incompetance? We're close to 4 months after release and this game just got more buggy and broken than it was at release.
Hire new chimps to do the coding maybe?
I believe the 2.5x mod was intended for commandos from the start, then soe took it off while our weapons were beyond borked. Now they extended melee range to 15m to help out all the melee'rs (I'm all for this) but then reimplmented our melee penelty within what is now offically the beginning of melee range.
I don't believe they dropped the ball on this intentionally, it seems to me it was overlookedwhen they reimplmented 2.5x mod when they extended melee range.
It's not fair to ask that the melee'rs lose their new range however I do think they should:
a) eliminate our 2.5x mod or
b) extend our special ranges to 25m (give back the 10m buffer) soour specialsdo not lay within melee range only.
People will have a hairy fit if they extend our specials to 25m so the elmination of the melee mod seems the only justified solution.
Perhaps this is why they let us use ranged support specials with heavy weapons now so we have something beyond the 15m deathtrap. However, as nice as overcharged2 with the flamermay beit is no flamecone2. If these changes now effectively made our commando specials completely worthless something must be done. Or we can all spam ocs2 from 64m.
I'm just as frustrated as everyone else. We might as well walk up and lay down in front of the enemy. I have just as much effecitiveness.
Let's look at the chain of events here.
Game releases and we are not certified to use our own weapos.
We finally get certified by weapons ranges are all screwed up and we can't hit crap.
They "FIX" weapon ranges and we got told we are suppose to be extreme close range fighters. We think it's a crock of **edit** but none the less decide to roll with it. We still can't hit crap. At least not at the lower levels.
Just as we are getting used to being close range fighters and getting our tactics down they slap us with a 2x vs melee damage penality. **edit**. We are extreme close range fighters that take double damage at close range. What kind of crap is this?
Yes sir please strap on this flamethrower and go kill you and that enemy over there. Oh yes and be sure your standing very still and make sure he is standing still and make sure your very close or you will missand then just you willbe dead and not him. Ohyou ask why will you die to well you have tobe standing very close to use this weapon effectively and once you use ityou will have to wait a long time for it to cooldown before you canuse it again. During thattimethe enemy will surely devour you because well you will be defenseless. Hello McFly.
Personaly, I don't think they knowwhere this class is suppose to be going.They have no idea what role a commando plays in the Star Wars universe so they are just winging it. Let's do this and tweak that and see what happens. No forethought, no planning, no vision, no testing.
All I have to say is unaceptable. Why was this not tested on the test server? How do class altering changes made live with NOONE knowing? You say sorry this didn't make it into the release notes. Why not? Are you telling me that you don't sit down and discuss what changes are being made in the game? That you can't even track the changes made? How do you know when and what changes have already been implemented if there is no tracking? Who is in charge of the commando's role in the game? Who tracks commando changes? Who job is it to notify the other programmer when a commando issue arises? Please don't tell me your are relying totally on the a volunteer correspondant for this.