Commando Archive
Thread: Combat Proposal Designer Notes Sept 18 READ THIS FROM SOE
the changes really disapoint me ....
the changes they do are ok ..... but i dont see any changes to fix us ... yes 2 of our skill trees are a complete waste .. 1 could get importent if the change at sts to have a blast weekness (but still its a complete skill tree to counter at-sts seems strange) 1tree is powerfull
i want changes, i want fixes ... at least i want to know what they will change, even if it takes a long time to fix it
i want to know how our class will look like in 6 month ...
to our correspondent : i know it will be hard .. but try to get that info...
I posted two things in that thread - one, is that we commandos already made big tradeoffs in speed and in versatility in order to deliver the big hits.
We're a one trick pony - we do damage in big hits, with large gaps between hits, via all our weapons. We're even more of a one trick pony because the HAR is totally redundant and outclassed by the flamethrower, and the shoulder launchers have the side effect of doing 1,000 credits of bank-account damage to the user. Now throw in that, but for the DOT on the flamethrower... the LLC is actually the best heavy weapon based on its stats.
I agree on fixing the DOT bug with armor. But I really think a flamethrower nerf - either directly nerfing its DOT damage or giving out flame defenses - isn't justified.
Reducing accuracy on the shoulder weapons would be alright if they'll start to check for 'near miss' situations and do burst damage even when they don't directly impact the target.
The other point is - chaining together specials combos sorta leaves commandos out since we only have 4 specials for the FT and HAR... and those specials are redundant. If we're going to have an "8 special combo" it would have to involve weapon swapping and somehow dealing with the bugged HAR cooldown.
If charged weapons will get combos, well, those are gonna be darn expensive combos.
You left outthe /run like hell part
/flamesingle2
/runlikehellfor9seconds
/flamesingle2
I'd like to see the range of the FT specials extended slightly, like 2-4 meters. 16 meters is **edit** close.
We're even more of a one trick pony because the HAR is totally redundant and outclassed by the flamethrower, and the shoulder launchers have the side effect of doing 1,000 credits of bank-account damage to the user.
1,000 credits per shot?!!! That's a bargin! On bria the only Rocket launcher I found and bought cost me a whopping 20,000 credits a shot. I actually thought it was for 2,000 credits a shot when I bought it, but i missed a 0, it was 20k a shot. I paid 150k for 8 shots.
One of the top weaponsmiths on my server is a friend
But I agree... we literally pay for the damage our shoulder weapons do.
Another concern of mine - if we're not going to get effective combos (seems like that'll be hard to do given that our specials are very limitedin number)and other professions are going to get damage building combos... wouldn't that greatly erode our damage-dealing advantage over other classes?
Oh, and our specials are only good inside 16m... so our combos will only be good there too?
I can easily see "master pistoleer, heavy weapon support 4" doing significantly better in combatthan "Master commando" via launcher pistol combo moves that are effective at all ranges, not just 16m and under, and the odd shouldfire shot.
I just posted in reply to that post, but I've got some problems with a few of the changes....
Sounds like they are thinking to make the charged weps useful only for structures and hard targets, which will reduce their useability by 90%, and that's not really helpful when each charge is closing in on 1k/charge. I'd like to see it retain its utility as a mid range weapon thats spendy, sometimes inaccurate, but deadly.
Making the FT a ranged wep is great, but if they don't ALSO change the LLC, then BH's are going to continue dominating the heavy wep scene. LLC's are faster and do insane dmg. They are what the HAR was supposed to be.
Flame DOT problems are part of all DOT problems. Nerfing the flame DOT makes no sense to me. First fix the melee issue and see where the balance lies. Also, if you intend to change the flame DOT then all DOTs should be so changed....no stacking, accounts for resistances, etc.
The flame thrower isn't terrible at 64 meters. I solo'd(and yes got killed several times) a number of Corsair, Pirates, Mercenaries..etc yesterdayon Lokwith the flame thrower.
I'd start out at 64 meters and pray their buddies didn't jump in. Since I'm holding a melee weapon(FT-they're about to change that) the NPC would come after me with a melee weapon so I was able to get a few shots in before they'd get to me. When they hit 16 meters I'd fire flame single2 then run like hell. I won about half my battles like that against the NPCs. Got cloned a lot too.
But once they change the flame thrower to register as a ranged weapon it will be useless against NPCs who will simply outfire us from 64 meters out.
bobby, 150k for EIGHT shots? man you got ripped off big time
the standard is around 30, and those go for 50k-100k
personally i got 29 charges for 29k, 1k a charge from my mws friend who was selling that price to all - but wont be making more RLs due to the pain in the arse to make
Defense Vs Fire..... Soooooo we spend our skill points to reflect that our class has spent time on how to use fire and set people an objects ON fire and they get to sit on their hands and get a defense vs it.... riiiiiiiiight now we are making sense, good job Dev's thats a thought that needs to go back to the drawing board i think.
I don't know i read the whole post from the devs and whatI think i felt the most is that basicaly they are saying "it will be awhile before we get to you guys again," Meaning har lefthanded weapons ect... oh except to lower your flame dot, and negate the fire effect but hey you still get to run around with your thumb up your buts while your weapon cools down.
However that being said i was acually fearing much worst.
Sumation of the commando class: We have one trick, the flamethrower, we are the "armor killers" yet only our consumables pierce armor. With out the flame dot dps is similar or lower than all other elite combat classes that can spam specials, and this is if we hit the target most of the time. My grenades only work from ten meters, sounds nice but ten meters in game is more like six feet, i'm more likely to blow myself up.
Oh ya, BH's who kill people get all there guns to have armor piercing go figure?
Oh well i still like it and am in it for master
Go here to read.
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=565036#M565036
Concerning us
"Commandos:
I’d rather not go through specific complaints about commando, but instead cover my view of the class, and potential changes.
I’m happy with the damage abilities of commandos. That being said, I am going to recategorize commando weapons to qualify as ranged weapons. This means that they won’t get a damage bonus against other ranged attacks, and all ranged defense modifiers will apply.
The other potential changes for commando revolve around the dot effect for flamethrowers (it might be too powerful), and maybe making the lefthand fire weapons more usable against larger targets as opposed to hitting everyone equally.
That said, I will argue that commando’s damage capabilities are reasonable, but they should come at a tradeoff. I might remove all defensive bonuses from the heavy weapons line to give commandos more of a weak spot, and might even add in some flame defense modifiers for other classes."
So.
Fixing our bonus we get versus Rifleman. To be expected.
Lol, they can remove the +5 melee and +5 ranged. OOOH.
The DOT I hope is looked at as are all Dots. Once applied they all do full regardless of resistances. They fix this they fix mind bleeds, etc.
Personally I'm opposed to any changes on lefthand fire weapons since the upgraded damage also resulted is massive charge nerf. I was getting 200 charges and now max I get is 35. I would call that massive.
Giving other classes flame defense. LOL. Err..ok.
"Combat Speed Change Proposal:
So it appears that we have a problem at higher levels. The skill mods, combined with sliceability of all of our weapons results in all weapons (At higher levels), hitting our speed cap. This means that the fastest any weapon will ever be is 1 second, and it dimishes the differences between all of our weapons and skill trees.
My proposal is that we implement a variable speed cap based off of the weapon. So pistoleers and 1hswords would use a .5 second speed cap, while riflemen/pikemen would have a 3 second minimum speed.
The end result is that weapon/class differentiation would increase, which would allow me to enhance the functionality of each class. I could raise the damage on carbines/rifles because I would be guaranteed that they wouldn’t be fired as quickly as pistols. The DPS problems in pistoleer could be minimized by increasing the speed mods, as they would have more total effect on the firing speed.
Active Defense Modifiers:
Across the board we have seen complaints that the defense modifiers (counterattack, dodge and block) do not work properly at higher levels. This is true as the mods and rolls for those abilities do not scale properly compared to the toHit rolls they are being used against.
This is a known issue and we are in the process of improving all of these. However, we are modifying these numbers slowly so we avoid major disruptions to the combat system."
Curious if this will apply to us.
Yeah, the only thing I really didn't care for on the Commando topic was: "flame defense modifiers"
what the?