Commando Archive

Thread: Week 2, SOE Letter

Furtin
Wed Jul 30, 2003 12:19 am
#14

The beam rifle was a beta weapon that is not supposed to exist anymore, the only reason it appears is because the schematic was left in the weaponsmith tree.

Stop posting about the beam rifle
Vashner
Wed Jul 30, 2003 12:41 am
#15

Furtin good catch. Also I found they left Conceal in the skill tree for Scouts.


These have even been bugged and they never patched the graphics on the skill tree. What's up with that.


Well hopefully they will fix the resources and twink the damage and accurace for ya'll soon.




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Furtin
Fri Aug 01, 2003 11:28 am
#16

If you send in anything at all to the devs, make sure you include this:

All heavy weapons are treated as ranged melee weapons

They have an AR of 0, and are ineffective against any enemy not holding a rifle (99.9% of enemies).

Please fix the status of heavy weapons, to that of a heavy weapon. Increase their Armor Rating to 3, as it should be.
MrCreed
Fri Aug 01, 2003 11:38 am
#17

Furtin, there's a thread up already with 'answers' to these questions.



Evel (Kauri Server)
Master Commando / Master Pistoleer


Gypsy13
Fri Aug 01, 2003 11:50 am
#18

Wow, this class is truly f'ed up. Im just a pistoleer but based on all the threads i have read and dealing with Commandos in PvP you guys have the most legitimate complaints of any profession.


Imo, a commando should be the equivalent of a short range artillery. Accurate (at least 60-80%) and Decisive (even a Kimogila should be taken down in 2-3 shots by a high level commando). I agree with a long delay in between shots and specials, but I disagree with ANY heavy weapon not obliteratingmost/alltargets in one hit.


Good luck guys, I hope they fix your class very soon.



Gypsy


Gunslinger


Eclipse Galaxy

Tastyclown
Fri Aug 01, 2003 1:13 pm
#19

"It looks like you wrote this before getting the response."



it WAS written before getting the response...

Gromjar
Fri Aug 01, 2003 1:30 pm
#20

A few thoughts on commandos.


First, it seems like the developers either haven't articulated a viable vision for the command (one balanced from a game play stance), or having articulated it, they've failed to achieve it. Therefore, I think we should focus on a viable vision. This should make it easier for the develoers to achieve something not only fun, but balanced.


My vision: Commandos should be a jack of all trades for light weapons and unarmed combat, with the unique ability to be very effective against heavily armored or stationary / slow-moving combatants via the use of heavy weapons, explosives and heavy armor. This would be consistent with their very high combat focused starting requirements. It seems like we're close to being the jack-of-all light weapons, but woefully far from being effective users of heavy weapons, explosives or heavy armor. Here are my thoughts on each of these categories:


1. Light Weapons: The commando needs some commando only skills that round these skill sets out. This should include not only enhanced accuracy, damage, defence with reduced delay, but also a few unique unarmed, pistol, carbine and rifle abilities. Commandos should not be as effective as an elite in each class, but should be able to tackle reasonably difficult oponents. This will allow commandos to switch to light weapons where they are more effective than heavy weapons or explosives (more on this later).


2. Heavy Weapons: Heavy weapons should be much higher damage per second ("DPS") in some circumstances than light weapons, but perhaps (slightly) less effective than light weapons in certain circumstances as well. I see heavy weapons as weapons that have some combination of long range, high armor penetration, long recharge, high accuracy against stationary or very slow moving targets, high damage, potential for collateral damage, and long initial charge. What this means is that heavy weapons should be MUCH more effective against a heavily armored stationary or slow moving target than light weapons. Heavy weapons would be more effective against stationary unarmed targets or armored moving targets than light weapons. However, heavy weapons should be less effective than light weapons against fast moving relatively unarmed targets (where unarmed means that the armor is equal or less than the penetration factor of the light weapon). Moreover, as a general rule heavy weapons should suffer a severe penalty when the commando is moving at faster than a walk (I say walk because with the heavy armor suggestion below you can have a heavily armored, slow-moving effective commando). Heavy weapons could be divided into categories that are as follows: Special friendly (lower ham) vs. special unfriendly, very long range vs. medium range, collateral damage vs. no collateral damage, very high armor penetration vs. moderate to good armor penetration, very inaccurate for moving targets vs. reasonable accuracy vs. moving targets, very high damage vs. high (or even moderate) damage, special utility against droids vs. no special utility against droids, and on damage type.


3. Explosives: As I lack experience in this area so I won't go into to much detail. However, I feel that explosives should both be in the form of grenades as well as placed explosives (I think of like c-4 or whatever) to take out structures (or even AT-STs or whatever you call them) with timers or triggers. I also think personel mines should be allowed (with a max life so that the server gets rid of them eventually). Having mines could give scouts another purpose (finding them) as well as maybe giving commandos some low-marginal ability level in this area.


4. Additional changes:


a. Heavy Armor: Commandos should probably have some type of heavy armor as an option that actually moderately reduces their running speed. This would enable them to take the concentrated fire that will inevitably be directed against them in big pvp battles. It would also enable them to take a hit from a Turret or AT-ST (or whatever you call them). This makes sense as commandos would be focusing fire on these targets and these targets (if intelligent) would focus fire on the guns that are doing the most damage to them. This heavy armor should be dramatically more effective against heavy weapon fire, but should not make them all but impervious to small arms as that would be unbalancing. Perhaps a tradeoff would be to keep its effectiveness very high against ranged type attacks (perhaps by focusing on energy, heat, etc.) while allowing kinetics to penetrate it more effectively (although it should still take a kinetic damage dealer moderately longer to drop a heavily armored commando than to drop a lightly armored riflemen, carbineer, or even pistoleer.


b. Stationary VERY heavy weapon certificates: Commandos should be the heavy gunners manning heavy turrets. I have yet to see the developer’s vision on this area implemented so I will refrain from commenting further. Other types of marksmen might be able to use the turrets with some effectiveness, but commandos should be substantially more effective in this area.


5. Miscellenous combat imrovements:


a. Lacking a certificate for an area shouldn't reduce damage; it should reduce accuracy and increase delay. This just makes sense.


b. Armor should have its effectiveness skewed against the weapon's armor penetration in a way that makes more sense than the seemingly linear setup we have now. In other words, giving a weapon with a armor penetration ("AP") value of 3 a 25% enhanced damage against armor resistance ("AR") of 2, a 50% enhanced damage against AR 1, and a 75% enhanced damage against AR 0 is not the best way to implement armor penetration. Armor penetration should be more of a threshold where once you are over an AR you have full effectiveness. In other words, an AP of a 3 should be as effective against an AR of 2 as it is against an AR of 1 or 0, not more so. It's reasonable to give it less effectiveness against an AR of 3 (say a 25% decrease across the board). It should then drop off in effectiveness against each subsequently greater AR value. As it stands now why not just make a weapon with an AR of 3 have a greater damage min and max vs. an AR of 2. That's effectively what the current system as I understand it stands. However, perhaps my understanding is off. This deserves some further investigation. However, it's hard to do with player made armor all having an AR of 1.


c. Walk vs. run accuracy penalty: Very simply put, if you walk or your target is walking the accuracy penalty you receive should be less than that if you were running or if your target was running. Heavy weapon's extra-severe moving target penalty should be noticeable only where at least one of the targets is running, not walking. A commando should be effective when wearing the heavy armor I talk about above (or merely walking for whatever reason) against a slow-moving target (be it another heavy armored commando or a tank-type vehicle or a slow moving AT-ST).


d. Accuracy in general: Large targets should be VERY easy to hit, even when the targeter is running at the same time the target is running. I'm thinking of AT-STs, Krayt dragons, and the like here.


Those are my thoughts. I think if implemented they would dramatically improve the commando class, and game play as a whole for all of the combat professions. The bottom line is that commandos should be the single most effective class in combat. This should only be a marginal improvement against other players. But it should be a HUGE improvement against large, heavily armored, stationary or slow-moving targets. This would define our class. Add in explosives, heavy armor, and mines and you have a complete combat hybrid class that would make all of us happy. However, a word of caution. Commandos should not be SO much better than other combat classes in strict pvp skirmishes. We should be better, but the edge only where we have an opportunity to "set-up" so to speak with a heavy weapon or the ability to take advantage of explosives. In a straight shoot-out where the other party is moving a lot, our advantage should be minimal. If we are forced to move as well our accuracy should drop a lot.


Galuvian
Sat Aug 02, 2003 12:38 am
#21

IMO it would be more productive if your first item was that heavy weapons are **edit**ed in general. Don't break it out into two points. It looks like you wrote this before getting the response. Make sure you let them know that the response you got was inadequate. As other postsers pointed out, if you just give them a couple specific issues then they will be able to address those points, even if they conflict with some of the things you didn't mention.


In his response, C-3PO said that the accuracy was terrible because it was designed for special circumstances. So I would suggest laying out all of the weapons and showing which ones still have problems.


These weapons have charges and we understand that they are only for special circumstances:


-fill in with list-


These weapons we understand to be our primary weapons and we believe that they are still totally **edit**ed.
-fill in with list-



These certifications currently exist:
These weapons currently exist:



Regarding resources required for the weapons. You need to make it clear that it is IMPOSSIBLE on some servers. There is a huge difference.



As far as the launcher pistol, I have only see you allude to the problems with it. You should lay out exactly what is wrong. Namely is it a pistol or a HW? If it is a pistol all of the benefits of a pistol should apply. If it is a HW then it should give HW exp.



*disclaimer: I'm 2 skill boxes away from commando. (Carbine 4 and 30k combat xp)


Garibaldi_di_Alia
Fri Aug 08, 2003 12:02 am
#22

Gromjar,

I've read your post on 3 threads now
You don't have to cut and paste it so much. I promise to read it, specially if its a response to one of mine. I float all my tells so I can keep a summary of all the issues.
Oruedin
Sat Aug 09, 2003 9:21 am
#23

The thing is, we're not heavy hitters yet. And the thing is, some of the weapons on the lower end are more like suped up versions of light-arms. Acid rifle, flamethrower, launcher pistol. It's only higher up do they turn into 'cannon's. If this is the case, make the 'cannon' weapons be slower, and give us the other weapons with increased range, and damage. At least then we're comprable to other elite classes who have special weapons that are actually good. The scatter pistol is insane, when someone spec's it's line. I've watched a bounty hunter kill things swiftly with eyeshot repeatedly. On our server, Scylla-- the scatter pistol does something like 500-600 a pop with eyeshot to mind.


I'm lucky if I get a 280-300 hit with the launcher pistol. If our heavy-heavy weapons are weapons of circumstance, then maybe give us a elite-class normal weapon that fits? A light repeating blaster (considering BH gets a lightning rifle and a pistol)


It's harder really to get Unarmed IV and Master Marksmsman then it is to do scout up. And besides, most commando's I know get their scout stuff up anyways. It's pretty easy, the only one that takes a while is the camping one.


I really want to play this class. I've been a novice commando now for almost a week. I have 0 hvy wpn xp. There isn't a flamethrower in sight, and I'm just kind of in limbo. If we can get a timeline, or just a guesstimation when it's going to be fixed, I'd be happy.


Week? Two weeks? Three? Month? I'm patient, but *this* is the profession I chose from the beginning to become. This is what I wanted to play.


Seriously, I doubt I'm ever going to use grenades. They just cost way too much to keep buying over and over, and have no effectiveness against anything. Heck, I'd rather use a trap. At least they work.


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