Commando Archive

Thread: List of Possible Pre-CURB Quick Fixes

Raptor2k1
Tue Feb 22, 2005 3:44 am
#14

Do you think it'd be possible to get commando exp fixed? It's been where you can only get 3kish max and it doesn't scale down as you level up since as long as I can remember.


With any other combat class you have a 5k cap and have to work up to toughercreatures, as the experience netted from lower level one's decreases as you progress. At times it can be nice, but in the long-run it's just a hassle that looses exp we should be getting.


Also, further investigating experience and DoT's might be worth doing, as there still seem to be lots of reports of the previous fixes not being implemented properly (though I can't personally confirm that one.. I haven't payed too much attention to my FT DoT in regards to experience and loot rights, nor have I even used it in a considerable amount of time.)



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


RazerWolf
Tue Feb 22, 2005 6:14 am
#15

My list:

1) Up the XP cap per kill to 5k
2) Consumables to go in the combat queue instead of bypasssing it. Currently you can have a number of specials of any description queued up, but if you hit a toolbarred grenade/HPBC etc you throw/fire it as your next combat action, and with no way to clear queued consumables. This could also still be an issue post-curb, more of a noticable one in fact, assuming the Devs do it right and people will actually be using consumables.
3) I'm not 100% on this, but I believe the grenade speed is broken too.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
Ravenspite
Tue Feb 22, 2005 6:23 am
#16

how about they fix things so that burn damage from DOTs is actually factored in when calculating who gets loot rights ?


I dont see how they can pass that off as "it will be addressed in the CURB" when its not a combat specific issue, it's a BUG, and I believe the Devs have acknowledged its a bug.


Druce Bayne
EnFERn0
Tue Feb 22, 2005 6:32 am
#17

He suggestions is a bit optimistic for a quickfix.
I would love more speed and accuracy, the defense parts isn't so important.

All I ask for is hitting my target.



-----------------------------------------------------------------------------------------------
'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

-----------------------------------------------------------------------------------------------

MichailArris
Tue Feb 22, 2005 8:13 am
#18






StarNick wrote:




Good evening folks, one issue Im going to try and push before the Devs is a compilation of quick fixes to help out commando -now- plus give us something that is beneficial to pass the time until the CURB is (finally) released onto Live. For the most part this includes doable and small fixes that would benefit our profession. Ill be submitting this list to the Developers in hopes that we may get a bone thrown to us prior to the CURB...






My current list is as followed:


  • +30 to flamethrower speed

  • +30 HAR Speed

  • +35 to flamethrower accuracy

  • +35 HAR Accuracy

  • +25 melee defense (Either Master Box...or scattered about the profession)

  • +25 ranged defence (Ditto)

  • AP 2 on HAR

  • Reasonable amount of Def vs KD and Def vs Dizzy Added (Either Master box or scattered)

  • Reasonable Speed/Accuracy (especially) increase for all Disposables

  • Consumables to go in the combat queue instead of bypasssing it. Currently you can have a number of specials of any description queued up, but if you hit a toolbarred grenade/HPBC etc you throw/fire it as your next combat action, and with no way to clear queued consumables.

  • Melee Mitigation 1

  • Heavy Weapons Experience Fix & Looting rights





Everything I have in Green is what we need right now, except on the HAR and that should be AP 3. The Devs have added to many new NPC's to the game which has rendered the Commando Profession fairly useless in a group situation.


Personally I think we should have the same defenses as Pistoleers. At lest they can use their specials up to whatever range the pistol they have equiped. But they get all of the followingby the time a player gets toMaster Pistoleer:


Dodge +105

Melee Defense +45

Defense vs. Stun +40

Defense vs. Blind +40

Defense vs. Dizzy +40

Defense vs. Knockdown +50

Defense vs. Posture Change +20


But they get all of that and they aren't limited to melee range on their specials like Commandos are.


But when I'm looking at NPC's that are AR2 or 3with 100% Heat Resist and 65%+ Acid Resist then our profession has become quite useless on the Battlefield and in the GCW.



Message Edited by MichailArris on 02-22-2005 10:15 AM



Mich'ael Paladin

Elder Master Commando
Master Spy

....Has Mastered the Pilot Profession
Test Center 12 pt. Master Weaponsmith
My Ship at Spaceloot


Novock
Tue Feb 22, 2005 8:54 am
#19






StarNick wrote:




Good evening folks, one issue Im going to try and push before the Devs is a compilation of quick fixes to help out commando -now- plus give us something that is beneficial to pass the time until the CURB is (finally) released onto Live. For the most part this includes doable and small fixes that would benefit our profession. Ill be submitting this list to the Developers in hopes that we may get a bone thrown to us prior to the CURB...






My current list is as followed:


  • +30 to flamethrower speed

  • +30 HAR Speed

  • +35 to flamethrower accuracy

  • +35 HAR Accuracy

  • +25 melee defense (Either Master Box...or scattered about the profession)

  • +25 ranged defence (Ditto)

  • AP 2 on HAR

  • Reasonable amount of Def vs KD and Def vs Dizzy Added (Either Master box or scattered)

  • Reasonable Speed/Accuracy (especially) increase for all Disposables

  • Consumables to go in the combat queue instead of bypasssing it. Currently you can have a number of specials of any description queued up, but if you hit a toolbarred grenade/HPBC etc you throw/fire it as your next combat action, and with no way to clear queued consumables.

  • Melee Mitigation 1

  • Heavy Weapons Experience Fix & Looting rights






Anything you would add, change, remove, etc?



Message Edited by StarNick on 02-22-2005 12:22 AM


Message Edited by StarNick on 02-22-2005 01:04 AM


Message Edited by StarNick on 02-22-2005 08:42 AM





These are the same fixes we've been asking for a year and have been given "will be addressed in the CURB" Well anyway here you go



  • FT Speed +15 would be functionable +20 would be very nice +30 I think that might make us overpowered

  • HAR the speed/accuracy and AP are needed

  • Hvy weapons again speed and accuracy as well as a chance to KD. It only makes sense if yuor hit with a rocket launcher you're going to atleast be knocked on your butt

  • Yes to all the accuracy

  • Yes to the ranged and Melee defense - I would have it split up we get a +25 to melee/ranged def at the master block now +50 would be one heavy box

  • Melee mitigation1 that would be nice (Smuggler gets melee mit 1 for their unarmed prereq we should get the same.)

  • Active defense - counterattack seems the most commandoish plus it might give more reason for a carb/Commando combo. Block would be good even though its only a 50% reduction.

  • Grenade mods that we already have fixed would be nice

  • Def vs states I think we need atleast +40 ---> +50 verses KD maybe +20 posture change. Gives us something different though maybe a high def vs intimidate, def vs stun would be nice

  • Flame DOT dmg count towards loot rights





Message Edited by Novock on 02-22-2005 10:16 AM



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

JohboBocal
Tue Feb 22, 2005 8:58 am
#20

Since your already asking for Speed and Accuracy for almost everything else, why not add Pistol Speed and Accuracy for our Launcher Pistol(and any other pistol for that matter).






Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
TwilekKilla
Tue Feb 22, 2005 9:44 am
#21

How's about possibly adding Heavy Weap. Toughness? Maybe +30 scattered through out the trees, it'll allow us to surivie long enough to shoot off a few flamesingles



xxxxxxxxxxxxx
Raeve Tiesaci s Pimp of Rival
Makes the children cry
s
Me > you, truth
You don't know
the power of the Pimp side


Latenighter
Tue Feb 22, 2005 11:20 am
#22

What should we be pushing for the devs to do NOW?

0) Make Flame DoT count toward loot rights
1) Fix the bug in the grenade speed
2) Get Thrown Weapon Accuracy to work correctly
3) Larger stack sizes for the crafters of grenades and special heavies (Good for Weaponsmiths)
4) Powerups added for the FT/HAR/Special Heavies (Good for Artisans)
5) Make Heavy Weapon Skill tapes/Attachments work (it can't be a difficult "fix" for this bug)
6) TEMPORARY +25 speed/accuracy improvement at master for all our ranged weapons (FT/HAR/Consumables each +25 speed/accuracy)
7) TEMPORARY +25 speed/accuracy improvement spread in HAR tree for all OTHER certified ranged weapons (Rifles/Pistols/Carbines each +25 speed/accuracy)

Number 7 above just occurred to me. We have the certs. We get no other improvements for these weapons. Would +55 speed +85 accuracy be overpowering for us, especially since we aren't talking any specials? All this really does is let us cap speed if we get the elite Rifle/Pistol/Carbine professions without having to get tapes/attachments. For the skill point investment, it doesn't seem unbalancing to me.

We are the guys skilled with all ranged weapons. They should let us act like it.

Message Edited by Latenighter on 02-22-2005 03:13 PM



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
StarNick
Tue Feb 22, 2005 2:06 pm
#23

Thanks for all the feedback folks, I updated the topic post with the proposal Ill submit to the Devs, will be doing that later today (we pretty much touched base with most of our requests)...if theres anything else you guys want or want to comment on, do it now.



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

JohboBocal
Tue Feb 22, 2005 2:10 pm
#24






JohboBocal wrote:

Since your already asking for Speed and Accuracy for almost everything else, why not add Pistol Speed and Accuracy for our Launcher Pistol(and any other pistol for that matter).








Did you read this? I don't see it on your list.




Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
Latenighter
Tue Feb 22, 2005 2:35 pm
#25

First, I'm proud to be quoted!

Second, I think the Flame DoT should be a Red item rather than Yellow. We will be disadvantaged in all loot content (hunting high end loot v. kill stealers) from now to the CURB without it.

Third, the grenade speed bug fix (stuck at ~9 seconds) isn't on the list. That would be a big help to us, coupled with the Thrown Accuracy fix.

Finally, is giving a range on the speed correction (+15 to +30) risky? Wouldn't they tend to lean toward the minimum if it's a range? Or you may be thinking that a request for +25 will get a "NO" so you are thinking strategicaly, that +15 is better than +0.

Nice work Stern.



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
StarNick
Tue Feb 22, 2005 4:45 pm
#26


Ack! Thanks for the catches you two...will update accordingly



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Page 2 of 6