Commando Archive
Thread: dont asume anythaing
LuciusScipio
Wed Aug 18, 2004 7:01 am
#14
Here is another reason why we are gimped.
Our profession requires 169 skill points to master and we can still get our butts kicked by a Rifleman, TKM and/or Pistoleer/Smuggler. These other professions require far fewer skill points to master. With the heavy pre-reqs that we have (and very poor defenses too), we really ought to be at the high end of BOTH PvE AND PvP. Adding insult to injury, only one of our tree lines has any real use (flamethrower).
Brilyn
Wed Aug 18, 2004 8:32 am
#15
< They need to go to a revised speed formula before they start putting in different speed caps. The revised formulawill even out theDPS issues much more than a speed cap will, and itbalances the issue across the board, not just a nerf to a specific set of professions. >
I'm not suggesting a Nerf of any specific professions.
I'm simply saying that if the speed-formula wasn't so damn broke, the disparity between your damage-output and the Rifleman (as a random example) wouldn't seem so huge.
And again, I completely agree that you guys should have AP on your constant-use weaponry.
< This simple change to the speed formula takes it from being a breakable formula, to a speed formula with infinite progression. >
*shrug*
The problem with these assumptions is that although the speed cap can be shown (experimentally) to follow the equation that we've discovered, that doesn't necessarily mean that it is coded that way.
Therefore, all "simple" solutions that are put forward aren't necessarily so.
BravenIrish
Wed Aug 18, 2004 3:00 pm
#16
Slainte'
Brilyn wrote:
< if buffs are overpowered and TKM, Rifleman,etc can take out buffed players much faster then Commando...whats that make Commando? Balanced? >
Um...... Yes?
Let's see...
Pistols Speedcap at 1sec. They do x damage per second. 92 SP Pre-Req at Master.
Carbines Speed Cap at 1sec. They do 2x damage per second. (not really, but we'll pretend they do.) 92 SP Pre-Req at Master.
Rifles Speedcap at 1sec. They do 4x per second. 92 SP Pre-Req at Master.
You forgot Commandos speed cap and DPS. 169 SP Pre-Req at Master.
You see this as 'ok'?
As in your original post, you seem to be neglecting some facts, and then focusing on others. You originally claim that the problem is with "Buffs", now it's speed cap. I agree with you that both are not proper or balanced. Yet, with BOTH buffs and speedcap issues, who gets the complete short end of the stick? Maybe acknowledge the fact that Commandos cost almost twice as many SP to Master (And the MOST Combat based SP FYI)compaired to Elite Classes. Yet most people like to ignore that FACT when compairing.
You see this as 'ok'?
< What kind of damage do some of the less skill point intensive Elite classes do to an unbuffed player? >
I've a real simple answer to that: too much.
Bingo! So saying that, they obviousely do too much damage for a profession costing 92 SP as opposed to a 169 SP costing profession.
< Commandos NOT sizing up, DPS to Skill point requirement ratio,in comparison to other professions IS an issue! Buffed or not. >
Ah, 'the grass is greener' arguement.....
There's two ways to go with that:
Either "we're crap compared to them" or "They're overpowered compared to us".
Many Commando here don't take that stance. We have issues that should be adressed. COMMANDO issues. Not just Buffs or Speedcaps...yes, those are issues for the whole community. But, too many people like to disreguard the skill points we have to invest for what we get. Ask yourself, "Would I spend 169 skill points, all combat, to have a flamethrower that's0AP and'ok' in some situations. Have a Heavy Acid Rifle that costs more heavy weapon experiance then the flamethrower that is much less effective, has no DOT, and will rarely be used. Have a tree dedicated to expensive consumables which are inaccurate, cost a lot of HAM, Busted Skill Tapes, and have a good delay. Have a tree dedicated to use an item that is specialized for rare situations and can incap you faster then any Carbineer skill?". I think you must have...thus the Master Weaponsmith and Carbineer (Carbineer? You got a thumbs up for that...try Commando! *smile*)
You need to step back and look at the system as a whole. Most of us have...even so...we should have the best potential...as of now, yet to be seen!
Yes, your profession has issue. The lack of AP on your non-disposable weaponry is a big issue, imo. Heavy Weapon Specialists? HUGE issue...looks like they gave AP out like candy on halloween...we got the rocks! Where are you Great Pumpkin?
If Riflemen speedcapped at (for the sake of Arguement) 3 seconds, the disparity between the damage output of the two professions wouldn't seem so huge, would it? If Master Rifleman cost 169 SP, maybe not. But yet the compairison continues...why? There's nothing special about Commando except we have to constantly compair ourselves with 92 SP professions for effectiveness. The original poster refelcted on this and his frustration. You acredited his frustration to Buffs, Speedcap, and ultimately Combat Revamp type of thing. Sure, that's known, but even so. Commandos should NOT be equal in certain aspects of the game, yet people keep trying to use slight of hand, smoke and mirrors, and irrelivant things to make us accept something lesser them we deserve.
I'm not here to knock you, or 'pick sides' or any of that childishness. I saw that in your other posts. I'm not here for that either. I just want you and others to understand that most of us here don't wan't to be UBER. We don't want to be the absolute best in everything "Combat". Most of us just want for our investment of skill points to reflect that. It's not childish to make an investment and expect at least equall return. At this time, knowing most combat professions are unbalanced, Commando is especially unbalanced. So please understand, when a Commando comes here and expresses his/her confusion and frustration, and gets and answer like yours, "Hopdog, that would be an issue with the Buff system then, wouldn't it? Not with the Commando Profession.", seems to downplay the REAL issues we have. That's all.
I'm just offering an alternative perspective is all. Hope I've done tha same! Keep those weapons rolling out Bro!
Brilyn
Wed Aug 18, 2004 4:11 pm
#17
< As in your original post, you seem to be neglecting some facts, and then focusing on others. >
Yes.
I'm not here to write a thesis, nor can I claim to know *everything* about any profession.
If Buffs were drastically dropped, then people out damaging you over a 10 second period wouldn't happen. Becuase you'd have killed them before the 10 seconds are up.
If the Speedcap for (again, just an example, NOT a call for a nerf) Riflemen was dropped to 3 seconds, their damage output would be dropped to 30%.
If the AP on FT and HAR was upped to Light (at the minimum), you guys effectively get your PvP damage *doubled*.
All of these things would improve the general Commando 'experience', and would make you at least *feel* far more potent than you currently are.
< Maybe acknowledge the fact that Commandos cost almost twice as many SP to Master (And the MOST Combat based SP FYI)compaired to Elite Classes. >
This is not a flame, just an opinion: I think breaking things down by SP is petty. I think there'sa hell of a lot more to Commando than the Commando Skilltrees.
While you may be *required* to spend 169 SP to Master Commando, I think you'll find a lot of other Professions just about need to spend points elsewhere to compete in PvP. Mainly in the skilltrees that the Commando already has.
Examples being:
Master Carbineer has very few Defenses. They typically pick up 0040 Pistoleer for State Defenses, an addition 34 point expenditure. 14 of this, Commandos have already spent.
A common suggestion for Carbineers is to spend points on Novice Brawler for Intimidate. 15 more points, which Commandos have already spent.
While it may only cost 92 SP to get the Master Carbineer Badge, it costs significantly more to be an effective Carbineer. (note this is not an invite for the predictible: "but we spend 169 and STILL aren't effective". I get what you're saying, I just disagree with your focus on SP.)
Moving on:
< Bingo! So saying that, they obviousely do too much damage for a profession costing 92 SP as opposed to a 169 SP costing profession. >
Um..... no, I'm not saying that at all.
I'm saying that ifone weapon does significantly more damage than another, it's speed should be slower to compensate for this. Otherwise, it's unfair on the guy with the weapon that does less damage.
If I were to put it in the context of this SP fascination you have:
It's unfair that a 92SP profession does 5-10 times more damage than another 92SP profession.
Frankly, I think Commando should be just generally more *interesting* than other professions, rather than simply focusing on damage output.
I mean, I've spent 192 points on Master Weaponsmith and Master Carbineer, and the mix is quite interesting. Spending 169pts would bore me to tears if all I could do with it was combat.
< Have a tree dedicated to expensive consumables which are inaccurate, >
Actually, as noted in my Grenade post, I'm looking into this.
I suspect that they're not actually inaccurate, just badly made. 
Just hold this thought for a day or two? I'll get back to ya on it.
< (Carbineer? You got a thumbs up for that...try Commando! *smile*) >
I'd love to.
I can't.
Master Weaponsmith + Master Commando = 271 pts.
I'm not dropping MasterWeaponsmith. 
< we should have the best potential >
Um.... make up your mind.
That statment conflicts *strongly* with your other statments, like:
"I just want you and others to understand that most of us here don't wan't to be UBER."
And:
"We don't want to be the absolute best in everything "Combat"."
Now, either you do, or you don't. I don't really care either way, just make up your mind. 
< You acredited his frustration to Buffs, Speedcap, and ultimately Combat Revamp type of thing. Sure, that's known, but even so.>
Don't you see how if those issues are addressed, then
"but even so. Commandos should NOT be equal in certain aspects of the game " will just fall into place?
< t's not childish to make an investment and expect at least equall return. >
Whoa, hold on there.
I didn't say that.
I said: I'm not here to pick sides.
Polarising this discussion simply because I don't have Commando is childish. Nor am I accusing you of doing this. It was a simple statement that I'd dearly like people to take in the context it was intended:
I want to discuss "stuff". I want to make better weaponry for Commandos. I want to see if *some* of your issues can be addressed by a competant WS, rather than simply assuming the Devs need to fix everything.
hopdog
Wed Aug 18, 2004 8:31 pm
#18
you have this all wrong when you said
< we should have the best potential >
Um.... make up your mind.
That statement conflicts *strongly* with your other statements, like:
"I just want you and others to understand that most of us here don't wan't to be UBER."
And:
"We don't want to be the absolute best in everything "Combat"."
what bravenirish most likly meant was that for example in RL a Green berat is the most elite soldir in the U.S army and in a arms fight you can take a Green berat against a (say a black belt) and most likely a Green berat would win. Now if you took a reg army foghter guy and had him dual in RL the black belt might win (if in close combat)
ok I know this is a game a “sci-fiction” type of game and I strongly agree with Hyperdice on his topic.
And I under stand you don’t want to drop wep’ smith so why don’t u make a new char on some other shard and try it out from the getco like thunderheart did and then you might be singing a different toon.
< we should have the best potential >
Um.... make up your mind.
That statement conflicts *strongly* with your other statements, like:
"I just want you and others to understand that most of us here don't wan't to be UBER."
And:
"We don't want to be the absolute best in everything "Combat"."
what bravenirish most likly meant was that for example in RL a Green berat is the most elite soldir in the U.S army and in a arms fight you can take a Green berat against a (say a black belt) and most likely a Green berat would win. Now if you took a reg army foghter guy and had him dual in RL the black belt might win (if in close combat)
ok I know this is a game a “sci-fiction” type of game and I strongly agree with Hyperdice on his topic.
And I under stand you don’t want to drop wep’ smith so why don’t u make a new char on some other shard and try it out from the getco like thunderheart did and then you might be singing a different toon.
HyperDice
Wed Aug 18, 2004 9:34 pm
#19
Thank you Hopdog,
The quality of our weapons?
Brilyn wrote
“I want to discuss "stuff". I want to make better weaponry for Commandos. I want to see if *some* of your issues can be addressed by a competant WS, rather than simply assuming the Devs need to fix everything.”
Okay my flamethrower (our only viable weapon)
638 min damage
1161 max damage
28% wound
attack speed is 5.1
If you need more info on it just ask, but I think its far from the low end as to its quality.
A fellow imperial and me decided to defend our base. It was in the process of being attacked by a master TKM. We were all fully buffed and in composite armor. My friend got his flamethrower from the same master weapon smith as mine and was similarly sliced. My friend got two hits (flame single 2) in before he was knocked down, dizzy and died. Meanwhile I was busy missing two times and hit him once with flame single 2 before it was my turn to get knocked down and killed. I tried to stay ranged but server latency didn’t help. We also had our two AT-ST’s helping but with all of our combined firepower and that of the base npc’s we didn’t even take half his HP down (he lost between a quarter and a third of his health and mostly to our AT-ST’s while we had him distracted). If you really think crappy weapons are to blame wouldn’t that affect melee weapons too.
Brilyn also wrote
“While it may only cost 92 SP to get the Master Carbineer Badge, it costs significantly more to be an effective Carbineer. (note this is not an invite for the predictible: "but we spend 169 and STILL aren't effective". I get what you're saying, I just disagree with your focus on SP.)”
It’s hard not to focus on when the difference is so drastic and the bottom line is we are a master of nothing.
Brilyn writes
“Frankly, I think Commando should be just generally more *interesting* than other professions, rather than simply focusing on damage output.”
I’m going to respond with a quote from my post as I fell it fits.
“I don’t remember two thirds of the galaxy running around with swords killing people armed with blasters like they were unarmed. I remember the flavor being a little more tech based. I love the cool animation of pulling out my rocket launcher but it is useless. I don’t feel like a heavy weapon specialist. Star Wars is also supposed to be about blasters and futuristic fights, not wannabe Jedi running around slaughtering stormtroopers and heavily armed opponents with vibroknucklers and melee weapons.”
I thought a major part of the Star Wars saga was the epic battles with blasters firing, not Conan type battles but futuristic ones.
I’m sorry if it seems like we are picking on you Brilyn but we need more than a weaponsmith.
The quality of our weapons?
Brilyn wrote
“I want to discuss "stuff". I want to make better weaponry for Commandos. I want to see if *some* of your issues can be addressed by a competant WS, rather than simply assuming the Devs need to fix everything.”
Okay my flamethrower (our only viable weapon)
638 min damage
1161 max damage
28% wound
attack speed is 5.1
If you need more info on it just ask, but I think its far from the low end as to its quality.
A fellow imperial and me decided to defend our base. It was in the process of being attacked by a master TKM. We were all fully buffed and in composite armor. My friend got his flamethrower from the same master weapon smith as mine and was similarly sliced. My friend got two hits (flame single 2) in before he was knocked down, dizzy and died. Meanwhile I was busy missing two times and hit him once with flame single 2 before it was my turn to get knocked down and killed. I tried to stay ranged but server latency didn’t help. We also had our two AT-ST’s helping but with all of our combined firepower and that of the base npc’s we didn’t even take half his HP down (he lost between a quarter and a third of his health and mostly to our AT-ST’s while we had him distracted). If you really think crappy weapons are to blame wouldn’t that affect melee weapons too.
Brilyn also wrote
“While it may only cost 92 SP to get the Master Carbineer Badge, it costs significantly more to be an effective Carbineer. (note this is not an invite for the predictible: "but we spend 169 and STILL aren't effective". I get what you're saying, I just disagree with your focus on SP.)”
It’s hard not to focus on when the difference is so drastic and the bottom line is we are a master of nothing.
Brilyn writes
“Frankly, I think Commando should be just generally more *interesting* than other professions, rather than simply focusing on damage output.”
I’m going to respond with a quote from my post as I fell it fits.
“I don’t remember two thirds of the galaxy running around with swords killing people armed with blasters like they were unarmed. I remember the flavor being a little more tech based. I love the cool animation of pulling out my rocket launcher but it is useless. I don’t feel like a heavy weapon specialist. Star Wars is also supposed to be about blasters and futuristic fights, not wannabe Jedi running around slaughtering stormtroopers and heavily armed opponents with vibroknucklers and melee weapons.”
I thought a major part of the Star Wars saga was the epic battles with blasters firing, not Conan type battles but futuristic ones.
I’m sorry if it seems like we are picking on you Brilyn but we need more than a weaponsmith.
Warmaker01
Thu Aug 19, 2004 4:30 am
#20
We can always hope, but we must also be careful to never assume.
One of the things I learned in the military: Never assume! It makes an a s s out of u and m e 
And to add another bit of shame to us Commandos (and some humor): A Master Pistoleer / NoviceCommando will kick a Master Commando's rear with his own Launcher Pistol.
Brilyn
Thu Aug 19, 2004 4:36 am
#21
< Okay my flamethrower (our only viable weapon) >
If you reread my posts, you'll see that I already completely agree that this needs at least Light AP at minimum. Ditto on the HAR.
< I thought a major part of the Star Wars saga was the epic battles with blasters firing, not Conan type battles but futuristic ones. >
I agree.
< I’m sorry if it seems like we are picking on you Brilyn but we need more than a weaponsmith.>
I don't fully agree.
Get a weaponsmith to make you some 'accurate' Grenades, and see if your Grenade issues still stand.
Most of your issues with Grenades are compounded by the lousy range on them.
Don't misunderstand: I think it's an awful double-standard to have your area affect weapons hurt you but other professions Area weapons NOT hurt them.
But if you can be WELL out of the blast radius, this issue diminishes substantially.
Don't just disagree with me on this one: go test it.
That's one of your issues that *can* be solved by a Weaponsmith.
And, as I've stated, I'm looking into th Accuracy of Heavy Weapons. My tester wasn't online yesterday, so I still don't know how they worked out.
RazerWolf
Thu Aug 19, 2004 4:48 am
#22
Okay, assuming the accuracy issues with grenades are fixed:
They're still capped at 32m.
They still hurt the user if the target gets within the blast radius. (You throw at an oncoming meleer, they're in blast range by the time the gren hits.)
They still don't count as a regular part of the combat queue and can't be cleared. (If you have a number of regular specials queued up and click a grenade, you throw the grenade instantly, it ignores the queue.)
They only come in stacks of five, on some targets you'd have to pull a whole crate to do any damage.
They're expensive for the damage they actually do. If you ran missions using grenades, there's no way you'd make your money back.
Most of them have crappy AP.
The only "loot components" for grenades, Acklay Venom, can only be used in C22s, Glops and Cryobans, the low end grenades.
And that's just the grenade tree. The other three trees all have their share of problems.
They're still capped at 32m.
They still hurt the user if the target gets within the blast radius. (You throw at an oncoming meleer, they're in blast range by the time the gren hits.)
They still don't count as a regular part of the combat queue and can't be cleared. (If you have a number of regular specials queued up and click a grenade, you throw the grenade instantly, it ignores the queue.)
They only come in stacks of five, on some targets you'd have to pull a whole crate to do any damage.
They're expensive for the damage they actually do. If you ran missions using grenades, there's no way you'd make your money back.
Most of them have crappy AP.
The only "loot components" for grenades, Acklay Venom, can only be used in C22s, Glops and Cryobans, the low end grenades.
And that's just the grenade tree. The other three trees all have their share of problems.
aeuralis
Thu Aug 19, 2004 7:02 am
#23
I as someone who has a weaponsmith and a Commando. I have some to of the best spawned materials on Bria. I can make some good Heavy weapons and grenades. I am one of the few commandos that run around with a backpack full of disposable weapons. The problem with the disposeable weapons is not quality. It is how they are designed and function. I can incap myself with my 4000 damage proton grenades. Secondly, there is no ACCURACY line for the weaponsmith to experiment on. All he/she can do is speed, damage, and ham. The accuracy comes from the commando. Thirdly,most high powered grenades have a ideal range inside the blast radius. We are not like the combat medics that can throw 64m. Our range is capped a 32m. The problem CANNOT be fixed by a weaponsmith, IF it could the weaponsmiths would have fixed it so commandos would buy more weapons.
Brilyn
Thu Aug 19, 2004 7:38 am
#24
< Secondly, there is no ACCURACY line for the weaponsmith to experiment on.>
Actually, you are completely and totally wrong.
Check my other thread for info
Brilyn
Thu Aug 19, 2004 8:07 am
#25
Razerwolf, first off: everything has it's limitations.
At no point am I stating that Grenades are now a 'perfect' weapon. Every weapon has a time and a place to be used.
Obviously a Grenade shouldn't be used when the target is <10m from you.
I completely agree that it's a double-standard for Grenades to hurt the user, but bomb-droids don't.
Ultimately, I think they should both be made the same, regardless of which choice that is.
Honestly, I think it would be better for the game as a whole if all explosive weapons hurt the user if you were inside the blast radius. That promotes *thought* while playing, and evaluating the situation, rather than simply spamming "the best weapon" 'cause you know it won't affect you.
< They still don't count as a regular part of the combat queue and can't be cleared. (If you have a number of regular specials queued up and click a grenade, you throw the grenade instantly, it ignores the queue.) >
Fair enough. I can see how that is a pain.
< They only come in stacks of five, on some targets you'd have to pull a whole crate to do any damage. >
*shrug*
Without being a smartass, get some decent grenades.
I fail to see how a 3k Proton, with Light AP, requires a *crate* to do any damage.
Hyperbole is not conducive to discussion.
< They're expensive for the damage they actually do. >
That's a local WS issue.
As a matter of interest, how much are you being charged, and on what server? (no names please)
< If you ran missions using grenades, there's no way you'd make your money back. >
Um.... Grenades are *part* of your arsenal.
If I ran a mission with C12s, there's no way I'd make my money back either.
< Most of them have crappy AP. >
What?
C12: No AP, Blast, Novice Profession weapon.
C22: Light AP, Blast,Novice Commando Weapon, Can hit 2.8k damage with Acklay Venom.
Cryoban: Light AP, Cold damage. What's wrong with Light AP? Given that Cold is not a commonly high resist?
Glop: No AP. Yes, this sucks. However, with a good Acklay Venom, I've hit 3k damage.
Imp Detonator: Light AP, Blast. C22's big brother.
Thermal: Medium AP, Blast. Damn good.
Proton: Light AP, Heat. Given that Heat is also not a commonly high resist, what's the problem?
Now, given that the AP for weapons in most other professions are light and lower, you can clearly see that the grenades in yours are mostly light and higher. Light AP is not a "crappy" AP.
Also, you do know that if a creature is Vuln to a damage type, the AP doesn't matter at all anyway? And their AR doesn't count?
So a Glop grenade against something with Heavy AR, but Vuln to Acid, will do fulldamage.
If you did know, great. If you didn't well.... now ya do.
< The only "loot components" for grenades, Acklay Venom, can only be used in C22s, Glops and Cryobans, the low end grenades. >
Yes. I'd like to see some loot components for high-end grenades myself, but a decent Acklay venom bumps up those three Grenades quite considerably.
C22: 2.8k
Cryoban: 2k
Glop: 3.1k
(Yes, these were varying quality Venoms)
Personally, I don't consider either Glop or Cryoban to be 'low-end', given that they do Acid and Cold damage, respectively.
The C22 has a bigger brother in the form of the Imperial and Thermal, alright, but a good Acklay Venom will push a C22 beyond an Imperial's Max Damage.
hopdog
Thu Aug 19, 2004 10:49 am
#26
Iagree that Grenades are for support in an attack and that you shold not be able to kill anything with one Grenade. On the other side i believe that Grenadesif they are to be productive in the game since they are disposable the speed on them is what makes them inafeective. now before you go on about the "speed" this and "speed" that all profestion's are soposed to be "based" on the same speed scale based on first single hit dmg i know that its a issue that there trying to fix but i also now that it's an "issue" that we live with for quite some time and thuss the hesitation for new comando's to use the Grenades. I do believe that you are trying to figure out what comando's want to use and such but the truth is that on most "galixy's" they are expensiv when you can find a WS to make them and geting blasted in the field dosnt help the trend of Grenades.
I can not say Grenades are bad over all i personaly never used them but you need to fix the stats a bit on your page.
C12: No AP, Blast, Novice Profession weapon.
C22: Light AP, Blast,Novice Commando Weapon, Can hit 2.8k damage with Acklay Venom.
Cryoban: Light AP, Cold damage. What's wrong with Light AP? Given that Cold is not a commonly high resist?
Glop: No AP. Yes, this sucks. However, with a good Acklay Venom, I've hit 3k damage.
you can do 3k dmg with a flamer with the same amount of time so most of thees are not pro.
Imp Detonator: Light AP, Blast. C22's big brother.
Thermal: Medium AP, Blast. Damn good.
Proton: Light AP, Heat. Given that Heat is also not a commonly high resist, what's the problem?
The problem here is that most thaings do have a hi resist against heat because of the so "overpowering" flamer ( <--joking there fyi)
i'm not bad mouthing any other profesion or dissing any one directly but i am trying to open the eye's of all who look at this forum and say "cry babys""stop your whining" i've made good money being a comando but i do feel lacking when you only use 1 real teer out of 4 teer's and master comando