Commando Archive

Thread: Issues/Complaints/Compliments about Patch 7

maddogs
Tue Mar 16, 2004 7:39 pm
#14






ElrohirSoR wrote:


  • Fixed inverted ToHit modifiers. (Melees now get correct ToHit bonus when attacked targets with ranged weapons, Food Accuracy & Dodge Buffs now work correctly, Dead Eye buff now works correctly)

  • They fixed to HIT, referring to accuracy. Not increased damage, this effects anyone that has a ranged weapon equiped.







    ya thats what i thought till you actuly get hit for 2x what you did prepach


    bug i hop so if not we have a 2.5mod once agen



    ===============================================================


    Daniel' Judson-Leonheart

    ElrohirSoR
    Tue Mar 16, 2004 10:12 pm
    #15

    ran a quick test with a quenker


    With Rifle Equiped Damages i took

    217 151 119

    144 122 141

    130 195 111

    111 193

    212 124

    High: 217 Low: 111 Average: 151.5


    With Flamethrower Equiped

    124 189 168

    110 203

    181 138

    167 120

    155 134

    140 130

    High: 189 Low: 110 Average: 150.7


    With my VK equiped which would classify me as a melee character

    169 120 134

    120 168

    115 123

    175 164

    88 159

    124 113

    High: 175 Low: 88 Average: 136.3


    First off this wasnt a very long test but i do expect the numbers to become closer together with further testing. I did not have armor on. From the number here it's pretty obivious that there is no 2.5 dmg multiplier. The combat spam was the same as the number floating over my head.



    Elrohir
    Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

    GTSimmo
    Master Swordsman/Master Doctor
    Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
    ElrohirSoR
    Tue Mar 16, 2004 10:14 pm
    #16

    also a with the VK equiped, the quenker missed more often which reinforces my idea that the melee bonus on range is accuracy.



    Elrohir
    Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

    GTSimmo
    Master Swordsman/Master Doctor
    Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
    psyco31
    Tue Mar 16, 2004 10:37 pm
    #17

    im still kinda confused. Lets see if you guys can hep me make sense of the ToHit thing. So if im ranged and they are melee they have a better chance now to hit me? But if i go melee they dont have the bonus. What logic is that? I cant even think of how this relates to real combat.



    Teancum Nephite (AAinc) Master Swordsman Naritus Server
    Pycio Teenaif Bounty Hunter Flurry Server

    "Women are like Voltron. The more you put together the funner it is"
    ElrohirSoR
    Tue Mar 16, 2004 10:44 pm
    #18

    you got it, a person with a melee weapon will have an extra bonus to hit aprofession equiped with a range weapon. If you switch to a melee weapon that bonus to them goes away. In either word since melee players have to chase down a range person, usually cause the range person kites, the melee professions have a better chance to land a KD or Posture down move on you and beat the crap out of you hehe.



    Elrohir
    Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

    GTSimmo
    Master Swordsman/Master Doctor
    Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
    Jaxtrax
    Tue Mar 16, 2004 11:28 pm
    #19

    So now our only choice for combat is to run up on a target shoot, still miss and then run away screaming like a little girl. Then repeat.


    HAR still useless


    New titles whoop dee do


    So all in all this fix turned out to actually be just another huge nerf.


    Thanks dev's you did it again.


    Sorry i tried my hardest to keep it constructive and posative. But after posting many constructive ideas and requests for months, My reward is that the people whinning about us, wins out again.


    Ranelaen
    Tue Mar 16, 2004 11:31 pm
    #20

    Possibly the worst patch ever for commandos? Lets see, fire blankets, improved carbineers dizzy, improved warcry(lets face it hardly any commando uses this skill), melee get a to hit on us now since we are always in their range. Lets face it were officially 100% screwed. There is nothing they can do to make the commando anyworse. I guess that means we are at the bottom of the hill? Question is will the devs give us the hiking equipment to climb back up. I dont know, im skeptical, but ill wait for publish 8. Think about it though, no FL dot in pvp, melees will work us, and we know all the ranges professions work us. It cant get any worse than right now. Im on a temporary hiedous until i see what is planned for publish 8.


    Ranelan


    Master Commando - Colonel in the Imperial Forces


    xxNaftxx
    Wed Mar 17, 2004 12:58 am
    #21



    HAR Fix...not sure why they are "fixing it" but it's in there...

    shot animation is fine, shoots a green ball of acid. the cone special is just a green flamethrower cone special, same sound. My HAR is speed 4.2 and I swear it shoots like a 10.0 weapon. Accuracy is better but still horrible. Damage is so so, acid single 2 damage was 5-6k for me. Forgot to try acid cone.



    • New Melee Bonus damage when fighting ranged opponents...

    Sucks. I got worked. Monday I was tanking pikets, today I was on my back a lot. I can't figure how a piket knows to disrupt or knock my flamethrower around. I can understand a pvp opponent going to my barrel up close hench the accuracy bonus they get.



    • Fire Blankets for Doctors

    Great for doctors and non-commandos participating in pvp. Kind of a slap to the face considering there were much larger issues they should have fixed for all of swg and commandos.



    • New Commando Titles (that's one priority we can cross of our list...ok...that was a bit sarcastic...lol)

    They were reorganized based on skill. A good change. Fluff. not needed but nice. Did not enhance that star warsy feel everyone is talking about.

    garvin
    Wed Mar 17, 2004 1:26 am
    #22

    Hey all...don't mean to step on LordS's toes but thought I'd start a new thread (mainly for my own selfish reasons since I can't play until much later tonight) on what people think of this latest patch...


    We need to break it down looking at the positives (if there are any) and the negatives as it relates to our Commando Profession...


    We ESPECIALLY need to look for anything they slipped in without telling us about it...In the past the Dev's have been quite sneaky (or not as sneaky as they think) at slipping in changes to our profession without listing them...The've promised us no more Stealth Nerfs...but it has happened since that promise...So go out and attack those things you normally attack using weapons and moves you normally do...has anything changed? Look for any changes both listed in the Patch Notes and more importantly, not listed in the Patch Notes...


    Please post your findings here...both positive and negative...I would be nice if we can keep this a non-Dev/SEG blasting post if possible as LordS might be able to present it to the Dev's on our behalf...


    Some of the things we are expecting to see in this patch that I know of that really effect our Profession:


    • HAR Fix...not sure why they are "fixing it" but it's in there...

    • New Melee Bonus damage when fighting ranged opponents...

    • Fire Blankets for Doctors

    • New Commando Titles (that's one priority we can cross of our list...ok...that was a bit sarcastic...lol)

    • Anything I'm missing?

    Don't be afriad to say nice things about Patch 7 if you come across something you like...So for I've seen some people upset over the HAR, but truthfully, that is expected since we pretty much saw that one coming...LOL



    Garvin Lansdowne
    Retired Commando Correspondent - Current Blue Glowie

    Master Commando / TKM || Architect / Shipwright / Master Droidsmith

    ShadowStyrkeGuild.com: A WoW Guild Website

    Ster
    Wed Mar 17, 2004 1:35 am
    #23






    garvin wrote:

    • HAR Fix...not sure why they are "fixing it" but it's in there...






    /beat dead horse


    Cough cough


    Seriously though, since you asked for a complaint I will be the first to say that this fix was a complete joke and all of the others were either detremental or cosmetic. Not a rant, just a statement of fact.


    As far as something nice to say about the patch... at least our nerfs work perfectly.



    Ster Nemor... The last of the Mononokians
    Master Commando
    Master TKA
    Pistoleer 0030
    Krayvex
    Wed Mar 17, 2004 1:44 am
    #24

    I couldn't test the HAR changes because i threw mine away months ago. These were tested on TC and seemed ok.


    I did2 quickmissions today. I took more damage than usual range vs range but didn't have nearly enough fights to tell anything for sure. I run a ton of these lvl 32 faction missions and rarely, if ever, get knocked down to halfway on even one bar. Today I had to slam brandy to get a heal off and healed when my health and action were both well below 100. I checked out the combat spam and they just didn't miss. Lost of specials too. Fairly high level rebs (general, commando, specop) and I was running the whole time circling and doing cones. The ones with rifles should have missed. Probably just bad luck but I'm going to check it out later.


    I run a GF2 and really didn't notice any better performance today than normal. Theed was still a mess and the plains of Lok were still fine.


    The titles were there, and spelled correctly. I'll stop there in the titles issue since this isn't supposed to bea bashing thread.


    Banthas with riders look cool. Of course the first one i saw had the cliche tusken outfittedrider on it. Still cool though.



    Slaag Lazerbait


    Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



    SkipMalone
    Wed Mar 17, 2004 1:44 am
    #25

    Hey Garvin,


    Im in your same shoes, I wont be able to play until later tonight or tomorrow even. There is one thing you did not mention that was in the patch notes that could affect us in a positive way, that is if its intended as I read it.


    - Mind shot 1 & 2, health shot 1 & 2, ect. will now hit thier specific HAM pools instead of randomly hitting unintended HAM pools.


    So, I am curious if this mean that our flame DOT will now ALWAYS initially hit the health pool seeing as that is what our DOT affects. I think this would be a good thing for commandos becuase at least we know what we are gunning for right? So far, as commandos we have never been able to target a specific pool.


    Are there any commandos out there who can test this? Like Garvin and I said, we cannot be on till later tonight or tomorrow and this would be a good bit of info to know.






    NCresslinN


    M
    DFR


    First mohawk on Flurry, tallest human in the galaxy






    Krayvex
    Wed Mar 17, 2004 1:46 am
    #26


    negative. my flame cones hit other bars


    90% sure anyway. Now that I think about it I'm having trouble being sure.


    Message Edited by Krayvex on 03-16-2004 12:47 PM



    Slaag Lazerbait


    Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



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