Commando Archive
Thread: Updated List of Commando Issues [Combat Upgrade Version]
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Thatguyfubu
Mon Apr 18, 2005 7:34 am
#14
The reason why some of these other professions are getting the higher DPS is from weapon speed stacking. For instance if I am a Master BH and Master Rifleman then the proton carbine has a DPS of around 420. Now if I go Master BH and Master Carbs then the proton carbine has a DPS of 441. This is based off the additional speed and accuracy gained from the carbine specific benifits of carbineer. Now if there was another professions that also specialized in HW then you could cap it. Also a pure rifleman, carbineer, or pistoleer will not get the DPS of 441 since those professions alone do not allow a speed and accuracy cap. BH mixed with pistoleer or carbs is going to be your best bet for the highest DPS in ranged combat.
Also I noticed when equipping the proton rifle my defenses, accuracy, and speed are the same as when I have a FT so it looks like that is fixed, now if I could only shoot it.
thehitman
Wed Apr 20, 2005 1:28 pm
#15
one question with some weapons having built in AOE attacks, have the devs fixed areas where you can shoot through walls w/ AOEs and con many nearby npcs through walls and such... or will those weapons be useless in those areas if you don t want to get overwelmed with those npcs?
StarNick
Wed Apr 20, 2005 1:30 pm
#16
Im thinking the burn will work similar to how its working on live...but since its hard to see if it does damage, or how much it does...very hard to test atm.
You can pick up 0-0-3-0 to get the regular FT, but mind you...it's not going to be a strong flamethrower - MC's are getting that, and all current FTs are converting to that Plasma Flamethrower.
Edit: As for AoE goes, we're still testing that...fyi the Warren has low level mobs, so it may be a great place for anyone conducting tests concerning AoE through walls. However, the first room's spawns are out of control and you get 10-15 huurtons mobbing you at once...without our AoE attacks (seems really broken now), very hard to get by as theres just too many of them for 1-2 ppl (despite the low level).
You can pick up 0-0-3-0 to get the regular FT, but mind you...it's not going to be a strong flamethrower - MC's are getting that, and all current FTs are converting to that Plasma Flamethrower.
Edit: As for AoE goes, we're still testing that...fyi the Warren has low level mobs, so it may be a great place for anyone conducting tests concerning AoE through walls. However, the first room's spawns are out of control and you get 10-15 huurtons mobbing you at once...without our AoE attacks (seems really broken now), very hard to get by as theres just too many of them for 1-2 ppl (despite the low level).
Message Edited by StarNick on 04-20-2005 04:32 PM
BearBoned
Thu Apr 21, 2005 12:26 am
#17
Do commandos get burn in cu? i figured with no specials, no burn?
StarNick
Thu Apr 21, 2005 12:37 am
#18
Its built into some of our weapons, most noteably the flamethrower and the Lightning Beam Cannon. However, its currently not doing damage (irony?)
StarNick
Thu Apr 21, 2005 11:13 pm
#19
Ive got our current CU Issues finished, already posted on the Corr forums but here it is:
"From a hefty list of 23 past concerns, bugs, and issues...I bring you the new, the current, and the smallest commando Top 5 (as it seems we don't even have enough for a full fledged Top 5!) ever to have graced SWG:
CU Issue 1: Grenade damages. Timers, for thermal detonators for example are very long and grenade timers in general are longer than what they currently are in live. This most likely is due to FS grinding, and so they won't be abused in spamming KD/DoT effects on a LARGE radius of enemy players. However, the damage on even the best crafted grenades are lower than that of novice weapons. This, combined with their long timers really don't make them much use to a commando, except solely as a support tool in mass PvP. Having at *least* some extra damage would be very welcome (or at least up to that of a Tier 3-4 elite weapon. Also, crafted grenades are still coming out in stacks of 5 despite assurances that they will be increased to a reasonable amount.
CU Issue 2: AoE, period. It seems that non-commando weapons using AoE/cone specials are doing full AoE damage to secondary targets whilist commando weapons are doing marginal, only elemental, or no AoE whatsoever in splash damage. This has been occuring regardless of specials used, and seems to only be affecting commandos. Big bug that significantly effects our damage dealing role. Please see AoE damage report for collected data.
CU Issue 3: DoTs. Our DoTs still detract from XP gainage, and Xp gainage for the entire group. Likewise, DoTs are not damaging our targets it seems whatsoever. If they are, but we can't tell because regeneration is too fast, then DoTs are too weak.
CU Issue 4: Lack of "Heavy weapon" damage. In most cases, our damage is par to those of other professions (such as pistoleer, BH, carbineer) and damage itself really isn't that impressive, as we all seem to "equalize". Currently, Heavy Weapons really are no different as to a carbine for example damage wise. However, once AoE/DoTs are working again this may not be an issue, as our "heavy damage" may be done via those two vehicles. Regardless, a lack of living up to our "Very Strong (5)" rating is apparent in a Melee/Commando template.
Since it is still important to take note of this, two suggestions:
1) Turrets and other non-CL objects are difficult to take down and can quickly decimate attackers. Maybe having either an advanced Rocket Launcher and/or a Master Commando ability that does IMMENSE damage to these structures (a la demolitions), but -only- to these type structures in order not to unbalance gameplay (therefore can't be used on players, pets, NPCs, etc).
or
2) Give Master Commandos a high powered attack special but at a cost (similar to rifleman high-damaging specials and slow speed, or perhaps at a cost of cancelling out our innate weapon abilities with a high-damaging special)"
AoE/DoTs not working is a VERY BIG problem in the CU atm. And as a result its really hard to see if we're all that cracked out to be as damage dealers. Hopefully these two issues (as well as my own issues with the combat system) get fixed soon...
"From a hefty list of 23 past concerns, bugs, and issues...I bring you the new, the current, and the smallest commando Top 5 (as it seems we don't even have enough for a full fledged Top 5!) ever to have graced SWG:
CU Issue 1: Grenade damages. Timers, for thermal detonators for example are very long and grenade timers in general are longer than what they currently are in live. This most likely is due to FS grinding, and so they won't be abused in spamming KD/DoT effects on a LARGE radius of enemy players. However, the damage on even the best crafted grenades are lower than that of novice weapons. This, combined with their long timers really don't make them much use to a commando, except solely as a support tool in mass PvP. Having at *least* some extra damage would be very welcome (or at least up to that of a Tier 3-4 elite weapon. Also, crafted grenades are still coming out in stacks of 5 despite assurances that they will be increased to a reasonable amount.
CU Issue 2: AoE, period. It seems that non-commando weapons using AoE/cone specials are doing full AoE damage to secondary targets whilist commando weapons are doing marginal, only elemental, or no AoE whatsoever in splash damage. This has been occuring regardless of specials used, and seems to only be affecting commandos. Big bug that significantly effects our damage dealing role. Please see AoE damage report for collected data.
CU Issue 3: DoTs. Our DoTs still detract from XP gainage, and Xp gainage for the entire group. Likewise, DoTs are not damaging our targets it seems whatsoever. If they are, but we can't tell because regeneration is too fast, then DoTs are too weak.
CU Issue 4: Lack of "Heavy weapon" damage. In most cases, our damage is par to those of other professions (such as pistoleer, BH, carbineer) and damage itself really isn't that impressive, as we all seem to "equalize". Currently, Heavy Weapons really are no different as to a carbine for example damage wise. However, once AoE/DoTs are working again this may not be an issue, as our "heavy damage" may be done via those two vehicles. Regardless, a lack of living up to our "Very Strong (5)" rating is apparent in a Melee/Commando template.
Since it is still important to take note of this, two suggestions:
1) Turrets and other non-CL objects are difficult to take down and can quickly decimate attackers. Maybe having either an advanced Rocket Launcher and/or a Master Commando ability that does IMMENSE damage to these structures (a la demolitions), but -only- to these type structures in order not to unbalance gameplay (therefore can't be used on players, pets, NPCs, etc).
or
2) Give Master Commandos a high powered attack special but at a cost (similar to rifleman high-damaging specials and slow speed, or perhaps at a cost of cancelling out our innate weapon abilities with a high-damaging special)"
AoE/DoTs not working is a VERY BIG problem in the CU atm. And as a result its really hard to see if we're all that cracked out to be as damage dealers. Hopefully these two issues (as well as my own issues with the combat system) get fixed soon...
Rathask
Fri Apr 22, 2005 12:48 pm
#20
Woot, Stern. 
Basically everything you just said. Especially about living up to our level 5 damage.
EDIT: Oh, I got to test out Cryoban grenades more last night. The Snare effect ends as soon as it starts. If you can, please update this as issue #5.
Message Edited by Rathask on 04-22-2005 03:04 AM
TiberusofValcyn6
Fri Apr 22, 2005 1:05 pm
#21
I have a question I have never played commando b4 until TCEP3 But i am playing as a MC/MBH with pistoleer 0/1/0/3 rebel combatant using lightning beam canon. I exit starport on tat and get aggroed by 5 stormies 3 lvl 25's and two lvl 30's and b4 i can kill the 1st one my action is almost down to zero after a shot of pixie which grants a 20% regen to action. My question is why is the ability cost so high for the very little damage we are doing especially to low level mobs.
Merc93
Wed Apr 27, 2005 3:30 pm
#22
Yeah, I really liked the new Bommando. I tested a lot of those issue myself and saw that they were fixed. I was ble to forget about the mechanics and see a noticeable improvement in the combat effectiveness of the Commando. As a very critical player, I was pretty pleased by the end of testing. I only retain a few minor complaints, but nothing of an important nature. I had entered bug reports on those and gave my feedback in the exit polls. CU even gave me a few things I did't expect that I really liked, like the armor certs. All in all, I had a lot of fun with most all of the Commando weapons, and really felt like the profession was better defined as a "Commando" (more like a Marine, but who cares?) I would definitely call it a success! My thanks to everyone that worked so hard on it.
Babybleu
Fri Apr 29, 2005 5:48 pm
#23
I'm sorry if this is a dumb question, but I am not sure what specials to use for my flamethrower or acid rifle from the combat shortcuts
Someone please enlighten me. I feel so lost.
Thanks,
-V-
Tenfo
Mon May 02, 2005 11:22 am
#24
Imperial Detonators converted into CU with 115 second delay, which is completely useless and unusable.
Kathaca
Mon May 02, 2005 12:56 pm
#25
Hi
I think it is quite intresting that I use my plain ordinary flame thrower from my level 47 Character on sunrunner on level 5-10 mobs the mobs get knocked down and catch on fire then they get back up still on fire with there Health levels regenerating
I just respeced and hit him them with a plasma Flame Thrower and it was the same thing
Message Edited by Kathaca on 05-02-2005 02:47 AM
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