Commando Archive

Thread: The Pinnacle of SOE Hypocrisy

KnightHawk420
Wed Feb 04, 2004 6:47 pm
#14






tacwraith wrote:

Since it makes SO much sense that a 16m range, dot+high wound causing, 10 second delay, inaccurate attack on a COMBAT PROFFESSION is 'unbalanced' and 'unfair' but a non-combat proffession's 64m range dot+wound causing, ham bar selectable (usually the unhealable ham bar),3'ish second delay, 100% accurate attack is 'balanced' and 'fair',


Since there was such a HUGE concern that the poor players on tattooine could not run to water and those in other planets would be inconvenienced to press CNTRL-V to pull up the overhead map to find water....


but its all right for players to get poisoned and diseased and have no other option than to go find a doctor. After, all, all players have a doctor snuck up their anus for easier access. Its not like they have to run back to a town or just wait the quarter of a minute the poison+disease requires to kill them off so they can clone with nicely black ham bars and then wait until another player has the time to heal them up...


Since its OK AND BALANCED that a single player can stack diseases in different ham bars and royally grief other players into a triple black ham bar cantina+medcenter vacation, but its unfair and unbalanced to have a single player stack dots on a single ham bar...


then I assume that SOE is including 'poison/disease' extinguishers and giving chefs a 90% poison/disease resistance food buff.


Right?






I realize this may come off carebearish and all.... but to me it seems to actually make sense these dot attacks NOT stack.... and actually be effected by resists. I've always said from day 1 whenI became a commando. these flame dots not caring about resists is "unbalanced".


What's sad is that commando has apparently become the poster child for this latest nerf run. As if they were the only profession with a dot that stacks and doesn't care about resists. (when in reality they are just the only profession which makes this unbalance so clear).


What's even worse is that there are 3 other lines which are pathetic..... and the 1 working one gets a nerf. I would of at least thought they glaze over the profession a bit before doing this to commando's. But apparently TH hasn't gotten past flame IV either hehe.....



I'd been thinking about it too.... Just **edit**... can't commando's throw grenades beyond 10m's and why are CM's so gifted... that much makes no sense to me. Grenades might be usefull if not for the appalling ranges.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Theedage
Wed Feb 04, 2004 8:26 pm
#15



Rocacca wrote:
Commandos and CMs need to be nerfed.





Die.



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
Halmet
Wed Feb 04, 2004 8:34 pm
#16






Theedage wrote:





Rocacca wrote:

Commandos and CMs need to be nerfed.







Die.





A little bit harsh but.....ditto



Master Commando
Naritus

Nothing to see here. Move along citizen.
SkipMalone
Wed Feb 04, 2004 8:47 pm
#17






Halmet wrote:





Theedage wrote:





Rocacca wrote:

Commandos and CMs need to be nerfed.







Die.





A little bit harsh but.....ditto






LOL


___________________
Cresslin
-Master Commando-
{Leader of DFR}
First mohawk on Flurry
------------------------------


"Commandos don't give up...and Diehard Commandos Die Hard...." Garvin

Raptor2k1
Wed Feb 04, 2004 8:49 pm
#18


Hehe, good thing no CM's have seen this yet, or they'd be all over it like ants on honey complaining about how much they deserve their power...



Crap. I think I just jinxed it.


Message Edited by Raptor2k1 on 02-04-2004 07:50 PM



Kyeran Halkyon

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


pyclone
Wed Feb 04, 2004 9:03 pm
#19






Nighthelm wrote:
Ecad, I believe you're right. We should've seen the writing on the wall when the comments of Lord Paul leaked out. It would actually explain a lot. Why else would the weaken the second weakest combat class in the game? I won't go down without a fight though. If they want to remove us, we should make them "buck up" and just come out and say it, as opposed to these underhanded tactics they are using.






if we're second weakest i vote for BH's as weakest, now does that make sence at all



Zocli a ilcoZ
Killer Doctor t Jedi Crafter
pyclone
Wed Feb 04, 2004 9:06 pm
#20






SkipMalone wrote:





Halmet wrote:





Theedage wrote:





Rocacca wrote:

Commandos and CMs need to be nerfed.







Die.





A little bit harsh but.....ditto






LOL


___________________
Cresslin
-Master Commando-
{Leader of DFR}
First mohawk on Flurry
------------------------------


"Commandos don't give up...and Diehard Commandos Die Hard...." Garvin







Commandos dont' need a nerf, i think there very much ballanced, i'd just like a tiny bit more acc. or maybe that will be fixed in balance when def mod stacks die, probably in the next year, there are just a couple overpowered classes, CM, Rifle, really anyclass with an undefendable mind attack, poiosn, stun ap1 headshot.



Zocli a ilcoZ
Killer Doctor t Jedi Crafter
CyberData4
Wed Feb 04, 2004 9:32 pm
#21

I don't mind the changes to the flamethrower at all.. What pissesme the hell off is that NO dev...not one can cometo our board and say "Hey guys...we know this will be hard for now but we will be fixing your profession within 2,3,50 months." Ya know? Give us some hope. But I don't see how they "tweak" the flamethrower and dont fix the HAR. This woulda been the perfect debute for the HAR It should do less dmg as a flamebut should be much faster with no dot at all. Greneades... Heavy weapons...



I don't want to be a killing machine. And I dont ask for increase defenses. I always accepted the fact that commandos would have weak defense....in exchance for huge dmg. But the dmg isnt that big a deal anymore since other professions are strong as well....and faster. Our DOT is really the only thing we have right now....take that out and commando's are worthless.



pyclone
Wed Feb 04, 2004 11:07 pm
#22






CyberData4 wrote:

I don't mind the changes to the flamethrower at all.. What pissesme the hell off is that NO dev...not one can cometo our board and say "Hey guys...we know this will be hard for now but we will be fixing your profession within 2,3,50 months." Ya know? Give us some hope. But I don't see how they "tweak" the flamethrower and dont fix the HAR. This woulda been the perfect debute for the HAR It should do less dmg as a flamebut should be much faster with no dot at all. Greneades... Heavy weapons...



I don't want to be a killing machine. And I dont ask for increase defenses. I always accepted the fact that commandos would have weak defense....in exchance for huge dmg. But the dmg isnt that big a deal anymore since other professions are strong as well....and faster. Our DOT is really the only thing we have right now....take that out and commando's are worthless.









Great post, balance shouldn't be that hard for the devs. Think about it you take the situation as it stands now, the two "best combat classes" bh and commando are gimped.


Why is this? they are the two classes with the weakest defence, and as a trade off above average dmg, mind you not the best dmg.


So to fix: Determine what the best defencive build could be then determine the best pure offence build, tweak so that in a match these two fighters would be basicaly even to the point that the guy who shot first wins.


Right now, as i see it and i might be wrong, the best defence is a Master rifle/ master tka/ add some more brawler class defence tree.... unfortuantaly, and where balance goes out the window this build also gives you the best damage possible in the game, at least from what i've seen... and then there's the CM thats a whole special case, they use magic or somthing apparantly to get those poisons so accurate and ranged.



Zocli a ilcoZ
Killer Doctor t Jedi Crafter
Raanan
Thu Feb 05, 2004 2:27 am
#23



This is the way I see SWG. (Bare with, as it may seem like it has nothing to do with the thread at first)


SWG is another mmog, which forgot the g part of the acronym. It's one giant social experiment. Here's why I believe this. What systems have we seen with minimal problems and which system had its problems fixed very early on? The chat system. Look at the flexibility and thought, which went into the chat system. You have three different ways to have your text formatted from the prose format to the old style MUD format. You have hex coding available to change your text color, socials out the wazoo, moods with freaking animations! You have spatial chat, tells, guild chat, group chat, email, creatable chat rooms and there's even cross server email, tells, and creatable chat rooms! All these things work together to make a **edit** good system of communication. The catch is, the rest of this mmog doesn't reflect the same quality of workmanship. You have nearly useless professions such as image designer (no offence id'ers. I've used your services before for role-play reasons) and ranger (no offence here either. been one, just nothing useful you can do which a scout can't). You have broken professions like droid engineers whoseproducts should be a huge part of any Star Wars mmog but aren't due to lack of any purpose. You have combat professions like commando and bounty hunter which take huge amounts of time and skill points to master but do less damage than a combat class which requires nearly half the time and skill points to master. There's not much high level content other than pvp (something I have no problem with but doesn't suite all players) which means all there really is to do is master professions or socialize.Quests aren't very involving, theme parks don't offer much other than a temporary distraction, and static content is rare. Now granted, some of it is getting better such as static content and supposedly droids but it all reflects a development perspective, which is rather dumb when it comes to designing a game.


Take for example, your typical multiplayer game like half-life and it's mods (I know different type of game but bare with for a moment). You have a game and into it is built a simple chat system. Press a button; type your message, and the other players read it. Yet, all kinds of guilds, leagues, and just groups of friends formed off of that simple little way to communicate. Later on, valve added in-game voice chat, which only made communication better. Now the point of that is, you don't need a fancy communication system for an mmog. You definitely don't make an intricate system then build interactive content for it. The game comes first for it is the game, which draws people in. Playing it with other people only makes it better. My point is, from the way things have developed and the way things are continuing to develop, I see the social experiment design philosophy instead of game design philosophy in SWG.


From this point of view, it's not surprising the way devs do things don't make sense to us. It's a game to us not a social experiment. We play to PLAY with other people not sit around making our avatars do neat little animations. These frills should be just that, frills. They should enhance the game not be the game. I'm digressing though. I don't believe the flame dot nerf while leaving cm’s alone is hypocrisy, lack of insight more likely. It sure doesn't make sense but neither does making this intricate of a game from the social experiment perspective. Frankly, I don't think any decisions the devs are going to make will make much sense ever. This game is far too developed to suddenly change perspectives. We'll just have to suck it up and take it like a man while the devs finally attach a full game to this social experiment. This means dealing with the dichotomy of cm poisons doing more damage than a commando's flame dot, all elite combat professions out damaging the hybrids, and **edit** being played in the star wars universe. I still have fun but my time is finite in SWG. I'm looking forward to moving to mmog’s, which are designed to be games first and foremost like WoW, and designing mmog's of my own.


Message Edited by Raanan on 02-05-2004 12:28 AM




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
Raanan
Thu Feb 05, 2004 2:29 am
#24

jeez, here's a tip for you... don'tuse word to edit your posts... the forums don't like that




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
SasKarna
Thu Feb 05, 2004 11:06 am
#25






tacwraith wrote:

Since it makes SO much sense that a 16m range, dot+high wound causing, 10 second delay, inaccurate attack on a COMBAT PROFFESSION is 'unbalanced' and 'unfair' but a non-combat proffession's 64m range dot+wound causing, ham bar selectable (usually the unhealable ham bar),3'ish second delay, 100% accurate attack is 'balanced' and 'fair',


Since there was such a HUGE concern that the poor players on tattooine could not run to water and those in other planets would be inconvenienced to press CNTRL-V to pull up the overhead map to find water....


but its all right for players to get poisoned and diseased and have no other option than to go find a doctor. After, all, all players have a doctor snuck up their anus for easier access. Its not like they have to run back to a town or just wait the quarter of a minute the poison+disease requires to kill them off so they can clone with nicely black ham bars and then wait until another player has the time to heal them up...


Since its OK AND BALANCED that a single player can stack diseases in different ham bars and royally grief other players into a triple black ham bar cantina+medcenter vacation, but its unfair and unbalanced to have a single player stack dots on a single ham bar...


then I assume that SOE is including 'poison/disease' extinguishers and giving chefs a 90% poison/disease resistance food buff.


Right?




you forget the important parts......you say, stack damage on one ham bar with the flamer. the part you forget to write, which i am very sad you missed. the poor insignificant victim of our oh so evil flame attack can simply get a novice medic skill, buy health wound B packs at 1000 each for 34 uses. They can then use 3 charges to al but repair their own health bar at no particular worry. Whereas other stacks destroy your mind pool wounds and take 15 minutes to heal in a cantina. ok, i feel the picture is complete now

DVAS
Thu Feb 05, 2004 12:37 pm
#26

ok first things first it kinda hard to put out naplam since water cant even put it out. Second maybe we should complian to TH boss becasue there always some one over the person whos not doing there job and get his stuid buut fired lol.
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