Commando Archive
Thread: Discussion: Our 6/16 Question for TH's 19 Answers
kenrw24
Mon Jun 14, 2004 6:59 am
#14
I really don't understand why they just can't tell us straight up what they intend. For example:
Question: Will the use of grenades by commandos be repaired so the HAM cost is much lower and will commandos be able to throw the grenades far enough so we will not be in the blast radius of our own weapon?
Answer: YES.
See? Does that sound so difficult? Why do they have to hide behind longwinded answers that mean " "?
Guess I'm just crazy for thinking people might want to keep things simple and be reasonable.
Question: Will the use of grenades by commandos be repaired so the HAM cost is much lower and will commandos be able to throw the grenades far enough so we will not be in the blast radius of our own weapon?
Answer: YES.
See? Does that sound so difficult? Why do they have to hide behind longwinded answers that mean " "?
Guess I'm just crazy for thinking people might want to keep things simple and be reasonable.
Restrik
Mon Jun 14, 2004 8:18 am
#15
Its in my opinion that, while gernades are broken....we're more in dire need of a new weapon. I'm going for question 1. The flamethrower is the only weapon we really have that is of any value. HAR doesn't work, the Gernades are broken, and the HW arn't worth the money spent on them.
Even if the HAR and Gernades are fixed, and we're given reloadable HW's....I believe our only real viable weapon would still be the flamethrower.
I'm voting on question one, but more refined to a new weapon tree instead of
ghola_flurry
Mon Jun 14, 2004 10:23 am
#16
kenrw24 wrote:
I really don't understand why they just can't tell us straight up what they intend. For example:
Question: Will the use of grenades by commandos be repaired so the HAM cost is much lower and will commandos be able to throw the grenades far enough so we will not be in the blast radius of our own weapon?
Answer: YES.
See? Does that sound so difficult? Why do they have to hide behind longwinded answers that mean " "?
Guess I'm just crazy for thinking people might want to keep things simple and be reasonable.
It's the Dog and Pony show. If they give you a straight answer it gives you something to point at say "Hey, where is this thing you said you would do?" If they don't give you a straight answer and you question them, then they can either say, "Our idea wasn't viable," or they can say, "Over there. We implemented those ideas into this seemingly-unrelated subject." All about wiggle room.
RazghoulQ
Mon Jun 14, 2004 10:55 am
#17
It is all about the corp red tape and plausable deniabilty.
As for the question #3.
I use to post on here sparaticly as Kerrico a wookie Commando.
I have returned to the fold of the commando once again. this time the wookie issue (armor) is not a concern.
RazerWolf
Mon Jun 14, 2004 10:56 am
#18
That and as far as I know, they haven't worked out enough of the combat balance to know themselves yet. I reckon they'll be doing a lot of the major work while on the CB Sandbox, due to the simple fact that any little class advantages or whatever that the Devs miss -will- be picked up on by the playerbase. Hell, I play on a server where we actually figured how to make CMs not the be all and end all of combat. Lots of Docs, lots of Havla...
ghola_flurry
Tue Jun 15, 2004 11:37 am
#19
Non-Follow Up Question 3: Bomb Droids are configured not to damage the Bounty Hunter or Smuggler User when caught in it's blast radius and has no HAM cost. Many other area attacks in game do not damage the user when caught in the damage radius area, but they do typically include a HAM cost. Commando grenades on the otherhand will damage the user if caught in the blast radius and when combined with a very high HAM cost, often incapps the Commando user (that's why we call them suicide bombs). The Ideal range of our Grenades is also occasionally within the blast radious. Can our Grenades be configured along the same lines of not damaging the user if caught in the blast radius, and along the same lines, can we see the extremely high HAM costs lowered significantly to be on par with other similar ingame items?
I'd say this one has the best chances of a solid answer and some extra hope for us Commandos.
I'd say this one has the best chances of a solid answer and some extra hope for us Commandos.
Skeptic666
Tue Jun 15, 2004 2:53 pm
#20
OOO i know. What were you smoking during game design? Orrrrr How about how can you justify you pay checks with this level of service? TEE HEEE
Nerj
Tue Jun 15, 2004 8:32 pm
#21
I believe that I read that the DEVs are considering that PC can damge their own teammates. In other words, a Combat Medic will poision/disease both the enemy and their teammates. If this is the case, then the same can be said for Bomb droids and Grenades -- eventually.
ghola_flurry wrote:
Non-Follow Up Question 3: Bomb Droids are configured not to damage the Bounty Hunter or Smuggler User when caught in it's blast radius and has no HAM cost. Many other area attacks in game do not damage the user when caught in the damage radius area, but they do typically include a HAM cost. Commando grenades on the otherhand will damage the user if caught in the blast radius and when combined with a very high HAM cost, often incapps the Commando user (that's why we call them suicide bombs). The Ideal range of our Grenades is also occasionally within the blast radious. Can our Grenades be configured along the same lines of not damaging the user if caught in the blast radius, and along the same lines, can we see the extremely high HAM costs lowered significantly to be on par with other similar ingame items?
I'd say this one has the best chances of a solid answer and some extra hope for us Commandos.
KUBaN
Wed Jun 16, 2004 4:11 am
#22
I vote number 3.
If CM's get to lob powerful poision and disease packs into crowds of people, why can't we do that with grenades?
If Bounty Hunters and Smugglers can use droids that explode and cause damage to multiple people without doing damage to themsevles, why can't commando's do that as well?
If CM's get to lob powerful poision and disease packs into crowds of people, why can't we do that with grenades?
If Bounty Hunters and Smugglers can use droids that explode and cause damage to multiple people without doing damage to themsevles, why can't commando's do that as well?
wolfgang74
Wed Jun 16, 2004 5:19 am
#23
I'd go with question number 3, although I would like to know more about the new tree thier considering.
Knightcrest
Wed Jun 16, 2004 9:46 am
#24
Question #1 would be the one I would most like to hear with the emphasis on the new tree idea. More information would be nice on that as to whether it would be a ranged weapon, melee skills, or just something 100% different.
I think however it would get the "wait for the combat rebalance" cookie cutter reponse and just piss everyone off, so if that is the worry (about that type of response)... Question #3 would be more appropriate.
Kinda sad that we have to worry bout getting the "wait" answer and can't just ask what we want. Maybe if they would just say, "ok here is what we have in thoughts butCAN andMORE than likely will change, but I will create a post for feedback on what you think of the follwing A) Assault Weapon B)Melee skills C)blah blah blah. Keep in mind this is in no way guaranteeing a change but it is just to let you all know what we are considering etc...."
Anyways....#1 if you feel it won't get the "wait for the rebalance" response.... #3 if you want to have a 50% chance of a wait for the rebalance response. 
garvin
Wed Jun 16, 2004 10:12 am
#25
Since popular concensus appears to be Question 3 I have submitted the following (remember, I try to make a statement in our questions as much as answer a question...something for the devs and other players to get where we are coming form):
Bomb Droids are configured not to damage the Bounty Hunter or Smuggler User when caught in it's blast radius and has no HAM cost. Many other area attacks in game do not damage the user when caught in the damage radius area, but they do typically include a HAM cost. Commando grenades and Rocket Launchers on the otherhand will damage the user if caught in the blast radius and when combined witha overly highHAM cost, often incapps the Commando user (that's why we call them suicide bombs). The Ideal range of our Grenades is also occasionally within the blast radious.
Would it be possible to have our Grenades and Rocket Launchers configured along the same lines of not damaging the user if caught in the blast radius, and alongthose same lines, can we see the extremely high HAM costs lowered significantly to be on par with other similar ingame items prior to the Combat Rebalance? If not before the Combat Rebalance, what are the plans to address these issues during the Combat Rebalance?
Beyond that we would like to see status effects added to our grenades...hint hint...
If you would have preferred to have a different question asked, I'm sorry...but we will have another chance to ask another question 2 weeks from now...and I will start up a similar discussion thread after TH posts his response to this weeks question (which could be today, tomorrow or even Friday...no guarentees on posting date/time...and usually it's not TH's fault...usually it's various Correspondents trying to refine the responses before posting)...
When TH does post his response publically, I'll copy/paste it into our forum for further discussion...Be prepared though...TH has already told us Correspondents that he really has a ton of work piled on him (has been pretty much gone for 2 weeks and playing a ton of catch up) so he may have quick responses to most of the questions this week (not extremely detailed)...