Commando Archive

Thread: Please post know commando issues here for SOE

Veers6969
Tue Aug 26, 2003 2:59 pm
#14

Boba and Jango had small flamethrowers.. this proves that the technology is there. But I think they sucked because the only thing Jango could burn up was Mace Windu's cloak, which is kinda on par with what the flamethrowers we have can do.. .


heres the minimum they should do


Increase damage so that our weapons.. flamethrower, heavy acid rifle, launchers are at least.. AT LEAST on par with rifle, pistol, carbine.. or anything really..


make grenades actually work.. just pathetic in my opinion.. they are absolutely worthless as is.


also have the devs stop posting stuff like we will look into this.. just insane.. I really wonder after reading some of their posts if anyone has actually played or even seen them in action..

Ivoni
Tue Aug 26, 2003 6:14 pm
#15

1. Specials on HAR and Flame are not "devastating".

2. AOE on HAR and Flame should be irrestistable unless prone. EVERYTHING within range should be hit. How exactly do you dodge a stream of fire/acid? duck, duh!



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Amu
Tue Aug 26, 2003 7:58 pm
#16

Bump comon , lol i love what you just said , how can you dogde a wall of fire... hahahah Duck oops

Hadsolo
Tue Aug 26, 2003 8:26 pm
#17

Tone down the smoke or add a "particles density" type graphic option so people stop whining about Launcher frame rate effects when I group. It's is the only weapon worth using right now, and I"m tired of feeling bad about using it.
Decoy7
Tue Aug 26, 2003 10:42 pm
#18

Change the resources for grenades too not just the weapons. This is especially needed for proton grenades which are used in rocket launchers. Why change the rocket launcher so it can be made without changing the grenades needed? Kinda pointless then huh?


Also i would like to see that Fire knockdown that is in the BH tree for some reason moved back to where it should be...the flame thrower tree. Carbine has FIRE knockdown??? How about the only real fire weapon the flame thrower. Whichever dev put that there wins the bone head award for not thinking at all.


Different specials then the same thing for each of our weapons. We get 8 specials but they are repeats so only 4. But wait 2 are just upgraded versions of the first so we really only get 2 types of specials. And not to mention the 15 sec delay on them is just crazy. If the speical misses or doesn't 1 shot kill the target you will probably die. I had to run away from a durni b/c i missed with a special on the flame thrower. Ended up pulling out my LP to kill the dang thing.


Or how about even a knockdown effect on grenades. If someone throws a grenade your direction aren't you going to dive out of the way so you don't get blown up? See they are knocked down if you hit or miss they are still down on the ground trying not to get blown up.




Rebel Master Sergeant
Trinaty Skepiva
Master Commando
Dhinobill
Tue Aug 26, 2003 11:22 pm
#19

As most of the issues here were compiled by Garibaldi, they can start by looking at his e-mails. All wishful thinking of course.


AR rating on weapons would be nice. They are supposed to be heavy, afterall. Fixing the resource list on the Flamethrower so it doesn't list two different things would also be appreciated.

Amu
Wed Aug 27, 2003 12:08 am
#20

Bump
MrMeow
Wed Aug 27, 2003 12:41 am
#21

As I skill up my flame specialization, I don't really see any issues, except for these:


1)Flamecone1 - the cone is not doing direct damage to enemies caught within the area of effect. Instead, it is applying the 'On Fire!' dot. Only the primary target is receiving the full brunt of the attack.


2)Armor - Running faction missions, I typically hit imperial NPCs without armor for 700-2900 at flame specialization 3 (yes, that is correct 2900). But any armor at all greatly reduces the damage done by the flamesingle and flamecone attacks (damage is reduced to 150-800 on scout troopers and stormtroopers).


3)Damage done by the flamethrower - the flamethrower is an anti-personnel weapon, not an anti creature weapon. As such, it receives a significant bonus to it's special moves when fighting humanoids, whichseems to be approximately an additional multiplier per spec level. I don't really see any problems with this, except for the armor issue listed above.


Juun <SL>


Corbantis

ShufIrathe
Wed Aug 27, 2003 12:46 am
#22

Here's my list:


Addtionally ranges and hit/miss ratios need to be addressed as well.



Launcher Pistol: Damage range is fine, speed is fine, up the AP to medium.


Flamer: Damage is waayyy to low up it to 200-500 with a speed of 5 and an AP of medium.


Flame Single, Cone: DOT doesn't work like other DOTs, damage is to low for the delay. This would be just fine if it worked like other DOTs. If the initial hit is for 800 pts the DOT should tick for 800 points. The T21 and laser rifle are good examples of "lower level" weapons that do this kind of DOT damage. And rifles DOT the mind bar, and they don't incur the same time delay as say Flame Single I.


Acid Rifle: Can't use rifle specials so the base damage is far far under where it needs to be. AP should be two tothree.Acid damage should be similar to the flamer 200-500 or so with a speed of 5-6. Acid Single and Acid Cone should be doing around 1k-2k damage, with the current delay acid rifles should be doing 2k-3k with the specials.


Heavy supportweapons: Massive increase in damage. AP should be at least three if not a so far unseen four. These weapons should penetrate any known armor and inflict major damage. The base damage on these should be in the 2k-5k range since there are no specials that you can use with them, and they are charged weapons. These are the guns that should be taking down AT-STs, rancors, grauls, etc.


Grenades: Damage needs to go up, way up. Usually I end up damaging myself more than my target with a grenade. Hits chuba for 75 points, hits shuf for 50 points, hits shuf for 50 points. Occassionally I'll do 200 points with a grenade. Frag grenades should be hitting in the 500point range AOE. Cryoban should hit in the same 500-600 point range AOE and have a stun effect from the cold. Glops should hit in the 500-600 range and doa poison AOE DOT in the same range. Thermal detonators should hit in the 1k-2k range and do an AOEfire DOT, these things are supposed to be small nuclear devices. Proton grenades should hit in the 2k-3k range and do a fire DOT. Currently it can take me a stack of five frag grenades to kill a flesh eating chuba. This is a very expensive way to kill a low level light blue mob.


Con: Things con wayyy wrong with a commando weapon equiped. The launcher is about right, but the others are completely messed up. If you go by the con you get with a flamer equiped you will be committing suicide, there is NO way you can win. Example, a droideka cons red to me with the launcher pistol equiped. The same droideka cons yellow to white with the flamer. If I went after the droideka with the flamer I will die a horrible death in about 10 seconds. Even with the increased damage for the flamer stated above I would not be able to take on of these things on. Personally I'd like to see the weapon brought into line with the con and not the con brougth into line with the weapon.

Amu
Wed Aug 27, 2003 1:03 am
#23

Bump keep posting please , want to keep this at the top

BobbyJack
Wed Aug 27, 2003 1:22 am
#24

Thedescriptionat the bottom when examiningthe LP but it says it 'fires small target seeking rockets with explosive tips". I'm working on the 3rd level of pistol accuracy under pistoleer, but considering these things are 'target seeking' I think we should get a break here. We have to use enough of our skill points on a tree under pistoleer to improve LPspeed and another tree to get some specials already.



I noticed the accuracy issue as I continually missed shots using the LP, and I have noticed that while shooting at a moving target the small rockets will turn in mid flight. The graphic of the small rockets turning in mid air is impressive enough to make one think we're getting better accuracy with the LP than any other pistol if we dont' have the pistoleer accuracy mods maxed out, but the stats sure seem to show a lot of misses with the LP.


I think we should have good accuracy with our master marksman and our 'target seeking' rockets without any need to go up the accuracy skill tree. That still means we have to go up at least 2 skill trees under pistoleer to get speed and specials, and even then we won't get buya little over half the pistol speed of a master pistoleer. I don't mind having to go smuggler or pistoleer to get some specials, but if we have to master pistoleer just to make the LP worth using, I don't know that its justified.

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