Commando Archive

Thread: Every age has its wars, and every war has its legends.

TK-863
Sun Jun 12, 2005 7:51 pm
#14






Ternque01 wrote:






TK-863 wrote:





Ternque01 wrote:
I will never back the idea of adding more alpha classes to the game. If you were to tell me that I'd have to grind for mindless hours just to not be swamped by more alpha classes than there are now, I'd tell you where to stuff your idea.





This idea is about becomming a better/more powerful commando, and requires that you surrender the ability to shore up your weaknesses. Think of it as stacking 2 5 offense 3 defense 1 crowd control proffessions. A ranger going through the ranger side would beome the ultimate Ranger, but be good for nothing else. Likewise a SL who does his quest would not really be a squad leader anymore, but a Division commander. It's more of a Hyper specialization than anything else. It's an option to.






NO! I do not want MORE alpha classes! If you want to stack the power of two commados in one, get TWO commandos together in a squad!!! TEAM GAME!!!






When you take two commando's you aren't taking two commando's you are taking 2 commando's and two other combat (most of the time) proffessions.



Whats the difference between stacking 2 commando's, and stacking rifleman commando, with BH 4/0/0/0? the effect is basically the same. Also that would almost REQUIRE grouping up, because such a super commando would have SERIOUS difficiencies in there template, like no medic, no worthwhile melee skills, and absolutley no crowd control abilities whatsoever.


I should have been more clear, this is not a case for an alpha class. Right now jedi are super tanks and super healers, and there damage output ain't bad either. Once they fix elemental damage, I have a feeling that they are going to be super damage dealers to. This is a case to have the ability to focus on ONE of those three things to the EXCLUSION of all else. For example, a tkm Combat medic, if he played his cards right, would simply wait it out, healing the damage as it came while his poisons and fire slowley took down the commando, then while the commando was spent, finish him off, he could do this becuase the "super commando" has no crowd control abilities, and aside from some stims, can't heal either.



Message Edited by TK-863 on 06-12-2005 08:11 PM



My Name is CPL Audri Fisher. Master Rifleman until the day I die.
grmork wrote:

Well. We have til the 15th so lets beat the snot out of each other and enjoy it for the time have left to us. I'll see you guys out there.
TK-863
Sun Jun 12, 2005 8:57 pm
#15

By themselves the devs couldn't balance 2 10 pound weights.



My Name is CPL Audri Fisher. Master Rifleman until the day I die.
grmork wrote:

Well. We have til the 15th so lets beat the snot out of each other and enjoy it for the time have left to us. I'll see you guys out there.
Tyreal18
Sun Jun 12, 2005 8:59 pm
#16

The trees I proposed would not create alpha classes, just allow for more varied templates without getting players too overpowered. Think 1.1x the power of a normal temp after the mods are added in. Really the trees are there to give peeps something to do, all while having fun in the SWG universe and having interesting battles. So think of the proposals here as more of a guideline to future mini-trees.....basically the full trees give you what one line in a normal elite prof would net ya. More like the FS trees really, but no skill points involved.
Knightcrest
Sun Jun 12, 2005 9:40 pm
#17


Axob's point is that MMORPG's should not have alpha classes, and especially those that have PvP as a focus. That is the reason they initially had permadeath... so that the desire for some people to have jedi would be quenched, and that one could never be in power for so long as to dominate.


When that got thrown out the window for a select few, more and more people decided that it wasn't such a bad deal since you couldn't face permadeath, so they began to strive even harder to catch their peers. Jedi began to become dominate in their composite armor and there were more and more showing their faces and chasing off many of the GCW participants.


Enter the revamp... Now it is soooo much easier to get a jedi than having to master all the profs. You just have to keep paying money for 18 weeks (give or take) of village cycles and a whole lot of mind numbing grinding to achieve both initiate and knight killing the MMO part of the game while these guys are out solo grinding away... missing out on the game and ruining continuity that the developers have since thrown out the window due to their error in handling an Alpha class in making it so obtainable let alone putting it in the game to be more of a focus than the game was even based off of. Their new plan is have as many as possible dump money in while they are gated to their their endgame.


Our endgame is a working profession that is involved and can fullfill a role in a combat team fighting the Alliance vs. the Empire. That is a goal that has since left this game as the masses flocked to the one class that could give them an edge in player killing, not in the GCW. Few did go Jedi for a RP reason... many more went to become "uber".


Axob is trying to say that we do not need more Alpha classes in order to further divide the playerbase. That would leave you the remainder of the playerbase that had rather play the game than grind the game being left even farther behind in the power curve. Some of the mainstays that never pursued jedi would then begin to pursue these new alpha classes and grinding themselves. Then you are left with those that just would like their GCW role with their finalized templates having Elite Commando/Elite BH/Elite Smuggler/Jedi to deal with and have an even greater chance of not being able to participate in PvP for the GCW.


Jedi need to be bumped down to 1x strength and the grind for them being the unique ability to wield a lightsaber. They need to go no higher than initiates/padawans to maintain that Luke/Vader/Emperor (since Yoda is not in the picture yet) are the only Jedi in this timeframe that have true power with a player Jedi being on par with a TKM/Fencer/Swordsman triple master. This would keep the 1337 kiddies for going for Jedi in order to become more powerful. The only ones then that would be doing it would be those that actually desired to play a Jedi and not talk trash, act like an imbecile, and whine and cry for nerfs on anything that kills them. No xp loss for them. They only get hunted by BH's if they are walking around in combatant/specforce status being seen by members of the opposing faction or seen by the Sentries in major cities.Player's get put on terms for failing scans... they have theoption to notcarry contraband. Hire a Smuggler.Guess what? There would be balance. BH's would still have content and so would other players.Alpha class problem solved. Jedi is unique and worth it to those who want it, end up being more rare as less and less are seen in major cities over time with nothing to gain there.Ebay jedi start to die down some so some accounts might finally go innactive instead of being the 112th owner of said Jedi.They are not the only prof that can really tank some of the hardest content as some would need to be balanced back down to make sure that pure melee templates can be the primary tanks.


I just want my commando to blow things to hell... and my smuggler to smuggle. I don't want to see more of the playerbase striving for another Alpha class to further throw off game balance and divide the community even more. This is not Star Wars Galaxies: An Empire Divided anymore... we are turning into Star Wars Galaxes: A Community Divided. It all goes back to one Alpha... what if we had even more to split farther.













Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
Ternque01
Sun Jun 12, 2005 10:29 pm
#18






Knightcrest wrote:


Axob's point is that MMORPG's should not have alpha classes, and especially those that have PvP as a focus. That is the reason they initially had permadeath... so that the desire for some people to have jedi would be quenched, and that one could never be in power for so long as to dominate.


When that got thrown out the window for a select few, more and more people decided that it wasn't such a bad deal since you couldn't face permadeath, so they began to strive even harder to catch their peers. Jedi began to become dominate in their composite armor and there were more and more showing their faces and chasing off many of the GCW participants.


Enter the revamp... Now it is soooo much easier to get a jedi than having to master all the profs. You just have to keep paying money for 18 weeks (give or take) of village cycles and a whole lot of mind numbing grinding to achieve both initiate and knight killing the MMO part of the game while these guys are out solo grinding away... missing out on the game and ruining continuity that the developers have since thrown out the window due to their error in handling an Alpha class in making it so obtainable let alone putting it in the game to be more of a focus than the game was even based off of. Their new plan is have as many as possible dump money in while they are gated to their their endgame.


Our endgame is a working profession that is involved and can fullfill a role in a combat team fighting the Alliance vs. the Empire. That is a goal that has since left this game as the masses flocked to the one class that could give them an edge in player killing, not in the GCW. Few did go Jedi for a RP reason... many more went to become "uber".


Axob is trying to say that we do not need more Alpha classes in order to further divide the playerbase. That would leave you the remainder of the playerbase that had rather play the game than grind the game being left even farther behind in the power curve. Some of the mainstays that never pursued jedi would then begin to pursue these new alpha classes and grinding themselves. Then you are left with those that just would like their GCW role with their finalized templates having Elite Commando/Elite BH/Elite Smuggler/Jedi to deal with and have an even greater chance of not being able to participate in PvP for the GCW.


Jedi need to be bumped down to 1x strength and the grind for them being the unique ability to wield a lightsaber. They need to go no higher than initiates/padawans to maintain that Luke/Vader/Emperor (since Yoda is not in the picture yet) are the only Jedi in this timeframe that have true power with a player Jedi being on par with a TKM/Fencer/Swordsman triple master. This would keep the 1337 kiddies for going for Jedi in order to become more powerful. The only ones then that would be doing it would be those that actually desired to play a Jedi and not talk trash, act like an imbecile, and whine and cry for nerfs on anything that kills them. No xp loss for them. They only get hunted by BH's if they are walking around in combatant/specforce status being seen by members of the opposing faction or seen by the Sentries in major cities.Player's get put on terms for failing scans... they have theoption to notcarry contraband. Hire a Smuggler.Guess what? There would be balance. BH's would still have content and so would other players.Alpha class problem solved. Jedi is unique and worth it to those who want it, end up being more rare as less and less are seen in major cities over time with nothing to gain there.Ebay jedi start to die down some so some accounts might finally go innactive instead of being the 112th owner of said Jedi.They are not the only prof that can really tank some of the hardest content as some would need to be balanced back down to make sure that pure melee templates can be the primary tanks.


I just want my commando to blow things to hell... and my smuggler to smuggle. I don't want to see more of the playerbase striving for another Alpha class to further throw off game balance and divide the community even more. This is not Star Wars Galaxies: An Empire Divided anymore... we are turning into Star Wars Galaxes: A Community Divided. It all goes back to one Alpha... what if we had even more to split farther.






/bow


WOW! This everything I could ever wish to say, but am too lazy to type up so well.


/bow





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Phenix1050
Sun Jun 12, 2005 11:18 pm
#19

The thing I like most about this idea, that I think would be most appreciated as an across-the-board change is some sort of reward for sticking with a profession. There are a lot of FOTM and min/maxers out there that trade professions around like crazy. Rewarding those who stay dedicated, both to the game and the profession for a long period of time is a great idea.


As someone else pointed out though, you can't do this to one profession without doing it for all. Every profession would want something unique and cool. Perhaps you can reserve it for those professions that cost the extra 15 skillpoints (commando and smuggler) but then what about Rangers?I assure you, we'd kinda like something like this too.


All in all, the concept is great, but I think having all of the abilities listed in ONE profession would bea bit excessive. Perhaps ONE of the skills listed, or a choice of which "secret" technique, adding some diversity to the templates of different commandos/other professions. I just can't see having all of those abilities as being balanced with other elite professions. Unique commando armor would be kinda lopsided too. Not that I don't agree with having profession-specific rewards, but the idea that quests might have to be reset for a reward you can only get with commando is kinda silly.


But to push for rewards that would benefit those who are dedicated to their profession is a great idea, and having it be quest-based is a great idea. The only drawbacks are the amount of resources that would have to be devoted to do something for a single profession that isn't totally broken, while other professions (Squad Leader, Ranger, Creature Handler, Smugglers) are waiting for revamps that have been promised but not delivered upon for TWO years.


I'd fully support a similar idea, but the narrow scope, and the amount of power going into one profession would be overpowering.





PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Phenix1050
Sun Jun 12, 2005 11:25 pm
#20






Tyreal18 wrote:


Stealth Line-- Modified PSG Cloaks--> Suppression Extensions--> Modified Steps--> Close-Quarters KIlls--> Ghost


Gives a slight cloak (reduced radius as you go up), adds acc bonus when at max range and at 5m, adds +20 terrain neg.





excuse me?


are you kidding around here? NO way do commando's have ANy right to a stealth line. Sorry, I know you guys have some problems...but where do you get camo skills from. There is only ONE profession in this game that has the ability to make camoflauge and until THEY get stealth, nobody else has ANY right to claim it. And +20 to TN? No. Go get scout like everybody else has to. Scout/Ranger has been watered down enough. There is NO need for commando's to have TN and stealth as NONE of the pre-reqs suggest ANYTHING to do with stealth or terrain negotiation. You want those skills, you go to the proper professions.


Sorry...just...c'mon. I repect you guys a lot, but you can do better than this. There's no need to ask for skills that have NOTHING in common with your profession in any way shape or form.





PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Ternque01
Sun Jun 12, 2005 11:41 pm
#21

Ranger does need some stealth.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Mopdalton
Sun Jun 12, 2005 11:48 pm
#22


"Mandolorian Ways. Available to all to master, but only those allowed to wear Mando armor would benfit the most from this. Why?A certainbonus in there that adds +500 to health when wearing Mando armor, regardless of any other mods. Plus, it can allow certian slots to be placed in the Mando armor, like another thread in this forum has stated. These slots could hold extra items or weapons, allowing for devastating combos using rockets, grenades, and aflamethrower in quick succession. The disciplines in the tree would cover: Longe-range combat, Close-quartes Combat, World Knowlegde, and Advanced Military Tactics. No skill pints would be used in this tree."



Message Edited by Mopdalton on 06-12-2005 11:51 PM



A'den Kotra- Elder Smuggler/Follower of the Mandalorian Ways
Feldmann- Medic/Bothan Model
ISOLDI

Ternque01
Mon Jun 13, 2005 12:01 am
#23

I will never back the idea of adding more alpha classes to the game. If you were to tell me that I'd have to grind for mindless hours just to not be swamped by more alpha classes than there are now, I'd tell you where to stuff your idea.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
EViLAlterEGO
Mon Jun 13, 2005 12:25 am
#24






JoKen_Jash wrote:
Ok, I may be going over the edge here, but I think the whole commando profession should BECOME this. IE, this is how you get commando, not by getting a few boxes in marksman and brawler. Make Commando uber but hard to get, and make it so that it's the counter to jedi.





We starting going over the edge when we picked up that novice commando box, by the time we picked up master, the fall was complete.
Knightcrest
Mon Jun 13, 2005 4:37 am
#25








Ternque01 wrote:


/bow


WOW! This everything I could ever wish to say, but am too lazy to type up so well.


/bow








Kinda thought you were looking at it from the same point of view and got on a roll when I started typing


(And to the Ranger that popped in)

Yes, stealth should go to ranger... problem is Ranger has the single highest skill point cost in the game. Biggest problem is that Master Scout is needed for Master Ranger and can't be dumbed down because Rangers make full use of every tree. There would be no way to master the Ranger prof with Commando. So that kinda puts a damper on a Commando being able to be CL80 with stealth... it all goes back to the CL's. Wait you guys kinda got the shaft in stealth already... All I have to do is throw on a camo kit now and I am just about as effective in hiding my prescence as you are.


Heh, more I think about it... we just had a new system thrown in place and there is semi-balance at the moment because people haven't had the time to organize the best templates. How long did it take after release really once the masters started showing? A couple months I believe. Temploiters are already starting to show that in ranged Rifle is extremely rough to fight with pistols etc. 2 more years until the CU part deux...



Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
TK-863
Mon Jun 13, 2005 8:43 am
#26


First off, everyone here knows this is a pipe dream right? for this to work, it can't just go to commando's. Everyone here knows all of the dev attention given to SL and Rangers right? So much that it was brought up at Fanfast to simply merge the proffessions, because they don't want to deal with them.


From what I have heard said most here, is 2 things, the abilities and commands should not unbalance the proffessions. i.e. a Super Commando should still be the same relative power as a 250 sp non force sensitive toon. They will just be better at there chosen area than someone else who decides to spend there sp elsewhere, like say in Pistoleer.


Therfore, the emphasis needs to be much more on content, rather than abilities. Think of it as more of a really long drawn out themepark than anything else, and likeany themepark, you get cool little toys to play with at the end.


Take smugglers for example, there are master smugglers, and then there are smugglers who made the kessel run in 12 parsecs. By taking the long road owards being a legendary smuggler, they would eventually get access to even harder, more lucretive contracts, and increased risk as well. The devs put in there proposed smuggler revamp the possibility of adding PC bounties on themeventually. This could be the way to do it. un awry of the authorities to many times, and not getting caught while doing it, would eventually make them put the best of the best on your tail.


Simerialy, SL could chose to go to command school, and learn the technics of handling larger amounts of troops more effectivly. eventually he could learn to control up to say, 16 troops. instead of having two 8 man groups to do some very hard quest, you could take just one, making it easier to coordinate efforts, the down side of this of course, is that if you took 2 8 man groups, you are taking 2 SL+another combat proffession, and you have a backup sl in case the first gets killed. The SL that can command a 16 man group can do nothing else except command, and if he/she/it dies, the group is up a creek w/o a paddle.


Again, I think the only way to implement this is through content, not mindless grinding like they did for jedi. Also care must be taken to ensure that balance is maintained. Just like TK is the inverse of Rifleman, Tk's can't do squat for damage, yet can take a pounding that would leave 4-5 rifleman dead. Rifleman on the other hand can dish it out like no other, but are fubar if someone decides to hit them upside the head with a big mallet.


By hyper specialization, I meant it in the way that a Master rifleman is more specialized than a Master Marksman. when you go up the rifleman trees, you are deciding upon where you want to put your emphasis.


One Final note, any rewards need to come in the form of schematics, no more of quest rewards that are better than anything a weaponsmith can make, or a class (jedi) that has no interdependence on the rest of us.





My Name is CPL Audri Fisher. Master Rifleman until the day I die.
grmork wrote:

Well. We have til the 15th so lets beat the snot out of each other and enjoy it for the time have left to us. I'll see you guys out there.
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