Commando Archive

Thread: Final Word on Detonation Droids for Publish 8 Commandos Not Added

RazerWolf
Fri Apr 23, 2004 3:34 pm
#14

Where does it say they do 10k damage?



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
Daker-Naritus
Fri Apr 23, 2004 3:53 pm
#15






RazerWolf wrote:
Where does it say they do 10k damage?






Quoted from DE forum testing (http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=80267&page=3):







[Mouse droid testing] Now we moved on to some faction targets....NPC's standing around outside the base (and the turret's line of fire). results from that run:
Droid rating: 37
Damage: 4172, 5074, 5150, 5139, 7199, 6945
Resists: it was a mix of troops, but I believe all had either 5% resists, 20% resists, or 40% resists. I am using their blast resists, as this seemed to match up the best with the numbers given, plus it makes the most sense for a bomb.


....



Ok, finally decided to try a bit bigger bomb. Sent out an R3 fully loaded....The R3 made it to the turret with HAM to spare (fully experimented as well as some armor).
Droid rating: 49
Damage: 8100, 7907, 5715, 8783, 6530, 9681, 7389, 8535, 6183, 6939, 6868, 6778, 9271, 8166, 8599
Resists: same as listed above

....

I'd say overall the mouse droid is the best droid to use this with, not only is it pretty cheap (I could see selling it in bulk for less than 3k per droid) but it maxes out at a rating of 40, so only the R2, Probot, and R3 beat it (but are much more expensive).







There you have it!



Daker-Naritus
Fri Apr 23, 2004 4:17 pm
#16

You know garvin, I have an even better idea...


Let the smugglers and BHs be the only ones to use the bomber droids. More power to them.


HOWEVER, we are going to test the hell out of them, and in the end we will expect devs to fix our rocket launchers so that:


(1) They do twice as much blast damage as the droids,


(2) They cost at leasthalf as much as the droids, and


(3) The accuracy and speedis fixed so that we can hit the broad side of a barn at noon on any given Wednesday.



If they are going to let these other classes do high blast damage with droids....great. However they WILL let us do more blast damage, cheaper blast damage, faster blast damage, and more effective blast damage.


Maybe if we disguised the rocket launcher as a banana........
Hellshot
Fri Apr 23, 2004 4:20 pm
#17

I did a couple of tests with a couple of with R3 detonation droids a little bit ago. A stack of 5 cost 30k. Thedroids had a detonation (I think thats the term) rating of 26. I was doing between 3-5k of damage using it and it said that the NPC's were caught by the blast, so its probably blast damage.One of us on TCneeds to test a RL to see if splash damage is fixed since these areworking correctly. I really think you (Garvin) should askTH or one of the devs directly, is this blast damage,yes or no.I didn't see any instances of it missing, but I only did 2 tests, and plan to test the remaining 3 when TC comes back up.


Heres the kicker, you need to be within 18m of the droid to detonate it,you have to select detonate from the radial menu, and it has a long 3 count before it explodes. Individually they seem like toys, but you could easily get a few smugglers together and zerg most places (such as the genosian cave) using crates of mouse droids. I don't know how useful they would be in pvp against a turret, especially since you could take one out faster probably with a T21 or a powerhammer, but thats just my opinion.


I don't want to comment to much on the price/unit, but if the DE correspondent wanted to chime in, that would be useful.




Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
Ranelaen
Fri Apr 23, 2004 6:05 pm
#18

The Dev response was that we already had enough weapon choices ingame and don't need to be added to the list.


Garvin Please tell me this is not there actual opinion? Do they even know what our class is, do any of them play a commando? My God that is a joke. We have ONE weapon that works and that is the FL. All the others are useless. We have no specials for our LP, Our HAR is a joke and our heavy weapons miss 24/7. Why would we use any of these, not to mention the range on greandes. If they intend to fix all of these properly, then maybe I could see their point but right now that opinion is bogus. It just seems like they are removing any sort of advantage a commando has in PVE. Tkas getting heat vibros and now smugglers/bhs getting explosive droids. This is a seriously disturbing trend Garvin. I hope you can expand the mind of these DEVS and show them the errors.


Ranelan - Master Commando - Colonel in the Imperial Forces


StarNick
Fri Apr 23, 2004 6:23 pm
#19

Typical.


I find it funny that the devs consider us the most powerful proffession in the game...that shows they don't really play as one nor really put much effort into testing (unless they get TKM along with it...or they're playing us in the closed testing for the combat rebalance...)


They say we have the most weapons...yah we do, we should be the most viable proffession since we have the most weapon damaging types of any proffession. True, but dreadfully wrong.


Our gernades suck.


2 of our Consumables actually or somewhat work as intended, yet still are woefully inaquedate.


Yeah, we have tons of weapons...but working weapons? Thats lagging behind the other proffessions...





--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

DayWalkerRori
Fri Apr 23, 2004 6:27 pm
#20


We Own in PvP??? LMFAO Not played BH have you....


Personally...Youll can have the Driods...They wont help us one little bit


Message Edited by DayWalkerRori on 04-23-2004 09:30 PM

garvin
Fri Apr 23, 2004 6:38 pm
#21

I just posted this in the Correspondent forum regarding the some tests that Hellshot conducted and some research done in the DE Forum...this Detonation Module is not making me a happy Correspondent...









So I decided to participate in some testing with a Smuggler as well as do a bit of research on the DE forum regarding these Detonation Droids (especially since Commandos aren't being added to the list)...Have the Devs even tested these things and put them in a side by side comparison with the Commando Rocket Launcher...This is way ridiculous...The Commando Community is really starting to get un-nerved at the lastest test results coming out...We need a response...


Let's first look at what it takes to make a Detonation Module at Master DE:




  • 40 units of Copper
  • 20 units of Inert Gas
  • 80 units of Tolium Reactive Gas

To Craft a Rocket Launcher:


Considered by most WS's to be the most time consuming weapon in game to craft and not really worth the effort.


Damage of a Detonation Module Mouse Droid:

Anywhere from 500 to over 7000 in damage (as reported via the DE forum) depending on the target and whether it's used PvP or PvE...


Damage via the Rocket Launcher:

Typically from 500 to 7000 in damage on average depending on the target and whether it's used PvP or PvE...


Range of The Detonation Module Mouse Droid:

Over 150m (THIS IS CRAZY!!!!!!) using the command /detonatedroid


Range of the Rocket Launcher:

64m with terrible accuracy


Accuracy of the Detonation Module Mouse Droid:

If the mouse droid is in a range of around 17m of the target, then almost 100% accuracy via tests


Accuracy of the Rocket Launcher:

Hits on average about 50% of the time


Cost of the Detonation Module Mouse Droid:

Not set yet for live servers, but predicted to be under 6K per droid (Hellshot purched 5 for 30K on TC)


Cost of the Rocket Launcher:

30K for about 30 shots (15 to 18 of the shots typically connecting with target only)


Access to use the Detonation Module Mouse Droid:

Novice Smuggler or Novice Bounty Hunter


Access to use the Rocket Launcher:

Novice Commando (but at that level, barely any accuracy for the weapon)


Speed of the Detonation Module Mouse Droid:

Can be set to follow target and can detonate in 3 seconds


Speed of the Rocket Launcher:

Typically an unsliced RL is around 7.5 in speed


Special Restriction on the user of the Detonation Mouse Droid:

None


Special Restriction on the user of the Rocket Launcher:

User must be stationary


HAM Cost of using the Detionation Module Mouse Droid:

NONE


HAM Cost of using a Rocket Launcher

About a 4th of the users HAM per shot


I can go on, but do I really need to? does it make sense to have a profession dubbed the Heavy Weapon Specialists and then create an explosive weapon more powerful then any "Heavy Weapon" for other profesisons...and doesn't this seem like a bit of overkill to give this to "because they don't have much combat capabilities"...Commandos are suppose to be the Heavy Weapon Specialists, but this weapon makes our toys look like they were made by Fisher Price...Commandos better be getting one heck of a boost in the Combat balance if this is what Smugglers are getting...I'm afraid to even ask what Damage type the Droid Detionation Modules do...anyone care to share? If it's blast you might as well move our title of Demolitionist to Smugglers and BH's...we are no longer the Big Boom Profession...


Basically you are giving these folks an over-powered weapon that will just anger 2 communities when it's NERF'd later or anger a lot more professions if it's not NERF'd...maybe you really need to rethink this module a bit more before releasing it...


What you've created is a Grenade with an auto follow feature, works up to 150m, has no HAM cost, does no damage to the user, does possible Blast Damage with up to a 17m radius and possible 7000 damage or more to inflict...


If this is the type of Heavy Weapon you give to a class like Smuggler that costs less skill points then Commando I can't wait to see what you are giving to Commandos to maintain the balance...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

StarNick
Fri Apr 23, 2004 6:42 pm
#22

Blantant OUTRAGE!!!


7k dmg??!?!?!??! 6k a shot?? 100% accuracy???


Egad, THEY BETTER be giving us something good





--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

DayWalkerRori
Fri Apr 23, 2004 6:56 pm
#23

Dont worry..If it comming to BH it will be Nerf'd to Nothing in a matter of Days
garvin
Fri Apr 23, 2004 8:13 pm
#24

I just realized that the Devs forgot to officially announce the name of the new Droid Detionation Mouse Droid...


Let's see, an exploding droid that can be set to follow it's target and explode with a radius of 17m and with a detonate rage of 150m...


It's called a Homing Missle..



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

RazerWolf
Fri Apr 23, 2004 8:25 pm
#25

I'd be laughing if I wasn't crying



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
JawaFunk
Fri Apr 23, 2004 10:09 pm
#26

From the DE board




Jenden wrote:




Ok, these are working on lairs and turrets now, though there's been some change to factional things. It will not damage factional targets if your covert (even if you have a TEF) though it will give youaTEF. Also, when the droid (blast damage) was sent against the turret (vulnerable to blast) it got some kind of 50% modifier (only hit for about 3000 damage, normally hits for 7-8k before armor/resists).







By the by, as was later discussed in the thread that this was taken from, turrents and lairs take half damage from anything thats blast, though I suspect most commando's already know this. I'm rather new to the profession myself, though I've happily had smuggler for quite a while. If nothing else, any commando can pick up novice smuggler with 6 skill points and some pistol xp...
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