Commando Archive

Thread: Full Results of My Testing

PadawanChong
Thu Jan 08, 2004 7:33 am
#14






N4R4Y4 wrote:

Grenades


Grenades are all good and fun, but where are the bombs that one can place? I'm not talking weak ones either; I'm talking about bombs that do 5-digit damage. I envision the procedure of setting a bomb to be first kneel where you want to place the bomb and then use the bomb from your inventory, a process that should take at least 15 seconds (base 30 seconds). If the Commando lives long enough to successfully place and activate the bomb,said Commando shouldthen have another 15 to get the hell out of the way. The blast radius onbombs should startat 40m. It should be able to hit friendly targets as well as enemy targets (being on the same side should not make you immune to bombs).


As for the existing grenades; theyhave too many problems. First, accuracy with a thrown weapon sucks so bad that I usually waste an entire crate of protons before hitting anything with one (and no, I'm not trying to hit Bark Mites with them either). Second, the HAM drain on a grenade is ridiculous. They can't be that heavy. Third, the max range of a grenade should not top out at 32m. A CM can lob poisonballs much farther than 32m and we're the ones with unarmed training. Something doesn't smell right there. Also,the Proton Grenade's ideal range happens to be synonymous with the size of it's BLAST RADIUS. Throwing one from ideal range will incapacitate the thrower almost every time. The fixes for all grenades are rather simple: logical ranges (max at 64m, ideal at 32m), logical HAM drain (at least half of what it is now), and logical accuracy (120 is what I had in mind, 20 in each box from Novice up to Master).






Some good points you make, but one I'd like to make is a suggestion I received and now pass along to anyone who makesa Proton. Invest at least ONE point into range so that you can increase range to 12m while the Blast will stay at 10.


As Xavien said: The blast radius is 10. The Ideal range is 10. I wouldn't call that ideal...




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GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
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TechnoHic
Thu Jan 08, 2004 8:54 am
#15

Hmm, lets see. Youd say throw away 2 out of 3 of our only non-consumable weapons? Keep ham as high for grenades and HWs? Then say the one thing I like about your entire post, make the HWs rechargeable?


I say in essence you would not have fixed anything. The FT would still be our only solid weapon then the HWs will not have gained any usefulness but would just save us money. woopee. Placing explosives might be nice but I'd see them fubaring that as well.


I think in order for our HWs to work as we like, theyd have to have it just do a multiplier of damage to vehicles, droids, AT-STs, and installations to where they would really hurt them but not be a massive death weapon for NPC creatures/humanoids or PC players. Either that or up the damge to a very high rate, say 30000 but make it to where tou can not fire at living creatures, like it would require a lock of some sort, however, if someone is standing close to the Vehicle, AT-ST etc, they would take the current damage they do now in otherwords high hit that only locks on heat signatures with a light AOE for surronding critters, etc.


Now just because the HAR is crap now, I dont think we should throw it out. We need this as a diferent damage type with hopefully diferent range mods than the FT, even trading the DOT of the FT for range of a carbine with the specials we have now.


As for the LP, I love it! I just hate that I gotta invest my skill points in pistoleer to be good with it. I would be content with them just giving us our own speed and acuracy mods for it and making pistoleer mods not work. I would like to see them give us our own specials as well but not drop the marksman and pistoleer specials until we get our own.


If the LP gives you so much trouble with lag, maybe you should get some upgrades for your computer. I have friends from work that have traveled with me that are on dial up with bare minimum requirements on their computer that have told me they dont have any problems with it other than not seeing through the smoke. Maybe lighten your graphics detail a little bit in the name of performance.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
tacwraith
Thu Jan 08, 2004 9:09 am
#16

yes techno. I think the AP vs AR rating should give bonuses in damage.


Say, backwards. AP3 hitting AR3=no bonus. AP3 hitting AR2 = 75% damage bonus. AP3 hitting AR1=25% bonus, AP3 hitting AR0 = no bonus.


and it kindof makes sense. in WW2 it was proven many times over that big battleship guns, 8" to 18" AP shellswere not really effective against non-armored ships like destroyers and merchant vessels because they would go in one end and out the other, since there was no armor to slow the shells down and project all the shell's kinetic force into the ship. Thats why they used HE shells, which would blow up upon contact causing massive damage on non-armoured targets.


It keeps the game balanced since a rocket will seriously hurt but not 1-shot kill other players (and will do no bonus damage to those wearing no armor), and it will do heavy damage to stuff with AR2 or higher..aka ATSTs and all future vehicles and stuff that is surely to be AR2/AR3.






'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

TechnoHic
Thu Jan 08, 2004 9:21 am
#17

Yes, and the question I would leave LordS to ask would be, can they do that? If they could, I would say go for it, but we would really need the FT, LP, and HAR in working order for living organisms.



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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Daker-Naritus
Thu Jan 08, 2004 10:42 am
#18






LordSeckmoth wrote:

I still want to see more implimented like HW damage increased or uses increased *or both, but let's not be greedy hehe * LP get it's own specials, some sort of run away Unarmed moves, and Grenades set OUTSIDE that blow self up range.







Head butt! PLEASE make it head butt!!


*Jedi mind trick* You will propose Head Butt to the devs. *Jedi mind trick*


p.s. Headbutt = dizzy/stun + mind damage in melee range

tacwraith
Thu Jan 08, 2004 10:52 am
#19

heh. how about an unarmed move 'hey theres a rancor in your shoulder' causinga 2 second immobilize effect



you know, an unarmed ability for commando could be a sort of 'berserk3' ... as in your speed in swings drops to1 second but damage is not increased. This would allow you to put in the unarmed4 special effects rather fast but not dealing damage (thats for your weapons to do).





'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

N4R4Y4
Thu Jan 08, 2004 4:54 pm
#20

The reasons why I suggested outright removal of the Launcher Pistol and the Acid Rifle...


In the Launcher Pistol's case, we already have a blast damage weapon in the rocket launcher. In the Acid Rifle's case, we already have an acid damage weapon in the heavy acid beam cannon. And somewhere in my post, I did suggest that all of our HSWs be equippable, reloadable, and not go poof once empty. The code for such an animal is already implemented in the game within the Fishing Pole. I don't see how difficult such a change could be.


The bombidea (and its role in the game) depends on another ideaI planted in the GCW forums which suggests that all factional bases be modular and their layouts be controlled by the player instead of us having only 4 prefabricated base types to choose from. Bombs would then be used to take out walls, columns, gates, turrets, bunkers, generators, etc...


As for the suggested pistol/carb/rifle mods, yes...there is a point to be made here. Indeed one could master pistoleer (or carbineer, but pistols are much more popular atm), dabble BH & Commando and be as accurate as a rifleman with a pistol/carbine (if not moreso), but would leave you rather defenseless against even novices. Pistoleer provides 0 ranged defense and only 40 melee defense. Carbineer is the opposite, providing 25 ranged and 0 melee. While the pistoleer dodge mods are nice, it isn't enough to counteract non-stop hits. And nor would a workingcounterattack mod. Hell, a 0010 Commando would have no trouble applying fire dots on someone with a layout like that. Defense is much bigger than some think and this path is a blatan sacrifice of defense for justifiably ridiculousoffensive ability. I don't see a problem with opening that option up. And this is another reason why I suggested taking the launcher pistol out; shallow dabbling Commandos (no offense intended) would bemore effective against blast only vulnerable targets through stopping shot + launcher pistol than a Master Commando would with rockets.


Otherwise, perhaps acomplete overhaul of the acid rifle would bring it ouf of the depot and onto the battlefield. The flamethrower doesn't need a twin sister here; it needs a companion.First, do not change the look of the weapon; it is one of the coolest looking weapons in the game. But it does need a new name as it doesn't really look like a rifle, but more like a cannon. So how about "Plasma Cannon"?


Said "PlasmaCannon" would be a fast weapon, topping out at 3.0 unsliced when made properly. It would be area effective. The rounds comin out should bevaryingshades of green. Thebase damage ofthe weapon would be miniscule, something like 100-200ish, but at the heat levels I'm thinking of here, armor would be nothing to this gun (read: heavy AP). At master, accuracy with it should be120, speed50. First special for the weapon should let you blind a single target and it should be in box one. Second special for the weapon should let you 'coat' a single target (/plasmacoat) and this should put a tiny burn across all three pools and stun the target. This should be in the second box. Third special for the weapon should allow you to blind multiple targets and it should be in box four. Final special for the masters should be an area effective version of /plasmacoat.




!!!
TechnoHic
Thu Jan 08, 2004 5:06 pm
#21

With charges it would not go poof, but youd need a reload none the less. That is the one thing about your ideas I dont like. Trade my lighter, non-consumable weapons for HWs just because they do the same type of damage and hope they become more usable? I dunno. Seems a bit risky. Besides, I personally would like to see HWs not used for living creature types and rather get a huge damage increas but only be aimed at machines and buildings with blast radius damage that hurts creatures at the damage it does now for just the blast area while the initial target gets smashed hard.



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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Sauron1080
Fri Jan 09, 2004 9:58 pm
#22

I think that The Greanade tree should be re-amped so that greanades actually work and that we get more defense mods. The Heavy Weapons tree would stay the same, but with ammo packs. And the Name would be changed to Anti-Vehicle weaponry (if choice 1 is chosen below) (AVW would only be used for AT-st's and AT-AT's, and big creatures and bases as the name suggests)


FT tree would remain the same.


Now, we can do one of two things


1) combine the HAR tree with the FT tree and make the HAR work, and give us a cert for the beam cannon and throw it in there as well. You would rename the line, Heavy Weapons. FT would be fire dmg. HAR acid dmg. and Beam Cannon would be energy or blast dmg... or both!


Then the fourth tree would be LP and it would be less laggish and get KD, dizzy, blind and moves


2) make HAR work. Make it a long range weapon and do rifle-ish dmg. Give it KD, Dizzy, and blind moves along with acid moves



this is really incomplete. I am just jotting down ideas as my mom pulls me off the comp...




Mephistox


Servants Of The Shrub



Master Commando Since August 26th, 2004
Sauron1080
Fri Jan 09, 2004 9:59 pm
#23

uter..... soorry my mom really pulled me off...



im back on though now..



i forgot to say that option#1 at the bottom is really the best way to go in my scenario




Mephistox


Servants Of The Shrub



Master Commando Since August 26th, 2004
Bulbnoz
Sat Jan 10, 2004 5:59 am
#24






tacwraith wrote:

yes techno. I think the AP vs AR rating should give bonuses in damage.


Say, backwards. AP3 hitting AR3=no bonus. AP3 hitting AR2 = 75% damage bonus. AP3 hitting AR1=25% bonus, AP3 hitting AR0 = no bonus.


and it kindof makes sense. in WW2 it was proven many times over that big battleship guns, 8" to 18" AP shellswere not really effective against non-armored ships like destroyers and merchant vessels because they would go in one end and out the other, since there was no armor to slow the shells down and project all the shell's kinetic force into the ship. Thats why they used HE shells, which would blow up upon contact causing massive damage on non-armoured targets.


It keeps the game balanced since a rocket will seriously hurt but not 1-shot kill other players (and will do no bonus damage to those wearing no armor), and it will do heavy damage to stuff with AR2 or higher..aka ATSTs and all future vehicles and stuff that is surely to be AR2/AR3.







Hehe don't know about you, but i'm pretty sure that ifa rocket went right through me without exploding i'd be dead either way hehe, regardless if it detonated or not.
TechnoHic
Sat Jan 10, 2004 6:28 am
#25






Bulbnoz wrote:

Hehe don't know about you, but i'm pretty sure that ifa rocket went right through me without exploding i'd be dead either way hehe, regardless if it detonated or not.




Yes it would, but rockets are hard to aim at something as small as a human, not impossible, just hard.


Have you ever seen "Black Hawk Down"? In it the one guy tells the other to stay away from the walls and right after that a rocket hit the wall, missing the soldier. I would love to see something implemented like this. Maybe the bigger the target, the easier to hit in general then give he HWs massive damage and little to none accuracy to where it would only hit things often that are big in size and give a bonus to hit. Then the blast would be what damage they do now with almost gaurantee hit if someone was standing within 12m of the target.


Then it would be nice if they made it to where we tryed to fire it at a human size or less target, if they are standing next to a wall or hill, have the blast hit then to. Of course the blast would have to most of the time be blast damage type I guess, except maybe for the heavy partical cannon since that should be like a spliting particle/ mini nuke.


A bit far to go for a fix but would be nice.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
nightwolf180
Sat Jan 10, 2004 8:40 am
#26

Grenades.


Increase range of grenades to 62m, no change to accuracy (artillery fire is what I'm going for here) make AOE damage effect all potential targets in the area weather they are mad at you or not, and make the grenade AOE hit you AND group/faction/neutrals in the area (anything that can be damaged actually), and increase AOE range to 20m. And reduce HAM cost by half. Grenades would be fixxed and useable then. Oh and increase the amount of grenades per bundle to something more sane like 20.


Heavy Weapons.


Make HWs equipable and reloadable, increase the range of RLs to 75m and move them up to master level (so commandos become more usefull at downing turrets and vehicles, right now I gotta run 10m inside an enemy turrets fireing range just to shoot at it with a weapon that won't phase it for a second). Add a "fire HW" special which automatically makes you kneel aim (HW aiming skill mod in the HW line would effect this particuler aim, and ONLY this mod) fire and recieve the HAM cost for the weapon. DO NOT let people fire the weapon with /attack or use "normal fire" in any other way, this prevents people from useing the things on mounts and thereby neglecting both HAM cost and run-speed penalty.Make running with the weapon equipped reduce your speed by quite a bit at novice and not so much at master (but set the reduction in this penalty at HW3-4 and master). Keep the HWs accuracys and speeds the same, but add special effects for weapons like the lightning cannon (disable turrets and vehicles temporarily) or acid launcher (apply a burn or bleed or both) And tweek the ranges of the HPBC LC and AL to be more usefull at longer ranges (we already have a seriously closerange heavy hitting weapon called a flamethrower which is a great deal more usefull then any of the HWs at close range combat, and cheaper to boot)


Misc.


Keep the LP, add an equivelent carbine and rifle so we have more sidearm options to work with. No new specials or mods for any of these, we can just as easily dabble in one of the side proffessions to learn their use if we wish.


Heavy Acid Rifle.


Make the HAR similar to Naraya's plasma cannon, but use the same specials it has now. Extend the range of the specials to 62m and halve the damage range of the weapon (200-350/400 is what I think it would be) and make the speeds of the specials somewhere between flamethrower and LLC, and give it AP1-2. This weapon seems to have been initially an APing weapon (read the discription of acid rifle 4 box). Otherwise I don't know WHAT the devs can do with the thing (well I do but saying so here would be inapropriate), fix the **edit** mods for the weapon maybe?


Field Tactics.


Add mods up and down the field tactics line like bonuses to hit humanoid targets, bonuses to damage against vehicles and structers, bonuses for running with HWs (rather then haveing these bonuses in the HW line). Field Tactics sounds more like its our "educational" training, the line we use to think with. Even add bonuses to deffense against humanoids vehicles and structures. With field tactics we learn how our enemy moves, what they are going to do, and how to keep out of their way or blow their heads off. Same with structures and vehicles, we know the weak points and we know when to get the hell out of the way before they shoot us. Maybe add special attacks useable by the flamethrower and HAR but act like melee attacks (they have the codeing for this, pistol whip) which causes knockdown and shake off (pbae knockdown). And maybe various other melee attacks.


Flamethrower.


Just remember for those of you who think heat resistence should play a part in fire dot... EVERYTHING burns (they have infact proved that even diamonds burn at a hot enough temperature). However stacking the DOT's is playing a huge role in commandos and small groups takeing down really large predators and this is causeing the DEVs to power-up these monsters. Soon Durni's will be krayt strength, and the krayts? -shivers-. However for balance reasons we might have to consider the possibility of haveing heat resistence effect the dot. Other then that I love the expensive lighter.


My 2 cents anyway (plus a tip).




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You guys keep reading the post written by the long winded guy you think is an idiot.

The long winded idiot is going to play the game now. Enjoy.

Alex Kel'Jaro: Master Marksman Master Pistoleer Master Commando (working on it)
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