Commando Archive

Thread: Commando Changes in Publish 7

StarNick
Fri Feb 27, 2004 6:02 pm
#14


I just find it ironic that the segment on anti-dot..was longer than our fixes..


Anyways..im still unmoved...remember the last time they threw us a bone? I believe it was the removal of the 2.5X mod if im not mistaken..and look where that led to [crickets]....if this does bring apositive thing, then ill be glad..and agree it was a step in the right direction..until then...i wont be happy-nor will most of the community until we see the fixes we've been suggesting and wanting for over 7 months


Do what reagan did to the commies...Trust and Verify...[unlike Clinton with the north koreans...]


Edit: and btw...in saying this..im just being practical...we've been thru incidents like this many times over the past 7 months...many ppl get to the point where its hard to truly believe anything anymore [Boy who cried wolf anyone?...]


Message Edited by StarNick on 02-27-2004 08:04 PM



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

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La-grange
Fri Feb 27, 2004 7:11 pm
#15

Well I wouldn't look a gift horse in the mouth. At least it was a passing thought.

Imagine how carbineers felt about being ignored for months at a stretch. And then out of the blue getting a fix for a shot that the devs had assured the rest of the carbineer community that was working properly. And then having the rest of their borked profession ignored.

Well after having been through carbineer and going through this profession. Kinda makes me wonder if there is truth to the rumor that the devs hate certain professions and ignore them.

But my two cents on the blanket. As it sits right now damage has been all but negated now and from my own personal experience I will never use a flamethrower in PVP again. This was due to the fact that I am shooting a 1100 max damage weapon that has been reduced by 75% for pvp purposes plus migitation. With a nerfed DOT (IMHO a good move) that is also subject to armor and resists and reduced by chef buffs. I still can't believe I hit that guy for 0 damage and the burn was doing the same. Made me feel like I wasted 14 skill points on a weapon that might have well have been throwing flowers at that guys feet. All I have to say is thank god for combat medics and a lucky shot to the mind pool from the launcher pistol.



"Bet I can kill me before you can kill me."
Elder Carbineer and other stuff
`:_-|-_ Here lies S.W.G. R.I.P November 15, 2005
Darigon
Sat Feb 28, 2004 1:02 am
#16

i cannot fathom the fact that they give rifleman an AP2 acid weapon and still refuse to acknowledge the fact that the Heavy Acid Rifle is AP0. The changes that they are making for Publish 7DO NOTFIX the HAR. Sure the mods will stack right (like they were supposed to FROM THE BEGINING OF THE GAME) but it does not address the fact that the HAR has the SAME limitations and specials as the FT without the DOT. If the HAR is a rifle (as its name fully implies) then why is it a watered down version of the FT. these changes are not acceptable, we were promised that the HAR would be fixed THIS PATCH. Hopefully LordS lets them know that while its nice to have at least something directed towards us, this is not what we were promised.



~Darigon - Human Master Brawler, Master Swordsman, Master TKA, Fencer 3440

~Behold, a Pale Horse, and the Man who rode on It was Death, and Hell followed with Him.

~Ask not for whom the Bell tolls.... it tolls for Thee...
Daker-Naritus
Sat Feb 28, 2004 1:05 am
#17






Darigon wrote:

it does not address the fact that the HAR has the SAME limitations and specials as the FT without the DOT.






Worse...I have a really good 30% damage sliced HAR that has worse numbers than my unsliced Flamer. And it has the same delay. And it has bad accuracy modifiers (on the gun itself). And it has no DOT.
bAss_ackwards
Sat Feb 28, 2004 1:49 am
#18

Its about time, and from now on things should start picking up. Maybe I'll buy a HAR, maybe I won't. If I do, this'll be the first time my character holds one, hahah.



Constructive criticism at its worst!
RazerWolf
Sat Feb 28, 2004 1:58 am
#19

Mebbe they'll add some more to that, Publish 7's not out yet, remember.

Mebbe not.



_________________________________________________________
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Callahorn
Sat Feb 28, 2004 4:21 am
#20

just starting cm tomorrow if i eer get through the damned unarmed xp... stickw ith flamer then? shouldi invest in complete skilltree or just the flame tree? also does ranged mitgation (or however it is spelt) stack with other ranged mitagtions in rifleman tree etc?



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Kweane
Sat Feb 28, 2004 9:09 am
#21

Just do like anyone really, change class and wait for commando fix, or if u're sick enough by thoses clueless devs cancel account and wait for a potential fix.

This is what i did personnaly, not going to pay to wait for em to fix the class, if they ever fix commando maybe i'll play again, if they don't then too bad for them.

But i don't wanna be one of thoses thousands riflemen/tka.


But considering every patch is delayed (ya know patch 6 was supposed to be in january), patch 7 will be in april probably, so i'd say maybe commandos will start to be fixedbetween july and august (considering there's still players in that game withmany others MMOreleasing, eventually with less balance issues and more content), and assuming the space expansionwon't be out at the same time cuz if it is, it'll prolly require 3 months to fixits bugs.




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--Master Pistoleer/BH--

--Eclair Kirin - Kauri --
-- Master Commando--
-- Master Fencer --

DeusManus
Sat Feb 28, 2004 6:18 pm
#22

look at it this way, th may have lied through his teeth, but atleast they did give us SOMETHING. not much, but atleast we got that.




i think TH was a politian before he worked for SOE.



Morauz
Ster
Sat Feb 28, 2004 10:16 pm
#23






DeusManus wrote:

look at it this way, th may have lied through his teeth, but atleast they did give us SOMETHING. not much, but atleast we got that.




i think TH was a politian before he worked for SOE.






Agreed.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
ElrohirSoR
Sun Feb 29, 2004 12:19 am
#24


I agree with deux. It's something and lets me glad we got this much at least for now. A lot of people are giving up commando till more fixes come, however since i have two master professions i will hold on to commando and wait it out, but that is only because i have my rifle to fall back to. You have enough skill points to master commando and either rifleman, pistoleer, carbineer or TKM. Pick one to compliment commando, or dabble here or there, whatever pleases you. I find myself using my commando skills (mainly my FT atm) a lot when im just hunting or grinding faction point. In PvP i fall back to my rifleman skills. It works great for me. So i can hold out for a few more month before giving up on Commando.



Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
Yrega
Sun Feb 29, 2004 1:04 am
#25






garvin wrote:

They specifically said they were "enhancing" the HAR...not fixing it in a previous post...


Fixing it will still make it only usable when we run into a 100% heat resist NPC...With the Acid Specials and power still being weaker then the FT and the range restriction still in there (with NO DoT) I still don't see a reason to ever use the HAR...


If they do just "fix" this weapon I still think we should push for the entire HAR tree to be merged into the Flame Tree and for us to get a ranged special tree with a new weapon (or at the very least, a tree for the LP with our own specials and skill mods).


The positive thing we need to rememebr though is that this is the FIRST TIME in a LONG TIME that we've even been mentioned in some patch notes...I actually look upon that as a good thing...it's definitely some progress on our part at getting noticed...







100% correct. By fixing the HAR, we now have TWO FUNCTIONAL main weapons. By them doing this we now know that we ARE BEING HELPED, not just nerf'd to extinction. The devs will most likely listen in more to what we have to say, afterall, they HAVE listened to us over the HAR. While it may have taken... well... a long time for this to happen, it has happened now and we are now on the road to once again becoming a viable profession on the battlefield.


YAY FOR US!


-Yrega Darkstrider




Yrega Darkstrider
Avatar Alliance
-Retired Tactical Commander of the old ERA-
Fighting for the return of Old School GCW PvP You Can Too
Ster
Sun Feb 29, 2004 1:21 am
#26


If you read Garvin's post closely he says two things. First he says that they were supposed to not only fix the HAR but enhance it. They didnt do that. He also clearly states that it is still virtually useless:


"Fixing it will still make it only usable when we run into a 100% heat resist NPC...With the Acid Specials and power still being weaker then the FT and the range restriction still in there (with NO DoT) I still don't see a reason to ever use the HAR..." -Garvin


Secondly he states that at least we were getting looked at and that is a victory. I agree with this due to it being a long time since we have even been thought of in a patch note. For most people though this is the last straw with 2/3 of the fixes being purely cosmetic and the other just making a bad gun one notch better. Unfortunately I have been with commando so long I am just too stubborn to give it up and am willing to wait it out.


So no, we dont have two weapons, we have 1.5 now.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
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