Commando Archive

Thread: Commando Issues Designer responses

TheSade
Wed Aug 13, 2003 7:23 am
#248

Hey Fx151,


Ya gotta remember, they prioritize stuff by how many people are effected. Everyone has the opportunity to fish, but not everyone is a masochist!

BullittBoy
Wed Aug 13, 2003 7:37 am
#249

You have got to be kidding!!!!!!!!!!!!!!!!


I tried using my flamethrower against the lowest level (conned light blue) corellian butterfly right outside coronet corellia. I was incapped by the butterfly while using my flamethrower. The flamethrower was crafted by a master weaponsmith.How in the hell is this balanced???? Someone please explain this to me. Let me repeat myself


I was incapped by a light blue conning butterfly while using a flamethrower at 3m.


I one shot these butterflies with my blaster pistol when running to and from missions for fun using no special skills.




DraconisGrey Shylo - Master Bounty Hunter/ Rifleman
Ma'at - Master Doctor, Master BE

Vendor Located in the Emporium in Beautiful Insurgo, Naboo
CubanPete
Wed Aug 13, 2003 7:41 am
#250

And the devs are clueless. I haven't seen any military forces launch rockets at each other when they would risk blowing theirselves up at close range. **edit** are you thinking devs? If it weren't for all of my friends in-game I would have quit by now. Pistoleer/BH here I come!
Stelonous
Wed Aug 13, 2003 7:42 am
#251

Can the Devs honestly not make up their mind?


(before) Heavy Specials = Godly


(after) Heavy Specials = Nerf


Notice the damage remains the same however...


As far as the ranges are concerned, the Flamethrower shuold have a effective range of 20m... and the acid rifle should just a little farther than that.


Otherwise, we've all heard this before, its just nice now that it makes no sense.




Mecra Von'Stelonous
Snare
Wed Aug 13, 2003 7:49 am
#252

I put this in its own post, but thought it should be tacked on here, just in case Q/Holo only watch messages they actually replied to:



1) Weapon Certifications – Heavy Acid Rifle and Beam Rifle say you are not qualified to use the weapon when you should be.


This should be fixed.


This will help for sure with the Heavy Acid Rifle. However, the Beam Rifle is confusing in this. There doesn't appear to actually be a Beam Rifle certification in any profession tree. The actual crafted item is listed as a "Ranged Weapon", so I'm guessing its not supposed to be commando specific. If it is, it will probably need to follow the same route as the Launcher Pistol and give Heavy Weapon Experience. That would actually be helpful, as we wouldn't be tied to having to use pistol skills and could add some rifleman instead of pistoleer.







2) Heavy Weapon Stats – The stats for the heavy weapons is hampering the profession, with 0 ideal range, severely unbalanced range mods, and apparent lack of accuracy in these weapons.


These are meant to be extreme close range weapons.


There are some real issues with this statement. I'm guessing they didn't investigate the actual stats of the weapons at all. As thing are now, the only commando heavy weapons that fit the "extreme close range" profile are the cannons (Beam, Acid, Lightning). Let me break it down:


Flamethrower - Has 0.0 ideal range, and 0/-57/0 range modifiers. What does this mean? This means that at its ideal range, it has a -57 applied to its accuracy. Since it has 0.0 ideal range, this means the closer you get to your target, the worse your accuracy is. See the flaw here? The weapon is working the exact opposite it should. You can see this easily in game, just target anything at close range, and then slowly run away from it. The farther you run away, the better your accuracy number will be (the number besides your targets HAM bar). Following other weapons, its range modifiers probably should be something like -25/0/-57. This would achieve the desired result, but giving it an ideal range of 10m would also help.


Heavy Acid Rifle - Has 0.0 ideal range, but very very low range modifiers. This means that it has very good accuracy at all ranges. Again, not what it should be. Since this is a rifle, I imagine it should have a little better range than the flamethrower. 20m ideal range, and -25/0/-57 would achieve the desired result.


Launcher Pistol - Has 0.0 ideal range, but very very low range modifiers. Again, this means it has very good accuracy at all ranges, and again probably not what it should be. Most other pistols have an ideal range between 10-20m. Now granted these are mini-missiles being fired, so accuracy doesn't really depend on barrel length. In its current state, it works fine, but if its supposed to be in the range of other pistols, it probably need to be change to something like 18m ideal range, and -15/5/-30, though other pistols can have much larger penalties.


Cannons (Beam, Acid, Lightning) - Have 0.0 idea range, and approx. -50/0/-97 range modifiers. This is the only set that actually meets what was described as the desired result. With a 0.0 ideal range, the farther away from the target you get, the worse your accuracy is. However, if take a step back, and look at the Commandos already low accuracy with these weapons, there becomes an issue. As commandos get certified in these weapons, they either get get +10 speed or +10 speed/accuracy at the same level as the certification. This means when they first obtain these weapons, they already have a very low accuracy compared to their marksman skills, and when you tack on the huge range modifiers, it makes hitting with these weapons very difficult. At least until you can train further up the HW support line and get more accuracy bonuses. I think all of these weapons need to be given an ideal range, and have their Range Modifiers at least come down to the levels of other heavy weapons. Maybe 10m ideal range and -30/0/-60







3) Special Move Recovery – Special attacks take too long to recover from. In some cases 12 – 15 seconds.


These special moves are not designed to be primary default moves. They are meant to add to your default attack.


This is a very confusing statement, and really doesn't address the issue presented. I can understand they are not supposed to be used on every shot, like how a pistol user might use a Body Shot every attack. However, what does it means to "add to your default attack"? Does he mean that they should be adding effects to every non-move shot, or that they are just supposed to be supplemental damage? Either way, this still doesn't address the issue presented. However, until we know how the specials have changed from todays patch, its hard to respond here.


Currently, you can do more damage with the Flamethrower in default mode, then can be done with the Flame Single 1 move and the 10-15 second delay in attacks afterwards. This is obviously an issue, but just have to see how the changes in the patch work out before commenting more.







4) Resources for Weapon Crafting – The resources for the commando weapons are too rare. It’s too difficult to obtain these weapons because no one can make them.


The weapons are designed to use rare resources. These are extremely powerful weapons. The Launcher should be easier with upcoming changes.


Very misleading statement. This might be how they are supposed to be, but currently things do not match up even close to this statement. Right now, none of the commando weapons except for the Launcher Pistol, can be crafted with any DPS even close to other weapons. Here's a comparison of weapons I have, all form the same master weaponsmith (all unsliced):


Launcher Pistol: 2.6 speed, 48-208 damage, 49.2 Average DPS
Flamethrower: 6.0 speed, 56-204 damage, 21.6 Average DPS
Heavy Acid Rifle: 5.6 speed, 52-147 damage, 17.8 Average DPS
FWG5 Pistol: 2.0 speed, 43-174 damage, 54.2 Average DPS
Scout Pistol: 1.7 speed, 65-103 damage, 49.4 Average DPS
Cyroban Grenade: 5.0 speed (bugged display of 0.5), 40-389 damage, 42.9 Average DPS


So as you can see, the heavy weapons just do not even come close to the other weapons in default damage. This is without using any moves at all. When you add in something like Fan Shot vs Flame Single 1, it gets much much worse. Also an note about grenades, something about throwing them is bugged. If a grenade is listed as 5.0 speed, you actually can't attack for 10 seconds after throwing one. Its appears all grenades are doubling the speed delay when you actually use them. This makes the above listed grenades DPS actually 21.45.


Now, a large part of this problem is most likely do to the weaponsmith bug, where weapons that use multiple blaster power handlers do not get any of the damage or speed changes from them. This is the same issue that effects the higher tier normal weapons (DX2 Pistol, Elite Carbine, etc...) So, the Heavy Weapons DPS issue may be helped once that weaponsmith bug is fixed, but this weapons will still not be "extremely powerful" compared to all others. Unless the whole Weapon AP vs Armor Factor issue starts to work correctly.







5) Craftable Components – The grenade components are in the wrong skill line, and they lack experimentation bonuses.


Commandos were never meant to be able to craft in the final product. We’ve moved grenades into the Weaponsmith line now.


Sounds good. While many commandos wanted to be able to craft their own grenades, at least we know the answer now.







6) Flamethrower VS Pistol – Grenades and the Launcher Pistol are more effective than the Flamethrower. And the Launcher Pistol gives Pistol experience rather than Commando experience.


This will be fixed very soon.


I covered all of this in #4. While the Launcher Pistol experience change is very welcome, it still doesn't address the issue of Heavy Weapons being out performed in every way by marksmans/unarmed 4 weapons/skills.







While there are many other areas of the commando that need to be addressed, especially around its whole role in the grand scheme of SWG, I felt the need to reply to these vague and misinformed DEV comments. At least it makes me feel better responding

Prophet252
Wed Aug 13, 2003 7:50 am
#253

yup although I'mnot evern going BH it's CH/pistol for me, I'm keeping novice commando just so I can use the launcher pistol. Whats funny is now that the launcher pistol gives HW exp the BH's are gettting commando so that they can use the launcher pistol to level up their LLC spec.


Oh and Kevin adn teh rest to the dev crew, quit playing your CH/pistoleers and make a DE/commando, cook/commando or BE/commando. We have it the worst, but yhr other professions aren't so far ahead of us.




Bloodsage Commando/Creature Handler/Pistoleer Ahazi
"HAHA Master Chef, the dev's have fixed me you won't kill me this time! *several blaster shots* /bug hey dev's when are you going to nerf those CDEF pistols they own me everytime.
Kreno_til
Wed Aug 13, 2003 7:52 am
#254

Hmm....they didnt even answer all the issues that were sent to them.



Ignorance.....ignorance will be our fate




I SURVIVED MELON NERF 2003
Skranice
Wed Aug 13, 2003 8:01 am
#255

All i can add is: WOW, RESPECT to the guys with the Read signs in their names. They come out and dare to tell us what they just did...


You don't even have to think about SENSE or Logic regarding this class. There is none.


And you won't find ANYONE in this game who would disagree on the problems mentioned by the people posting here. That should be a very good sign for you devs that changes aren't just needed but EXPECTED... This whole class is useless, with the best weapon an advanced pistoleer can use he is more effective then a novice commando, even with any of the first skill levels.

OwenAbraxas
Wed Aug 13, 2003 8:07 am
#256

They consider them 'extremely powerful weapons'? Umm...hello?



Who the hell does the internal testing anyhow? Because I'd seriously question whether or not they even picked up a heavy weapon on the live servers. Hell I'm not even a commando and I can tell you they're a bloody joke damage-wise. How can you possibly expect them to survive a combat situation using a heavy weapon's default attack? HOW!?? The default attacks would have to fire bloody fast in order to do that, and quite frankly most heavy weapons are considerably slower than regular weaponry.



I won't even get into the stupidity of the design of a heavy weapon being used at close range. The sheer lack of logic behind that one boggles the mind. Okay...grenades, rocket launchers, and similar area effect weapons are ideal for close range. WHaaaa? I know its a fictional setting, but I have yet to see any fictional setting where an explosive package going off in close proximity to you is a GOOD thing.

Musicmaestro
Wed Aug 13, 2003 8:09 am
#257

Heavy weapons being extreme close range is extremely rediculous. This line of thinking is extremely flawed and needs to be changed ASAP.

The suspension of disbelief and immersion that one can attain in SWG is extremely hampered by such ludicrous concepts as extreme close range Heavy weapons.

Flame thrower should be 1-32 Range
Rocket Launcher should be 15-64

Rocket Launchers in RL have minimum ranges, especially TOW systems in which the guidance doesn't even activate for the first 100m or so.

The Primary use of a Rocket Launcher is destruction of obstacles, defenses and vehicles depending on the type of rocket used. HEAT for vehicles/heavy defenses and any of various fragmentaion for obstacles/defenses. At no time, EVER would you use a Rocket Launcher at close range.



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eRAZORNew
Wed Aug 13, 2003 8:10 am
#258

I pitty you guys. I'm starting to think the devs are all ITT grads with theupper management people holding degrees in underwater basket weaving.


Their inability to even implement a _working_ chat after months and months of beta and retail makes you wonder indeed.




eRAZ&R
-= System Shock =-
Oikaleek
Wed Aug 13, 2003 8:11 am
#259

I...cannot....believe....this....



Anyone ever notice the animation of using a Particle Beam Cannon? You drop to one knee, stabalizing yourself with your right hand in the process, you hoist the cannon to your shoulder and then fire a red beam out...


now...call me crazy, but that's alot like a bazooka. I have fired a bazooka before...i was at least 30m from my target, nailed it, destroyed it, and a couple of other small targets beside it went down as well due to splash damage...well...needless to say...there was alot of stuff on fire....


At 0m firing a weapon from my knees, not only do I open myself up to be smashed by whatever I am fighting, I also get to kill myself in the process by firing something that is going to cause an explosion.


What in the hell kind of logic was used when designing this? Whoever designed the Commando profession and the weapons needs to come post on this board NOW. He has alot of questions to answer...alot....he also needs education because it is apparent that he is clueless when it comes to what a.) Heavy Weapons means, b.) What grenades actually do, c.) Why a rocket launcher fired at point blank kills or seriously maims anyone within 5-10m of the inpact, d.) What happens when you pull the trigger of a flame thrower...I can think of alot more instruction I could give this idiot.


Judging from the responses by the rest of the would-be Commando's here, I'd say , and have seen, that you guys/gals all have questions and education you would like to share with this imbecile as well...



So show yourself...what do you have to fear...we aren't at 0m range from you afterall....



Ishaac

DrkSensei
Wed Aug 13, 2003 8:14 am
#260

After reading Q's post I have to think we were meant to ride into the battle on the short APC.. Hey maybe we can get the devs to add a little flag that pops out of our weapons that says bang,it would be more effective.At least then we wouldn't lag everyone out.



Narak Al'Stari


"The Devs are from the land of BOHICA"




Bothan Bounty Hunter ~ Starsider
Narak Al'Stari
C o g i t oE r g oS u m
Bothan Commando M Gorath

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