Commando Archive

Thread: Passive Armour Break or Mass AoE?

JoKen_Jash
Thu May 12, 2005 9:03 pm
#27

I vote for A, though I'd prefer it in an actual "special" form.



JoKen Jash
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LoKharn
Fri May 13, 2005 2:08 am
#28

Great ideas....


The truth is that I himself cannot even decide on one of three options, so , whatever will be the option that you choose, surely that will be the correct one...





AYRAN LO'KHARN
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Shaundo
Fri May 13, 2005 7:14 am
#29

I would rather have option C. It just makes sense for certain weapons (flamethrowers, acid streams, lightning beam) to be area of effect, and others (rocket launcher, proton rifle, launcher pistol) to have the armor piercing ability. If the armor pierces were our heavy damage and the AoE's had a cone attack similar to the old flame cone 2 I would be loving it.
PyscoJuggalo
Fri May 13, 2005 8:00 am
#30

Tacwraith nailed it, the Dev's should just implement Tac's post......



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MrBulwark
Fri May 13, 2005 9:04 am
#31


If we can get option C, then great, else I think AoE may be the better choice?


Has there at all be talk of having AoE effectiveness tied to a skill? 10% splash at novice, 75% at master?






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JoKen_Jash
Fri May 13, 2005 9:13 am
#32



Regardless of choice, this has to be a really GOOD armor break, not a crappy armor break. If it's only like a 10% break, we're still screwed in terms of dps.


And is there any chance to get the DPS of our weapons upped?


And if we do get Option C, I'd like to see some changes to the weapons.






Here's how I feel it should be set up like:



Lightning Beam Cannon: Highest DPS AoE weapon, smallest cone.


Flamethrower: Mid-level DPS AoE weapon, larger cone.


Acid Stream Launcher: Light DPS AoE weapon, largest cone.



Heavy Rocket Launcher: High Damage piercing weapon. Causes knockdown Has a very small radius. Strong piercing.


Proton Rifle: No AoE or radius. Highest damage single target weapon in the profession (possibly game). Strongest piercing.


Plasma Flamethrower: High Damage piercing weapon, on par with the Heavy Rocket Launcher. Has a very small cone. Strong piercing.


Heavy Acid Rifle: No AoE or radius. Light damage, medium piercing.


Light Rocket Launcher (Currently the Rocket Launcher): Larger radius than the Heavy Rocket Launcher. Causes Knockdown. Light piercing. Medium Damage.


Launcher Pistol: Medium Radius, light damage, light piercing.







Then again, that's only if we get C. I'd still prefer A.

Message Edited by JoKen_Jash on 05-13-2005 12:15 PM



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
Akimari
Fri May 13, 2005 10:27 am
#33



Some kind of semi-armor break doesnt sound a bad idea if well balanced.


But something that bother me beside our low dps is the fact once you get master, except plasma flammer and lightning canon, the other weapons are not worth anymore to use ( low dps vs special effecst dilemma )

Newbie commandos does need low cl weapons to grind out, like any other profession, but at master webadly lack flavor


They revamped flammer to make an advanced version for our master box. Well i do love the flammer, all commando used it as main weapon, and i guess everyone loved to use it. The problem is the fact it was our ONLY effective weapon back in time,so 99% of commandosusedflammer only.

So Dev team set advanced flammer as our trademark weapon ( aka master cert) .

I wont say im displeased, i still like the flammer, but its a weapon from a single line that was only one effective, therefor it prevented any chance for heavy acid rifle and canons to get popular as well.


Thats where i wanted to add my idea( dunno if it was already proposed) :


TKM damages comme from the damage bonus added as you progress though skills, allowing good damage (some folks will disagree on this post-cu but thats not the point here )without any weapon.


------> I think commando could use something similar , abonus to damages when using heavy weapons , like maybe a small bonus to each level4 box, and thenthe major bonus on master box only,to prevent dabblers getting too big power from a couple of lines only.


Maybe that would allow commando to use even lower heavy weapons and their effectswith still acceptable damages. The problem is where to apply the bonus? before or after the damage multiplier from specials ?

Message Edited by Akimari on 05-13-2005 07:41 PM

All this and i forgot post my choice lol, i wouldvote for C !

Message Edited by Akimari on 05-14-2005 09:58 PM

Delta-V
Fri May 13, 2005 10:54 am
#34

I like option C as well. It gives us the most flexability to choose the right weapon for the target or targets.



COL Idaho Duncan
Rebel Commando/Ace
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Tuscanspeed
Fri May 13, 2005 11:08 am
#35

the problem with our specials being in our weapons, measn that we dont USE our specials once we reach master due to low dps of those weapons and the delay in switching weapons.



i like option C, but ONLY if we get master versions of all (or at least most) our weapons, making them truly useful at master level.



for the aggro from theAOE to be worth it, we need to hit for a MINIMUM of 50% on the AOE. 100% would be best for the pft, because you are just spraying flames all over the place.






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Aeneus
Fri May 13, 2005 1:32 pm
#36

I like Raptor2k1's idea of AE and AP based on weapon... but then again since its logical I dont ever see the developers using it.


However, if anything if I have to deal with AoE on my weapon... at least make it do damage50%+ of what the weapon's damage is




Raptor2k1 wrote:




Perhaps we should situationally do both, let me explain:


If we go all AE, then we have the issue of commando not being worth all that much good against a single target when stacked with another profession. On the other hand, if we add innate armor break we'll own against single targets, but our AE will go back to being more of an annoyance.


Then again, that coudl be considered a balancing factor - since we'll be able to blast the focus of the attack into oblivion, while dealing reduced damage to his surroundings, which would be an interesting twist on the design philosophy of being so powerful we have to control firepower.


If push came to shove, I'd personally go for innate armor break, since it would make commando a more viable profession to stack with others even against single targets, but if I could have my way I'd make select heavy weapons have the innate armor break, and leave others doing full AE.


Armor Breaking Heavy Weapons


  • Rocket Launcher

  • Launcher Pistol

  • HAR

  • Acid Beam

  • Particle Beam (If it can pass through multiple targets, it can sure as heck pass through armor)

  • Proton Rifle

Full AE, but no Armor Break



  • Flamethrowers

  • Lightning Beam Cannon

  • Grenades

If we took this approach of select weapons getting the innate armor break skills it'd make our profession more interesting and diverse, in addition to creating different reasons to dabble in various commando lines (which is a good thing).


My proposal here would be that weapons that logically wouldn't punch through armor, but would pretty much zap everything in a given area retain the ability, at the expense of not being able to punch through armor.


Conversely, the heavy armor-piercing weapons would opperate as expected, punching through and doing a lot of damage to the main target, while causing a bit of collateral damage as well.


This makes commando more diverse, so you have good reason to use different weapons in different situations. Surrounded by enemies pack together? Use an area-affect weapon to great effect. Need to take out a well-armored (or high hitpoint) target? Pull out an AP weapon and hit 'em where it hurts. This would make it so the concept of our weapons being our specials actually makes sense standing alone, since we'd in effect have "AE specials" and "AP specials".



And for purely naming convention proposals, I propose calling any armor-break'esque ability we getArmor Piercing.



Edit: And for the record, I'm coming from the view that this "armor break" ability will be something that's applied on a 'per-shot with a given weapon' basis, rather than being a state effect that's applied. Otherwise, we'd simply apply the state while everyone else goes to town on the target, out-damaging us yet again (not to mention the balance issues with being able to apply an AE armor break that sticks to whole crowds with a single shot).


Message Edited by Raptor2k1 on 05-12-2005 04:44 PM


Message Edited by Raptor2k1 on 05-12-2005 06:02 PM








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StarNick
Fri May 13, 2005 1:49 pm
#37

Some of the devs are on vacation time due to the crunch that involved the CU...so things are for the most part slow for now. Talking to a few folks, Ive recieved some criticism on this idea involving what do other hvy damage dealers get, commandoes will be overpowered, etc etc...but to be honest, Im all for an armour break in my opinion.

We'll see how it goes when (or if) I get a response from the devs...hopefully Helios directly. If we can get some more advanced weaponry, then Option C is a perfect choice and probably the most balanced of the three if we can get the devs to give us advanced versions of our RL and LP. Its a ton to ask for, and may not happen (hence Option A/B may be more feasible). Ill look into every possible form of getting this implented in the most beneficial - yet balanced - form to commandoes...advocating advanced weapons, and diversity in our weapons involving AE/AP...or if that gets denied, the other options. Until we get some responses, everythings up in the air and we'll keep an open mind

Thanks for all the feedback too folks

Especially you tacwraith...sent your post on giving some weapons an AP quality but no AoE and others AoE but no AP quality up to HQ

Message Edited by StarNick on 05-13-2005 04:59 PM



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GlanocRunningstrider
Fri May 13, 2005 2:57 pm
#38

I think i makes sense to FIX the AoE intended for most weapons and stick armor break into several other non-AoE weapons like the RL or LP -- just make sure those weapons have master level DPS.

There is no point to armor break if the weapon that carries it out does only 1/2 the dps of your other weapons.

Message Edited by GlanocRunningstrider on 05-13-2005 04:59 PM



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sas-quatch
Fri May 13, 2005 5:17 pm
#39



StarNick wrote:
Well if it was an ability, most likely some form of the AoE would still be in...but it could be limited and still be acceptable to the community. Basically making this passive, represents the Hvy weapon nature of the commando.

An example I gave to the devs...


With a passive ability like this...our Rocket Launcher will blow the our target to hell and back

Without it, and with just good AoE...we'll do the same damage as a pistol can but just be able to do it to 5 targets rather than one.



----------------------

jot damn armor break on commando weapons. i like that idea. takes alot of wants into consoderation here. i came back to commando cuz of the CU and im loving it. oh and thanks to starnic on my posting help


anywho. maybe a mild AP with a slight increase in dmg could be achived. i just want to rule on the phase 4 village quest for my melee defense in 12 weeks

so keep it up star your doing great!!



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