Commando Archive

Thread: Commando Assignment #5: Current Commando Top5 (8/24/04) for Review

garvin
Tue Aug 24, 2004 3:57 pm
#27






Brilyn wrote:

This is not a flame, or at least, not at you Garvin.(just want to get that clearly out of the way ):


What I'm saying is: you're missing a lot because someone made you a crap weapon.

What I'm saying is: some of these issues will recede if someone made you a good weapon.


The best thing about crafting in SWG to a LOT of crafters is the inherent complexity in the system. I do NOT want this dumbed down.


This is NOT in my interest, or in the interest of Weaponsmiths.



The "easier" craft involves removing a couple hours of *factory* time.


The whiney Weaponsmiths who claim that making Rocket Launchers is 'hard' are lazy ass Weaponsmiths, who are willing to spend months searching for the right piddly Desh Copper to make a 147max damage VK, as opposed to a 146max damage one, but won't put a factory on for a couple hours to make a run of Rocket Launchers.



Yes, that's all making Rocket Launchers entails: A couple extra factory runs. That's all. Nothing that actually requires effort on the part of the Weaponsmith.



If anyone would like a demonstration in *precisely* how much work goes into making a Rocket Launcher, please start a toon on Starsider, and send me a /tell. I'll walk you through it. Yes, I quite serious. *annoyed*



Thus ends that particular rant.



< I won't actively use them in battle when I can choose other weapons that have less negative effects on me and more on my target... >


Fair enough, that's a valid call to make.


I'm suggesting that Accurate Grenades, while not eliminating the HAM cost, move the cost/benefit equation of Grenades back towards them being worth your while.


Again, see the thread I started on this subject.





First off...no worry about Flames (we commandos like flames if you can't tell)...And I try as much as possible to keep Flames out of any discussion I am involved in...unless it's quite appropriate...heck, Flames are all we have...lol


Anyway...The point I'm trying to make is that even if you could improve our RL's to hit 22 out of 30 times (which would be great), most Commandos would still see them as costing too much when looking at their benefit factor...So no matter how well the RL or Grenade is crafted, the negatives still outweigh the postives to greatly...


Think about it from this standpoint...on my server the average FT costs around 30K...the average RL costs around 30K...I know I can use my FT for at least 200+ specials before it dies (more I'm sure, but never really counted)...I can use my RL a max of 30 times and hope that more shots connect then miss. An FT is more desirable to me even though it costs the same...


Would you be willing to agree that an FT is easier to craft then an RL? If so, why do they cost about the same on average? Do WS's set their prices based on Materials used to make the item + crafting time or do they base their prices on popularity of the weapon? If it's based on Materials and Time, you'd think the FT would be a lot cheaper or the RL a lot more...and if the RL should cost more, then right there you get to the idea of cost vs. usefulness...


Most Commandos don't go out and constantly stock up on RLs or Grenades...some do, but they are the "exception that makes the rule"...The Average Commando feels that the negatives of these weapons don't make them worth the cost (both in credits and in damage taken/done)...If the negatives were to go down and these items were made more useful, more Commandos would seek them out on a more regular basis...OR...if RLs changed to be crafted in a way that WS's were comfortable with selling them at a severely reduced cost of what they are now, more commandos would buy them...


If I ran into a WS that was selling 28 shot RLs with average stats across the board for 5K each, I'd probably buy 10 at least and use them a lot more (which would lead to me wanting to buy more as I use them up)...but at a cost of 30K each, I only by them sparingly and use them when the need arises which translates into less of a demand...OR...if the Devs made them more Accurrate/More Useful, I'd be more ok with the 30K price and use them more....It's not about getting better crafted ones (trust me, I buy from the best WS's on my Server), it's about working the flaws out of them that hurt their usefulness and inturn cause usNOT to use them as often as we could or should be in the original Dev design.





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Daker-Naritus
Tue Aug 24, 2004 4:01 pm
#28


Daker = Green





Hellshot wrote:


Issue 2) Heavy Acid Rifle: The HAR is in desperate need of a total revamp or replacement. The HAR is weaker then FT, has no DoT, no AP, and suffers same restrictions as the FT yet costs more XP to grind the Acid Tree and has greater HAM costs on its specials.


Suggested Solutions: Apparent from a total replacement (Ranged Assult Rifle), increase the range to 32m or 64m, increase to AP3 (only Acid weapon currently in game without Armor Piercing), and combine with Flame Thrower Tree). Many of us would accept a slight damage decrease in exchange for a range increase (it is a Rifle after all). There has also been the suggestion of scrapping it's current specials and replacing them with ranged "rifletype specials that cause status effects.


I think its important to make a distinction that we want either increased speed or AP for the HAR to bring it up to par with other weapons, as asking for both isa bit much.


I think I disagree with this a little bit....just a clarification...


The HAR is insuperior to the flamer due to3 facts: (1) It's damage is lesser, (2) it is slower, and (3) it has no dot.


I have seen some calculations where giving the HAR AP2 or AP3 brings it into line with the flamers DPS, but that STILL doesn't account for the DOT.


If the devs are going to balance the HAR's damage with the flamer's damage, I still think a range increase would be appropriate to account for the lack of dot...







Daker-Naritus
Tue Aug 24, 2004 4:12 pm
#29






garvin wrote:


Anyway...The point I'm trying to make is that even if you could improve our RL's to hit 22 out of 30 times (which would be great), most Commandos would still see them as costing too much when looking at their benefit factor...So no matter how well the RL or Grenade is crafted, the negatives still outweigh the postives to greatly...





There is also another huge factor that plays in here...... DELAY.


My experience has been very similar to Garvin's... I have found that consumable heavy weapons (even good ones)missabout 1/2 to 1/3 the time.


Considering the huge delay commandos have between shots, and the fact that we have few defenses or status effect resistances, the miss % is so great that many commandos cannot afford to take the chance that they will miss. As such, commandos use other weapons that will guarantee better results.



If you could sell meheavy weapons that would cause me to miss 1 or 2 out of 30 shots at master commando, I would surely buy/use them.


However, I am convinced they don't exist. Your superior crafting methods may increase the accuracy from 50% to 75% at Master Commando, but that STILL wouldn't justify the expense or use of heavy weapons for commandos.


nbd9k
Tue Aug 24, 2004 4:37 pm
#30

Brilyn... your intentions are noble, but this isnt the thread to be debating this kind of stuff. Garvin is our only representative to the DEVs, who have been ignoring major bugs in our profession for the better part of a year. in fact, the only time we get attention is when we get nerfed.


If you want to make a difference in how commandos deal with their weapons, or in our profession in general, i would suggust providing garvin with as much positive statistical information as possible, so as to make him more prepared when he goes to the DEV meeting (this week i think.).


Garvin is the only one who the DEVs even give an ear to on this forum, so any help we give him benifits us all.


-harv
nbd9k
Tue Aug 24, 2004 4:38 pm
#31

oh, and by the way garvin, Great reorganization of the top 5. can you shed any other light on what we can expect in the comming weeks as far as progress?


-harv
WolfGuy
Tue Aug 24, 2004 5:06 pm
#32

Having some more accuracy skill mods would be great, including accuracy while moving.




"zOMGz w3-3r g0nn@ pwn teh n00bz!! board the roflcopter troops!"- Fly
Taggart
WolfGuy <I> Gaun Hung-Lo <RIFT>
DARK JEDI KNOOB COMMANDO
v Offcial noob-schoolbus driveR v
Vendor at [ 1840, -5160 ] Athens, Rori
Jedi are total noobs
thiostan
Tue Aug 24, 2004 5:10 pm
#33

Good job Garvin. Keep up the good work. You have my vote.
Brilyn
Tue Aug 24, 2004 5:17 pm
#34

< Think about it from this standpoint...on my server the average FT costs around 30K...the average RL costs around 30K...I know I can use my FT for at least 200+ specials before it dies (more I'm sure, but never really counted)...I can use my RL a max of 30 times and hope that more shots connect then miss. An FT is more desirable to me even though it costs the same... >


I can see the logic behind that, and there's nothing there to debate, but it presents two possibilities:


The Rocket Launcher is over-priced for it's utility.


or


The Flame Thrower is *under*-prices for it's utility.



I'm don't have a preferance either way.


But, us Weaponsmiths don't exactly have a SOE-issued pricing guide.


Have you asked the Weaponsmith in question to lower the price on the consumables?



My Heavies are 30k, and my FT is 30k. Mainly because I see FTs for sale for 80k (so I figure I'm cheap) and selling a weapon that does 3k (and up) listed damage per shot for less than 1k per shot kinda jarrs with me. Also, when I *did* sell them for 10k each, they *vanished* inside 24 hours.


This is a strong indication that an item is under-priced, so I upped the price accordingly. Same thing occured when I sold at 20k each.


30k is what the market will bear, and keeps them on my Vendor so people will see that I *do* actually see Heavies.


< Would you be willing to agree that an FT is easier to craft then an RL?>


For me?


In all honesty, I'd have to say there's little difference.


If I didn't make Grenades, then yes, they'd be VASTLY more difficult to make.


But because I make munitions, when I do a run for grenades, I tack on the extra 'stuff' I need to include a run of Rocket Launchers.


So, I make components for 'grenades'. Then I make 'grenades'. Then I take the excess Protons and make Rocket Launchers.


As opposed to making components for 'guns', Then making Flame Throwers (and Rocket Launchers, there's some cross-over).


It's REALLY not all that much more difficult. The extra step (the Grenades part) I'm doing *anyway*. The factory run just takes a little longer for the extra Protons, but I'm asleep anyway, so it *really* doesn't impact me at all.



< Do WS's set their prices based on Materials used to make the item + crafting time or do they base their prices on popularity of the weapon? >


It's not necessarily that hard and fast.


Take a look at this thread on the WS board for an idea of what we would charge if we charged 10cpu per resource in a gun. Now, Grenades aren't in there, neither is the RL.


The Flame Thrower takes 434 resources.

Protons take 192 resources.

The RL takes 1456 resources.


Assuming I bought at 10cpu, and factoring in some Factory time (to round off the figure), it costs


5k to make a Flame Thrower

2k to make a Proton

15k to make a Rocket Launcher.


A full 2/3s of the cost of the Rocket Launcher is the 5 Protons that it needs. Now, the quality of the Protons is irrelevant to the final build of the Rocket Launcher, but I can easily pay up to 50cpu (and more) for decent resources for the rest of the components in the Rocket Launcher (and others).


This is *nothing* but a comparison of resources.




My pricing structure for weapons:


Non-Elite Weaponry is 6k or less. Exceptions: stuff that is clearly the best (ie Laser Carbine)

Elite Weaponry: 10k. Exceptions: T21 and Commando Weaponry. T21 for being a pain in the butt and expensive to assemble. Commando weaponry is that price due to the aforementioned market-forces.



< and if the RL should cost more, then right there you get to the idea of cost vs. usefulness... >


It's not that simple.


Let's say I priced my Rocket Launchers at a mere 5k each. They'd vanish.


And it wouldn't be Commando's buying them. It would be people who see stuff that's under-priced, and buying it up to resell. At 50k each and up.


No, I'm not kidding.


< If the negatives were to go down and these items were made more useful, more Commandos would seek them out on a more regular basis... >


Hey, I'm just seeing what I can do from my end.


< .if RLs changed to be crafted in a way that WS's were comfortable with selling them at a severely reduced cost of what they are now, more commandos would buy them... >


Hmmm....


Perhaps if the *number* of Protons needed was reduced? I could live with that.


It still means that only dedicated Commando-suppliers made the weapons, but it would ease my overhead for them quite a bit.


And, before you suggest I offer this to the WS board, most Weaponsmiths simply want the Proton requirement dropped. As a community they hate the Muntion aspect of smithing.


Some of us, however, enjoy the challenge. Grenades need to be approached differently, as I have found.



< It's not about getting better crafted ones (trust me, I buy from the best WS's on my Server), >


I *guarentee* you this: you get the "best weaponsmith" on starsider to make you an Acid Stream Launcher, and you take one of mine, you'll come *back* to me, because mine is 'better' as it hits more.


There's a conceptual box in Weaponsmithing: you max Speed and Damage, anything else is a waste of time and resources.


In addition to that box: Speed means nothing, because *everyone* you sell to is speed-capped. Those who aren't are in the minority and you can do custom work for them. Put a Stock on every gun, and an Advanced Scope on everything too, because *no-one* cares about HAM costs.



If you ask about this on the WS Forum, some will agree, some will disagree. But just read the forums, and you'll see those same things being said to *every* new WS who asks for info.


I'm only here 'cause I *really* want to play a Commando, but can't really. I certainly can't Master it combined with WS.




How would you consider the value of 20k Heavies?



I'll drop the price for a week and see how they sell (Oi, Sinjen, this is not your que to buy me out of stock! ).



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
SinjenRandall
Tue Aug 24, 2004 10:18 pm
#35






Brilyn wrote:



I'll drop the price for a week and see how they sell (Oi, Sinjen, this is not your que to buy me out of stock! ).





What?Reduced price commando gear at Brilyn's shop?


On to the topic. It is good to understand this fully from all angles if we are going to argue for more power from the Devs. I think Brilyn brings some good discussion here, and it might just be a great warmup to what the Devs argue at the Summit. We can't assume that the Devs have the full breadth and depth of what it is like to play a commando on a daily basis. They have access to numbers and they have an idea about how things "should be". We refer to this as "Dev's intent". For all I know, in the vaccum of space that is the numbers under the hood, they might think that we are "as intended". But we all know that compared to other professions, we are gimped.


I use grenades and the shoulder-mounted heavy weapons every day. I am going to be an exception to the Commando rule right now, because I use a majority of our arsenal.I try not to, while playing, compare my Rocket Launcher to a T21. Because when I do, I know that there is a problem. I know in the back of my mind somewhere, a voice is screaming "switch to TKA! You can own this MOB with TKA!". I feel one thousand credits vaporize every time I see -MISS- float above a creature's head. I know it will be a long, long time of combat every time I fire a weapon before I can do something again.


The general concerns of commandos and consumables are:



  1. The price per shot is higher than any other weapon in the game.

  2. The damage per second is lowin many, or even most,cases.

  3. The cost: benefit ratio is unattractive when compared to other professions and weapons.

And this is definitely true. I know this, but it isn't going to stop me from using every weapon in our arsenal. In fact,a looted Rocket Launcher is what made me decide to be a Commando. And in many cases, I have found grenades and heavy weapons to be much less gimpy than I would have believed from reading the forums.


With Brilyn's tools, I have been able to use Consumable weapons with good result. Not compared to other professions, but compared to other consumable weapons on the market. Also, when compared to my Flamethrower or Heavy Acid Rifle alone. Nightsisters are a hairy proposition without Heavy Weapons. The Commando argument is, I could just switch to TKA and be even better off. And that is theproblem.


It isn't going to cost Riflemen, for instance,90k per fight just to be competitive for loot rights.


So Brilyn, your research and help with commando weapons is not wasted, and it does actually serve to benefit Commando right now before any of the Combat Revamp comes along. I certainly do appreciate it, because you have made the way I play a much more enjoyable experience than it would have been otherwise.


But if you do compare us to other professions that take fewer skillpoints to master, and spend far less money on everyday necessary weapons, then you can see that there definitely are some issues that need addressed in the code of the game. There are also factors that are not as easy to quantify, such as how it feels to be a commando. Right now, I have to admit I don't feel like a big guns, scary, heavy weapons specialist.





Sinjen
Elder Ticklemonster - Unlocked Pre Publish 9
Master Pilot
THE Hero of Tatooine

Stupmster
Tue Aug 24, 2004 11:48 pm
#36






Brilyn wrote:

My Heavies are 30k, and my FT is 30k. Mainly because I see FTs for sale for 80k (so I figure I'm cheap) and selling a weapon that does 3k (and up) listed damage per shot for less than 1k per shot kinda jarrs with me.





that's their stats on paper, but flamesingle2 does 10kish damage every 8-10 seconds, and the RL is still doing it's base damage... plus the FT is more accurate than the RL, so DPS wise the FT easily pwnz the RL....



______________________________________________________________________

Sazu Nez'kre - Bothan Super Commando
garvin
Wed Aug 25, 2004 12:11 am
#37



I wanted to get out a refreshed Top 5 of our issues before I head of the summit for your review and response...I want to see how much of it is addressed prior to and with the Revamp info I will recieve this Friday. As you will see blow, I've re-worked some of our issues, combined some things and only focused on our Top 5 biggest issues. Some of these things may already be addressed (and some we have heard will be) with the Combat Revamp, but I'm going on the idea of "if it's not on TC, it's only speculation"...


Let me know what you think, any changes/alterations or if you think there are more important issues we need addressed (if that's the case, which one would you remove to keep it to 5)? This is fairly rough, but I think I got everything in there...feel free to refer back up to our previous Top 5 issues (stickied above) if need be.






Issue 1) Damage Per Second: Currently Commandos are out-damaged when it comes to DPS by various other professions. This stems mainly from the speed of our weapons combined with our accuracy.


Suggested Solution: By adding +30 Flame Thrower Speed & +30 Heavy Acid Rifle Speed to the Master Commando box, the DPS of the Commando profession would be brought closer on par with other profession under the current system. Via the current ingame speed formula, by increasing our speed per the amount specified, our "after special combat queue delay" will be decreased to just over half what it is currently, and thus our DPS will be increased accordingly.


Issue 2) Heavy Acid Rifle: The HAR is in desperate need of a total revamp or replacement. The HAR is weaker then FT, has no DoT, no AP, and suffers same restrictions as the FT yet costs more XP to grind the Acid Tree and has greater HAM costs on its specials.


Suggested Solutions: Apparent from a total replacement (Ranged Assult Rifle), increase the range to 32m or 64m, increase to AP3 (only Acid weapon currently in game without Armor Piercing), and combine with Flame Thrower Tree). Many of us would accept a slight damage decrease in exchange for a range increase (it is a Rifle after all). There has also been the suggestion of scrapping it's current specials and replacing them with ranged "rifletype specials that cause status effects.


Issue 3) Lack of Melee Defense: Commandos have the highest Combat related pre-req cost of all profession in game which includes both Melee and Ranged pre-reqs, yet comparatively, it has one of the lowest levels of defenses (based on cost comparison to Master Level). Commandos are also the only Ranged profession that has ALL of it's specials restricted to Melee range of 16m which forces Commandos to take more Melee damage in fights then other Ranged professions that have higher Melee Defenses.


Suggested Solutions: Due to skill point cost and Melee Range restriction, Commando should have same or more Melee Defenses then any other Ranged Profession. More Melee Defense and Def Vs. mods should be added to level 4 trees of Commando as well as Master Commando.


Issue 4) Grenades: Currently Grenades damage the user when caught in it's blast radius. Grenades also have a higher then normal HAM cost when compared to other weapons/specials of similar damage/range capabilities. Other Profession thrown/detonated weapons introduced in game come with lower or no HAM cost and specifically DO NOT damage the user when caught in the blast radius. This includes Combat Medic thrown items and Bounty Hunter/Smuggler Bomb Droids. Both of the previously mentioned items also have greater ranges and greater blast areas. It has been confirmed that occasionally the "ideal" range of a grenade is within the blast radius which translates into "if you want to best use your grenade, you HAVE TO take the same damage yourself PLUS deal with the high HAM cost (this is why they are called Suicide Bombs).


Suggested Solutions: Grenades need be revamped and readjusted. This should include increasing the range and radius, adding status effects, increasing the pack load (to 25 at least per pack) as well as making it so that the blast does not hurt the user.


Issue 5) Consumable Heavy Weapons: Currently their lootable mods are still non-functional. They are often out-damaged due to poor speed and very poor accuracy. They are hard to find due to crafting difficulty. They put the Commando in a very vunerable position when they must stop motion to use them. And they are not worth the price when you balance cost vs. accuracy (not enough shots connect to make them worth the average cost).


Suggested Solutions: Revert Consumable Heavy Weapons back to using generic Heavy Weapon Speed and Heavy Weapon Accuracy skill mods. Consumable Heavy Weapons also need to be altered to AP3 (or at the very least AP2). Reversion will cause Bugged Heavy Weapon Skill Mod Attachments to once again work in game. Heavy Consumable weapons should be either increased to average of 60 or more shots, be reloadable (so we only have to slice them one time) or have higher Accuracy & Speed mods to compensate for price and rarity.

ADDED NOTE: You might notice I left off the LP Specials, any mention of unarmed/melee specials, the e-weband some of our other recent requests for addtions to our profession...We have already been told that we are getting a new tree...I figured when we start hearing more about this new tree, that these issues may come up there...I focused on current issues first...after that we can focus on new items.

Message Edited by garvin on 08-24-2004 12:57 PM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

LuciusScipio
Wed Aug 25, 2004 12:23 am
#38



Wow, excellent work Garvin. My only addtion is to the HAR. If they are unwilling to increase it's range, add AP or connect it to the Rifleman profession, then they should (at the very least) make it on-par with the BH LLC in terms of speed and/or damage. They really need to pay attention to this (currently) useless skill tree.


I hope they really consider these recommendations. Good luck with your trip!


Edit: First!


Double Edit:


If you can, please remember to mention Commando specific missions if you can. Forgot to mention that.

Message Edited by LuciusScipio on 08-24-2004 03:31 PM



----------------------------------------------------------------------------------------------------------------
Atilius Crydell

Rebel Colonel & Master Commando (Starsider)
Antolicus
Wed Aug 25, 2004 12:40 am
#39

I think what most of what you have dropped down to is AP for the weapons. LauncherPistol and the HAR (or the heavy assault rifle as it might be soon) to at least have some AP. Even if it is AP1 for the pistol and AP 2 for the HAR (which would be really nice).


Commando should be able to break and do it really well, AP is one of the fastest ways to give it out.
Page 3 of 6