Commando Archive

Thread: Pre-Combat Balance Change Suggestions

Skeptic666
Tue Jul 13, 2004 7:06 am
#27

ANDDDD why should we have to have a delay between switching from COmmando to unarmed (no vks) its one of our pre req. SO we should be able to put our wepons away faster and go unarmed no?



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
Jhyson-Bria
Tue Jul 13, 2004 7:13 am
#28

Lack of an edit function at non-vet status sucks




Jhyson-Bria wrote:

Lack of accuracy with "profession" weapons (disposable, and nondisposable weapons)


  • We, as an elite rangedprofession have thelowest accuracy and speed modifiers of any ranged elite or specialist profession. The other high damage, low speed weapon profession (Riflemen) are nottriple penalized with horrible accuracy/speed mods and long cooldown times on their special attacks to boot.

Replace the "specific weapon" accuracy and speed modifiers, with "Heavy Weapon" modifiers



  • Adding Heavy Weaponaccuracy and speed modifiers, between the Heavy Weapon, Flamethrower and Heavy Acid Rifle branches would allow us to get to a higher overall accuracy and speed with all Heavy Weapons. Balancing thisadavantage outis the neccesity to spend more points within the Commondo Tree in generalto be highly effective, instead of being able todable inone or two branches and being higly effective.

  • Will up the hit ratio on disposable weapons. Effectively raising their usefulness from next to none, to situational.

  • Allows the existing "Heavy Weapon" armor and clothing skillmodifiers to be used (an old, very dead horse).





Been thinking about the numbers, maybe something like +40 accuracy at novice commando, +10 accuracy in each tier of each branch, with a +30 at master commando. +10 speedin the 1st tier of each branch,+10 speedin the3rd tier of each branch, and+20 speedat master commando. Totals to +190 accuracy and +80 speed at master commando (similar to the riflemans total mods, and not adding complexity withwhile standing, and while moving mods which would be excellent but likely to get tossed).


Garvin feel free to edit this post into my last as a bullet if you feel the need.


*Is off to go make money to send to sony*


dehumaniz
Tue Jul 13, 2004 9:10 am
#29


Being this is not a full blow revamp Ill highlight the changes that may be Do-able with minimum work



Issue: Lack ofarmor piercing in any of our weapons (except the consumables)



Suggestion Solutions: Give the Launcher Pistol AP 1(would also like to see somespecials for the launcher, but that would prob require a new tree)and the Acid Rifle AP2 (making it useful and making up for its slow speed/dmg




Issue:Unfortuantly our most useful weapon , the flame thrower's special requires us to be in close quarters. But our low melee defense usually means we have one shot (if that) to hit are target before we are on our backs/incapped




Suggestion Solutions: Give commandos better melee defense in general something so we can take the beating while we wait for our specials to go off. And more defenses to knock downs and dizzies. Give the bulk of the defenses at master so players have a reason to become Master Commando



And last but not least, give us back our flame dot dmg.



Latenighter
Tue Jul 13, 2004 9:16 am
#30

Giving a little more thought to my earlier post.

Issue:

* Lack of Ranged Specials greater than 16m (Launcher Pistol, Heavy Beam Rifle [assuming we get the cert], HAR)

Solution:

* Give one of the existing (and NOT broken!!) ranged specials from the third level of Pistoleer, Carbineer, and Rifleman to commandos for use with these weapons.
* Launcher Pistol --> Pistoleer = Stopping shot (hard to find a special that works!)
* Heavy Beam Rifle --> Carbineer = FullAutoArea2, BurstShot2, CripplingShot OR ScatterShot2 (I've never played Carbineer, so I don't know which work or are useful)
* HAR --> Rifleman = FlurryShot2

This will give purpose to holding Master Level, ties a benefit to the investment in the Master Marksman requiring Pistol, Carbine and Rifle skills, and grants the Master Commando some mid level abilities of other elite professions, but that makes sense since Commando's are elite warriors.

Issue:

* Speed and Accuracy of FT/HAR are too low.

Solution:

* Allow FT and HAR Speed and Accuracy Mods work with both weapons.
* Result would be +90 Speed and + 160 Accuracy for Both weapons, consistent with other elite professions.

This ties in with the conversion of the mods to Heavy Weapons modifiers instead of weapon specific modifiers (this would help fix up the heavy weapons tree too). It sounds like in Beta, there was one modifier for the mods in the FT and HAR trees would have combined, but when they split them into Flame Speed/Accuracy and HAR Speed/Accuracy. The modifiers were set to such a low value (+45 Speed and +80 Accuracy) was likely due to the intent that the trees would add together. Only speculating, but the end result is close to where other Elite ranged professions are.

Issue:

* Launcher pistol is not armor piercing

Solution:

* Increase from AP0 to AP2.

Changed my thoughts a little based on other posts. Pistoleer has DX2 and Rep Blaster which are both AP1. They are also begging for an AP2 weapon. They can get Novice Commando, gain the cert and get an AP2 weapon this way, but one that will not help them level since it grants Heavy Weapons XP, not pistol XP. This will basically help them with one of their greatest complaints, while also solving one of our problems.

But it may also take away one of our greatest purposes, since Pistoleers will be able to deal far greater damage to turrets / ATST's than we can because of their specials. If that is a problem we can suggest an alternate solution:

Alternate Solution:

* Increase from AP0 to AP1 in Novice Box.
* Introduce a Cert for an AP2 Modified Launcher Pistol at Heavy Weapons 4 or Master Commando (probably master).

The graphics and crafting schematics are all in existence. Just change existing weapons from AP0 to AP1 for the standard Launcher Pistol. Then make the same change for AP1 to AP2 for Modified. No new art. Better weapon. Pistoleers are helped some, are welcome to roll up the Heavy weapons tree or gain Master level if they want to have an AP2 pistol, and Commandos get a more effective non-consumable weapon.

Lots of great ideas coming out in this thread. And they seem like they could be easily implemented if the Dev's choose to do so. The goal is to make Commando survivable until the Combat Balance, when a lot of these things could be taken back. But in the meantime, we would have a role in both high end PvE and PvP. And that is the goal to help ride out the wait for the Combat Balance.

You'll have a lot of fun boiling these down into one wish list. Great job Garvin!

RIEN
Master Commando - Corbantis



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
SuperTurbo
Tue Jul 13, 2004 9:33 am
#31


Gavin,


Common theme. Bring back the old Flame DOT.


I remember distinctively when they introduced the change, they described it as modifying it such that one commando cannot stack multiple DOT.


I would be perfectly happy if they actually did that, instead of moving all the DOT's damage upfront to initial hit.


We were one of the few combat class at the time, to be near our perceived combat power with the flamer. It was on par with the pre-pre-nerf BH's eyeshot and fireKD.


It was bad at the time they prefered to nerf the class that was working somewhat, and not focus on fixing/bringing the broken class up to par. Now, because of what was done earlier, we have to go through this CB.


So, give us the pre-CB bone, and revert the Flame DOT. Make us the bane of the battle field once again. I remember early PvP battles last fall. The most feared profession was the Master Commando. Laying waste to multiple PC and NPC (factional troops).


It was because we were perceived as working, we were cutdown. People complaint about all the wounds. Now aday, in the current state of the game, that's no longer an issue. There are wound packs that can cure all those quickly, and flame blanket to stop the murderous burn. I've been on the receiving end of it myself, and watching that fire tick, that was scary.


Also, at that time, most folks don't even use buffs. With buffs, the old Flame DOT isn't that bad, but on par.


For a PvP GCW perspective, with the old flame DOT, we were the only class of combatants to stop Zerg tactics by slowing down the enemy with wounds. The only class...


So, arguing for this change from a simplistic point of view. They already have the codes. It has worked before. Just bring it back. Easiest change.

Message Edited by SuperTurbo on 07-13-2004 09:37 AM



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
jRaylianholy
Tue Jul 13, 2004 12:07 pm
#32

Make skill attachments usable that doesnt require anying other then changing the names or the class that the weapons fall under its so simple and such a big issue



Holy-Rayl
I am not a Jedi. I am not a Sith. I am simply, one with the Force.
-Guild of Decendents-
Emilie
Chemical Warfare Commando
-Evolution-
Doktor Olop
Imperial MaD Scientist
-im lost-
Ajo79
Tue Jul 13, 2004 12:34 pm
#33

Its some time since I checked it but don't we have Grenade accurcy modifiers?


Wouldn't it work if they were like doubled so grenades would actually connect?


Most things have been covered already. I agree with keeping it as simple as possible for bigger chances of getting it implemented.





Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel

RazerWolf
Tue Jul 13, 2004 1:52 pm
#34

Best simple tweaks I can think of have already been mentioned:

Copy everything that Garvin mentioned, also:



Issue: The HAR is a weakened clone of the FT.

Fix: AP2. I posted a maths thread a while back showing how AP2 would make the average HAR something like 25-40% better than the FT in PVP, and a ton better against high-end MOBs. Drop the weapon speed slightly too, I've not seen one crafted faster than 5.2 speed yet. I can live with the HAR being a FT clone as it seems likely that the two trees will be merged in the future. If they make any changes to "de-clone" the HAR, it'd have to be reverted to merge the two.

Aha, found it.


Issue: Huge recharge times and inaccuracies on FT and HAR.

Fix: Simply enough, actualy make the accuracy mods for the weapons make sense. Why is a FT more accurate at 60-64m than anywhere between 20-60m? It should have a huge acc bonus in the 0-20m range, dropping off pretty quickly at range. Same for the HAR. Add speed mods of about +10 or +15 to the Master Commando Box, also helping solve issue 3...

Issue: No incentive to Master Commando.

Fix: FT/HAR Speed mods. An unnoticable accuracy increase and minute increase in Melee/Ranged Def does not a Master make. Give some Speed increases for the FT and HAR, some Pistol Accuracy and Speed for the Launcher Pistol, some Dizzy and KD defence.

Add Garvin's in, and you've got my list.



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
Noitcopa
Tue Jul 13, 2004 3:04 pm
#35

An easy one... Give the HAR AP2 (or AP3).. That will make it at least somewhat use full with MINIMUM programming. (and increase the range of the gun, just not the range of the specials... (while were at it)... Ideally the specials would get a dot and have a range increase too... but who are we kidding



"It is in self-limitation that a master first shows himself." - Johann von Geothe
Curgenven
Tue Jul 13, 2004 3:55 pm
#36



KaptainKrude wrote:
Drop the Marksman pre-req from Master to 0/4/0/4. Rifles and Carbines are pretty useless to a Commando right now. Decide now if those weapons will have some place in the future of Commando... if not, please dump the pre-req.
From a "realistic" standpoint, it makes sense that a Commando would be trained in many weapons, but it's just not practical or effective in SWG because the Marksman level abilities with these weapons are far too weak to consider using, especially now that weapon switching has a delay.





nononononononononono

do that and we lose our only bargining chip - the fact we use so many points.
If they reduce the amount of points used we could not see anything else done to help us for another year.
Daker-Naritus
Tue Jul 13, 2004 4:58 pm
#37






garvin wrote:



Lack of Ranged Specials


  • Commandos are considered a Ranged profession, subject to same penalties as other ranged professions, but has all specials restricted to Melee Range (16m)

Community Suggestions:


I think this is asking for the wrong thing... I think the HAR and ranged specials constitute 2 separate issues:


(1) The HAR needs AP2 to compensate for the lesser damage and no dot compared to the Flamethrower


(2) We need ranged specials and mods for the Launcher Pistol


If we ask for what is below, we will get a STILL crappy HAR that can shoot a little farther, and no launcher fixes. That is a 0 in my book...


The number one here should read: "Add ranged specials to the Launcher Pistol."


  • Replace or Revamp HAR to have Ranged Specials.

  • Reduce Power, if needed,in exchange for ranged special and some high level of AP.



Launcher Pistol


  • Launcher Pistol Cert'd to Commandos, but Nothing Beyond that Commandos have no skill mods or specials associated with the LP beyond Master Marksman

Community Suggestions:


I think this should be combined with the above.


  • Grants Skill Mods to Novice and Master Boxes

  • Grant ranged specials






I think all of our issues can be succinctly summarized:


(1) Launcher Pistol - No Specials or Mods


(2) HAR - Needs AP2 (Only acid weapon in the game without ap, and the ap2 balances it with the flamer/dot)


(3) Grenades - Need to be cheaper and self damage needs to go away


(4) Rocket Launchers - Need to get cheaper



Listing solutions to each of those problems is fine, and adding a melee special or two works, but if we add much more than that I think we are being counterproductive.




Message Edited by Daker-Naritus on 07-13-2004 07:04 PM

TK-132
Tue Jul 13, 2004 7:16 pm
#38

I don't think the Devs could do much to our profession before the balance since our profession needs a lot of work. But these are great ideas. I don't know how long I can wait for the revamp. I was hoping it would be out by now (sigh). I just don't want to waste my vacation this summer waitin for them to fix all this stuff!

Bluko Oll- Imperial Captain, Master Commando



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
jRaylianholy
Tue Jul 13, 2004 11:19 pm
#39




Issue:


The skill mods dont work with any of our weapons


Suggestion Solutions:


Make all the our weapons in the heavy weapon class so that our mods will work. its not like its a hard thing or any big deal i mean gees its jsut changing the class of our weapons.



Holy-Rayl
I am not a Jedi. I am not a Sith. I am simply, one with the Force.
-Guild of Decendents-
Emilie
Chemical Warfare Commando
-Evolution-
Doktor Olop
Imperial MaD Scientist
-im lost-
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