Commando Archive
Thread: New TK weapon is Heat damage
For a shortcoming, it will end any usefullness of the commando proffesion at all...
Flame dot can be done by BH's. Now the heavy heat damage will be done by TKM. Whats commando worth for now? I dont get it... I realy dont understand whos coming up with these desicions. Isnt there someone whos in charge of combat in general to approve these things that knows the whole picture?
Eat least its not blast..at the very least its not blast...
By putting the commando revamp off and delaying it..the dev's are digging their own grave...our revamp will most likely not come for another few publishes..and then after that, we prolly wont be fully finished until we get at least 1-2 publishes devoted to our fixing..
Look..they're devoting the next two publishes to the Jedi System right? and the current jedi system..actually works...
Smuggler atm...actually works....Chef actually worked...mind you, they drastically needed/need improving...but the Chef was able to do his job..same with smuggler (make food....sell spices and slice) But us..we dont even have a vision, let alone the ability to work...
Originaly the commando was to be a crafter/elite combat hybrid...
Then they put in the "new weapon" the HAR into its own tree (they seemed to have enough time to replace a whole tree with a crappy weapon rather than inserting them into indv skills like now...hmm)
Then they changed our hvy weapons where we would be the hvy hitters....yet in our previous incarniation...our weapons were soo pathetic..why? Because we were NOT given the proper tools...proper AP, proper stats, and SPECIALS...so what did they do? Just upped the damage by alot and disregarded everything else...no doubt a quick fix
With this..we became "working as intended" a no special-no mod LP would be our primary...and our hvy/special hvy weapons be "special use only" since thats why they're so slow and we're so close...and because we had a 2.5X mod
Then they upped the damage again as those weapon(s) are the only ones that actually work decently (FT really..)...yet strangely, for 10 months..forgot about our LP..and its "primary" status
As history has shown...our role seems to be changing from court to court like a tennis ball...and we dont get anywhere as a result. The devs have failed in giving us proper tools (mods-specials) and all their "fixes" have been slap on/slap off ones that most likely couldve been done in Hotfixing... (remember the 3 days in a row the devs hotfixed T-21 AP/DAMAGE??)...such as the HAR mods..the 2.5X mod...the quick up of weapon dmg...the xp fix...etc etc...if I remember right...ALL these were in publishes, or major fixes..not small quick hotfixes..when most couldve been (as seen from what the devs have shown us..)
In the end..what does that tell us as a community? In my opinion..we are far from the "top list" of development....and seem abandonded to our own devices by the Devs...i can bet, no other class had this much back and forth fixing that actually changes the course of how the class functions in its core...its sad really honestly....the Devs really have not thought us out very well at all and have been slow to really do so...
...Hopefully Garvin's hint at new development will change this...but after being a vetern of all this for 10 months..i really *really* have strong doubt
Thanks devs, way to make TKA even more overpowering... guess I'll be a TKA now.
droidmakerman wrote:
Really though, if we were "on top" of "the list" why is squad leader getting a revamp first?
We are at the top of the list when it comes to the Combat Rebalance...Think of the Combat Rebalance as a package...a package that in itself is a revamp of the combat system...a revamp of how damage is applied and how the speed of weapons work...If you were going to make such a massive revamp that will effect all weapons, damage and speed, would you push it out when you are not sure if it works right, or would you test the heck out if it before lauching?
The Combat Balance is a 3 part package...it was suppose to come before the Squad Leader, Smuggler, Entertainer and other revamps...it was a 3 Publish plan...2 publishes went through and the rebalance weakened us...We were told the first 2 would weaken us ahead of time, but the 3rd, the one with the changes to the way damage and speed are applied in game and would make the first 2 make sense, working out better for us in the long run....It was the 3rd publish of the Combat Rebalance that got delayed...So the devs, while they retool it a bit, are also moving on with their timelineof getting certain promised revamps done...would you have them put everything on hold, pissing off other professions on top of ours, just to focus all their energy on the Combat Balance? Some will say yes....others will say no...Some believe the only thing holding the Combat Rebalance off is error testing specific formulas (a thing that shouldn't selfishly prevent other professions from gettng love)...
All I know is that TH told me and others that once the new damage application system goes in, we'll be much happier...and there might be a few other surprises in there for us...When he first saw many of our original Top 5, he stated that some of them were addressed in the Combat Rebalance...so we can only speculate what that means...
The good news I've heard late, and have reported in various Commando posts, is that the Combat Balance may not be much longer delayed...There have been rumblings that we might see it finally hit in Publish 9 or 10 (I'm hoping for 9 personally)...But of course, the Devs don't want to make any promises, but when they do announce something and it gets delayed for technical issues, many turn it into a flame fest...this has made the Devs very reluctent in telling any of us anything, and when they do tell Correspondents anything, we are under strict orders not to pass it along without their say so...otherwise the devs risk a new flame fest...
Think about it this way...say the Devs delayed all revamps until they finished the Combat Rebalance...and say it took them 2 more patches to get it in...eventually I hope to see a Commando revamp one day, but if all other scheduled revamps get pushed back, that pushed our own revamp dream back too...if these scheduled revamps get done on time, we get closer to possibly being put on the list...and if the Combat Rebalance gets in and doesn't work, then we have further justification for needing a revamp...delaying revamps would only hurt us in the long run...We aren't scheduled for a revamp for at leat 4 or 5 patches...I'm fairly confident that the Rebalance will hit in the next 3 patches at the latest (again, hoping for publish 9)...
Message Edited by garvin on 04-18-2004 11:46 AM
Let me also restate this again...the recent post about "In Development for Publish 9" is not all that publish 9 will include...it is only the biggest parts of Publish 9, the main focuses...there are things in the works that haven't been revealed yet...
Looking at JustG's timeline and recent dev posts one what's coming next never mentioned new weapons like the Beserker rifle or Razor VKs, yet here they come...A new set of Wookiee armor (beyond the first set) has been announced in the SWG newsletter, but did you see them in these "announcements"...not everything is listed this early...
*ahem* obviously you're someone who doesn't care
You're taking in account of one tiny part where having Heat VKs wont matter...in PvP with composite armor...that is...1 scenario..out of how many?
Our point is...would you go Commando for the Flamer? Or go TKA for Heat VKs? Both require unarmed IV...and 1 will do between 2 to 4 times MORE damage in the same amount of time of 1 delay...many times that will result in one or two dot ticks..and mind you..our dot isnt as powerful...and if lets say a flamer hits for 2k in PvP.....and in pvp a TKM can do 500-600 per second(their avg is around 2k...30% of that is 600)...WITH AP....meanwhile that 2k has 50/50 chance to hit (most times you wont land it) and has at least a delay of 6 if your an MC with a decently fast FT.....which would you take? Quite obviously the TKA..even with their kinetic....but its very different when they're using a weapon that has the same dmg type as our only viable one...hence our only damaging one...reducing our usefulness...you can get so much from TKM..now you got our flamer, just without the DoT...better accuracy, AP, and better spd...for the sake of DoT and higher ham costs (easily negated by buffs)
And thats just in PvP...
Commandos have been known to be pretty decent in PvE because of the flamethrower...TKMs and Riflemen were sometimes limited because of their one dmg types (for elite weap that is)...not anymore...there is no Point of having a DoT when you're being outdamaged - with higher AP - physically...
We wouldnt mind it as much if we actually had Unique benefits..but with each publish..its like as if the devs are plucking those away..or not fixing them
Edit: Also further comment on Heat Vks to Flamer....even before the flame Nerf...the DoT usually ticked betweeen 1-3k right, in PvE?..that means between 300-1000 in PvP...now its lower...still is somewhat damaging..but a tick is not every second...a TKA who can hit for 500 per second with heat knucklers will be able to do 3,000 dmg in a span of 6 seconds (extremely low delay..which mind you, not everyone has..most are around 8 seconds...that would be 4k dmg for the TKA).....so the TKA can do around 500 dmg per second right now in PvP..while our dot is lower than that because of the nerf...tell me how 500 dmg per second, will outdamage 2k per 6 seconds w/ a Tick or 2 of 200 or so dmg?....
Message Edited by StarNick on 04-18-2004 03:49 AM
And 1 final word as well...
during the span of our 6+ second vulnerability time...the TKA can Dizzy and KD a player..or at least KD a player..and Do EVEN more damage because of the penality for being hit by melee while prone/KDed....and nearly every Meleer who can do this..regardless of TKA..does so...and we're at that range too I might add...so not only do they outdamage us in a dmg type that currently is the only living tissue of commando..but they can whup us with it badly to boot (heck...just using their bare fists..hehe
)
Atm commando does not have much purpose in the game..etc for Rockets and the flamer (coupled with High Defenses...the flamer can be very good..as it can hit hard in one shot..sadly tho..most higher-end PvE creatures have high heat resists...the FT has no AP..and not everyone who is an MC wants to be forced to dabble in other profs to actually take some punishment....or during the annoying times of having rifle aim @ melee range..and missing =/
Garvin -
"The good news I've heard late, and have reported in various Commando posts, is that the Combat Balance may not be much longer delayed...There have been rumblings that we might see it finally hit in Publish 9 or 10"
*faints*
Garvin, I love you
StarNick wrote:
Garvin -
"The good news I've heard late, and have reported in various Commando posts, is that the Combat Balance may not be much longer delayed...There have been rumblings that we might see it finally hit in Publish 9 or 10"
*faints*
Garvin, I love you