Commando Archive
Thread: Time Delay Removal!
Unskilled1 wrote:
i still dont see how this would help commandos in PvP?
wouldnt FS2 still take 8seconds to get off? (i dont understand)
and what about the other 3 trees even if HAR was faster its still a terable weapon.
this is going to be the one proffesion that a quick fix wont work on to much is broke !!!
From what I have been looking at, the length of the Combat Queue Delay timer (or reload timer) that happens post special is effected by our level of speed mods and the speed of our weapon...but up'ing our speed mods, we could in fact lower the combat queue delay timer...
Ever profession has a reload timer after thier specials...most are just much faster then ours...
* final_delay -- the delay you actually swing/fire at
* weapon_delay -- the delay listed on your weapon
* special_delay_multiplier -- a multiplier that depends on the special you are using, 1.0 when you are not using a special
* speed_bonus -- the speed bonus you have for the weapon you are using, as listed in your skills menu. This might also be modified by skill attachments.
This final_delay, is capped at 1 second. As you tend towards a 100 speed bonus you will move towards the 1 second speed cap.
garvin wrote:
Unskilled1 wrote:
i still dont see how this would help commandos in PvP?
wouldnt FS2 still take 8seconds to get off? (i dont understand)
and what about the other 3 trees even if HAR was faster its still a terable weapon.
this is going to be the one proffesion that a quick fix wont work on to much is broke !!!
From what I have been looking at, the length of the Combat Queue Delay timer (or reload timer) that happens post special is effected by our level of speed mods and the speed of our weapon...but up'ing our speed mods, we could in fact lower the combat queue delay timer...
Ever profession has a reload timer after thier specials...most are just much faster then ours...
Its not a total cure, but its something that will be a huge step in the right direction.
Message Edited by Fugacity on 07-28-2004 03:04 PM
Skeptic666 wrote:
OK the verdict is in.
Looks like getting rid of the time delay or reducing it a fair amount at master commando is the best rout to go. Another thing would be to reduce the Weapon switch time on weapons in your same profession.
please post your thoughts or sigs here to show your support so Garvin can see and show to the Devs and TH.
Please post Good things and productive things so this will be a useful post please!
/sarcasm
I was playing SWG the other night and thinkin, hey the reason that the devs put the swap delay in was to be more realistic. I mean realistically if you have multiple wepaons, it takes you a short time to switch between weapons. You know, your balsting away with your pistol and you have to take the time to holster it and then pull your rifle out that is slung across your back. I can see this. Just like they wanted to be more realistic in giving high end Jedi this really realistic ability to block 9 out of 10 ranged attacks all coming from multiple attackers and different directions, sure I can see this. Or better yet to be realistic and block a wall of flame coming at you with a 4 in diameter plasma beam, sure I can see that. Oh, wait a minute, crap I've went and done it again. I have confused realism with fantasy. Oh well at least the devs have it straight. ![]()
Would it be possible to for the Development team to add in a AOE DoT attack to Protons(Fire Dot) & Glop (Action DoT) that would do some signifcant damage like our Bio-Warfare toating CM's?
Also, grenades play lil part in my role as of now - 5 per stack is pretty useless, is there any way that could be upped to 25 or 30 like our Rockets?
Thank you
-= Takai
Chabian wrote:
Garvin;
Would it be possible to for the Development team to add in a AOE DoT attack to Protons(Fire Dot) & Glop (Action DoT) that would do some signifcant damage like our Bio-Warfare toating CM's?
Also, grenades play lil part in my role as of now - 5 per stack is pretty useless, is there any way that could be upped to 25 or 30 like our Rockets?
Thank you
-= Takai
I've been definitely pushing for up'ing the grenade pack #s...
I'll bring to the Devs the AOE DoT idea and see if I can get a response...thx...
Speaking of AoEs, and I apologize if I jst missed this one, is there any particular reason that the flameCone specials have such a constricted range compared to pointblankArea1? I realized while finishing up smuggler that I was hitting things directly behind me (0-1 meter distance)with PBA1, whereas with flameCone1/2 I have to lead by about 8 meters to get things in front of me into the AoE…seemed kind of odd to me.
garvin wrote:
Chabian wrote:
Garvin;
Would it be possible to for the Development team to add in a AOE DoT attack to Protons(Fire Dot) & Glop (Action DoT) that would do some signifcant damage like our Bio-Warfare toating CM's?
Also, grenades play lil part in my role as of now - 5 per stack is pretty useless, is there any way that could be upped to 25 or 30 like our Rockets?
Thank you
-= Takai
I've been definitely pushing for up'ing the grenade pack #s...
I'll bring to the Devs the AOE DoT idea and see if I can get a response...thx...