Commando Archive

Thread: Updated list of Commando Issues

DarthMercilous
Wed May 04, 2005 3:24 am
#27






Knightcrest wrote:





StarNick wrote:
Heh, all I can do is tease...

Pretty much balances and fixes in terms of...whats broke now and whats not functioning 100% now (like our AoE, elemental, certain specials perhaps, etc). Small stuff that really will be helping with balance issues...





I know you can't say and just thinking outload, but with no Non-AoE weapon for us... I don't see a point for us in most situations with the exception of large scale PvP. That is killing me at the moment, and I guess I could just keep using my Elite Carbine with my Master Commando tag using BH specials to deal damage. Am I the only one disgruntled about this? Everyone else seems chipper with our role of mob magnet with subpar damage. Loving the CU, hating our lack of firepower and the AoE only role. We aren't crowd control or are we?






Ironically, I'm doing my best damage with an advanced laser rifle at the moment. It has a max damage of 1100, with a pup it's nearly 1300, and has a dps of nearly 500. I can hit likea master w/o any rifle training at all. Now if we could have that in a craftable commando weapon, I'm sure it'd make alot of people happy. There's no AoE, it's precise and deadly. I'm still trying to find a way to make SL/Commando work on the TC, but unfortunately, I keep finding myself leaning to the BH/Commando/0400SL template because of the defensive/offensive capability of such a combo.




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13th Black Order Division
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Kythden
Wed May 04, 2005 4:34 am
#28

How about that our one weapon that is not AOE, is not even in game, and we have no info on where it is (and don't say well we "THINK" it is in RoTW, it should be with CU)



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NO! Do or DO NOT. There is no try.

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- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
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Rathask
Wed May 04, 2005 6:20 am
#29








DarthMercilous wrote:


Ironically, I'm doing my best damage with an advanced laser rifle at the moment. It has a max damage of 1100, with a pup it's nearly 1300, and has a dps of nearly 500. I can hit likea master w/o any rifle training at all. Now if we could have that in a craftable commando weapon, I'm sure it'd make alot of people happy. There's no AoE, it's precise and deadly. I'm still trying to find a way to make SL/Commando work on the TC, but unfortunately, I keep finding myself leaning to the BH/Commando/0400SL template because of the defensive/offensive capability of such a combo.






I've noticed this too: for single shots, the Advanced Laser Rifle out-damages all current commando weapons on Live. It has a lower DPS due to rate of fire, but with a 65m range, it is, oftentimes, better to use than our commando weapons.




- Reb. Col. Raytheon Kednallen (ret.),
Master Commando/Master Bounty Hunter
Shadowfire

- Raythen: Master Commando/MBH/Pistoleer TC-Ep3
Knightcrest
Wed May 04, 2005 9:50 am
#30






Rathask wrote:








DarthMercilous wrote:


Ironically, I'm doing my best damage with an advanced laser rifle at the moment. It has a max damage of 1100, with a pup it's nearly 1300, and has a dps of nearly 500. I can hit likea master w/o any rifle training at all. Now if we could have that in a craftable commando weapon, I'm sure it'd make alot of people happy. There's no AoE, it's precise and deadly. I'm still trying to find a way to make SL/Commando work on the TC, but unfortunately, I keep finding myself leaning to the BH/Commando/0400SL template because of the defensive/offensive capability of such a combo.






I've noticed this too: for single shots, the Advanced Laser Rifle out-damages all current commando weapons on Live. It has a lower DPS due to rate of fire, but with a 65m range, it is, oftentimes, better to use than our commando weapons.







With any template I have run thus far, Commando is not doing damage because of the CL level of our weapons. It concept it is a nice idea to use one weapon to kd, then oneto blind, then one weapon to set a burn... then seal the deal with a dmg weapon, that is where we are lacking. I'm sorry but a rocket from a RL that connects should be blowing the heck out of them and not just knocking them down for a split second compared to what a pistol is capable of now. I am distubred by the fact that in any commando template I am looking at that I outdamage any of my commando weapons using a pistol and at a farther range of 35m than 25m for the flamer. We are back to squareone in live with only one viable damage weapon at close range and nothing from a distance besides a Tier 4 weapon that is not on par with damage with any other ranged prof. I'll take my alt's MBH/MSL/MM build using a intimidator pistol against a Commando using heavy weapons in any build for overall damage any day and control of not AoE'ing the entire region. We are in a better situation than we were pre-cu, but to be honest so is just about every ranged profession so we are still subpar in the grand scheme of things especially in damage output not using a flamer which should be a fallback weapon unless that is the SWG vision of a commando. If it is, then I need to finally give up on our prof as I want blasters, grenades, heavy weaponsand explosions, not a glorified lighter that I have had to depend on for two years because our heavy weapons were broken.


My options in my head are as follows:


A) Add the schem for the proton rifle to be craftable and not lootable (replace something different that is unique and not something a commando should need to depend on to perform their role in RotW)


B) Add in an Advanced RL, Advanced LP, and something else that is not a pistol that does no AoE but is in the heavy blaster category at the master level for damage sake


C) Add specials in Commando that are only usable with Commando to concentrate fire and negate the AoE for the duration for the special, but would still need something in the master box that is not a flamer as some version of heavy blaster to deal damage outside of 25m without having to rely on a backup prof.


Commando is no longer a primary damage dealer, it is just a booster to any other ranged prof's weapons... our weapons are for cool visual effects against low level cons with the ability to get your group killed in seconds if you want to get out of a high level cave the quick painful way.


I wonder if Helios is taking a look at this thread and the other... would be nice to see his opinion on if we are actually fulfilling our role as a damage dealing profession, or actually just doing status effects since we are what he has been working on.


We need answers on if this is the final role for commando or not, fixes to the current won't fix the lack of role in high end PvP, high end Caves, and lack of non-AoE weapon that is not lootable and does good raw damage. An adv launcher pistol only is not good enough.... we have Pistoleers using pistols, we have Combat medics using pistols, we have Smugglers using pistols, we have Bounty hunters using pistols (at least they get a carb cert that is not lootable), we have SL's using pistols (at least they got a carb and a pistol cert that is not quest/lootable)... seeing a pattern? Pistols have a big enough role already and outdamage heavy weapons period. They don't need to be nerfed, we need to have a comparable heavy weapon cert that is a BIG GUN and not a pistol at the master level and one that can kill two birds with one stone by not having an AoE effect.







Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
Darth_Niu
Wed May 04, 2005 1:53 pm
#31






ShufIrathe wrote:

I'd also add our DOTs either suck or aren't working right. I've seen a MOB on fire regenerate faster than the fire DOT was damaging them. They actually gained health while on fire.





Man, I usually team with a buddy who is a Combat Medic and he has a little thing called Duterium Drop or something like that. He gets DOT all the time. All I can do is blind myself.......though the KD on my Rocket Launcher works.



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StarNick
Wed May 11, 2005 5:05 pm
#32

Fyi, updated current issues. I had some minor changes/additions on the corr forums, and just updated/added both lists.

Anything else I should add?



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

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Akimari
Fri May 13, 2005 9:09 am
#33

*************ShufIrathe wrote:

I'd also add our DOTs either suck or aren't working right. I've seen a MOB on fire regenerate faster than the fire DOT was damaging them. They actually gained health while on fire*****************



I will add my comment on this:


Actually the fire dot from flammer work more like an ANTI-DEATH protection on the mob affected !!!!


Think that resume the issue,sometimes, even when switching to a carbine i had to use 3 hits to kill the mob, as the fire dot prevented death if health was close to zero.
Antolicus
Sat May 14, 2005 12:48 am
#34

With:

Commando Issue 6: Our Fire DoT incaps targets, thus breaking us off from engagement (breaks the Aggro). However, the target recovers and can attack once the Fire DoT subsides. Only non-DoT damage will kill the target.

This is becoming an issue for some of the FS related quests, for example, i got jumped by my first attack of Sith Shadows reciently ( yeah, I have been taking my time on the FS Stuff ), and when I hit them with my trusty Plasma Flamethrower, they incapped, then I killed them again, and the data disk I received from the dead body was bugged. When I went to 'use' it, it came back with an Error of 'You must loot this Item before you can use it', even though the item was in my inventory and the bodies were dead and gone.


As a note: I didn't get attacked again a few minutes later by more Sith, so it wasn't that big of an issue, but I thought I would bring it up.


This also affected me on a BH mission, when I 'killed' the mark with the flame DoT, it incapped, then got back up, but the mission was 'over' I couldn't target the mark anymore or did I succeed at the mission, I had to abort the mission.


I have gotten used to pulling out my pistol, but this is something that would be great to fix sooner rather than later.


Thx
Xix13
Sat May 14, 2005 4:07 am
#35


StarNick -- For info in your Item #8, the Rocket Launcher is the single most expensive/complex weapon to make. In addition to the 5 proton grenades, it already requires 4 blaster power handlers, 2 scopes AND 8 projectile feed mechanisms. Throw in 170 steel, 150 Iron and 65 metal. All this for 275 max damage? Yikes!





-- Xixor (FS Master Doc/Master Pistoleer -- CANCELLED) "I know what you're thinking: Why, oh why, didn't I take the BLUE pill?"
-- Xixasaurus (Padawanasaurus/Privateer) "Green is Good"
-- Xixette (12pt-Master Artisan/12pt-Master DE/12pt-Master WS) "Think Pink!"
-- Xixell (FS Master Pikeman/Master Swordsman/Rebel Pilot) -- "Anybody for some ants?"
-- Xixdoggie Dawg (Master Rifledogg/Master Ranger) "Woof"
-- XixTheFish (12-pt Master Chef)
Korbo
Sat May 14, 2005 12:07 pm
#36

My biggest complaint is the lack of true commando specials.

I long for the days before the CU when my krayt flamer would do a 12k hit with flame 2.



Korbo Wallach-Pre-NGE Jedi-Canceled due to Shenanigans
Evel Knieval-MBH/Mcarbs-Canceled due to Shenanigans
craftr
Sun May 15, 2005 10:14 pm
#37






Knightcrest wrote:






B) Add in an Advanced RL, Advanced LP, and something else that is not a pistol that does no AoE but is in the heavy blaster category at the master level for damage sake








Defenitly like this idea. Make the advanced versions of all our weps be a master only weapon to keep dabblers from being too powerful. Then up the damage so we can live up to our suposed "5" for damage dealing.
maiteeekwin
Mon May 30, 2005 7:14 am
#38

As I have been out of the game for 8 months, I am just curious as to what the new weapon is in the RotW expansion?



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RoastyToasty
Mon May 30, 2005 8:02 am
#39

One thing that I haven't seen adressed is the clumsiness of switching weapons in battle. What I mean is this, a commando's weapons are supposed to be his specials so if a Commando wants to KD and then do a lot of damage one would think he would fire the RL, then switch to his PFT and blamo! Now, take another ranged prof with a KD attack and a high damage special. Said prof fires his KD special and follows it up with a high damage special that is ON A DIFFERENT TIMER!! Right now you can't switch weapons until the first attack cycles through it's timer. This pretty much cuts our attack speed way down when compared to profs that can take advantage of several different timers to pile on a lot of damage. I like the idea of having a variety of weapons be our specials, but please make switching weapons instantaneous like it used to be so we can use this fun feature effectively.
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