Commando Archive

Thread: For You Review: Commando Summary

Skeptic666
Thu Jun 10, 2004 12:33 am
#27

Sounds pretty good the only sad thing is look at the Fun Versus the not fun. What is the ratio on those hehehe.Any way ya. Keep it up man ide like to come back into the game and be usefull other then just mining stuff.



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
Kanubis
Thu Jun 10, 2004 2:02 am
#28


Firstly, my apologies if this has been mentioned already, but Garvin, you wrote that roughly 18/30 rockets from a stack hit... could you make it clear that this level of 'success' is only applied to Master Commandos, and that when coupled with the useless grenades andpointless HAR, this makes 'dabblers' (which I believe they try and promote) in anything but flame worthless.

Message Edited by Kanubis on 06-10-2004 10:02 AM



Ka'nubis I'onia {SFR} - MIA, presumed dead, 20/10/04


THE DEEPEST CIRCLE OF HELL IS RESERVED FOR TRAITORS AND L33T-SPEAKERS (AND PEOPLE WHO PARODY MY SIG...)

Ster
Thu Jun 10, 2004 10:09 am
#29

I have something for ya Garvin, but I dont know if you want to add it at all.


As far as I can think of, every other class has some sort of targeting special they can use. Right now the only targeting method that we have is to hit with the FT and let the burn attack the health. It would help our situation immensely, at lest for a short and easy fix for the DEVs, to make our specials target the health. If you want some sort of balance, then make it so that only the 2nd tier ones target health. (ie FlameSingle2 and FlameCone2) Do you think this is doable? Do you think this is unbalanced? Remember, rifleman can target the mind at speed cap and hit for much more dmg than us.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
garvin
Thu Jun 10, 2004 11:17 am
#30






Kanubis wrote:


Firstly, my apologies if this has been mentioned already, but Garvin, you wrote that roughly 18/30 rockets from a stack hit... could you make it clear that this level of 'success' is only applied to Master Commandos, and that when coupled with the useless grenades andpointless HAR, this makes 'dabblers' (which I believe they try and promote) in anything but flame worthless.

Message Edited by Kanubis on 06-10-2004 10:02 AM



Very Good Point...I'll add it...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Ster
Thu Jun 10, 2004 11:32 am
#31

I wanted to add something to my idea earlier about targeting the health pool. This could be a master only thing. Where if you are a master you are able to target the health pool with the initial shot as well as the burn. This would make a master commando different and more effectivethan just the normal shock trooper.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
tizodd
Thu Jun 10, 2004 1:12 pm
#32


Couple of things (From Lowca's newest Master Commando):


Garvin, you said:


How Commandos Would Like To Be:


A group of soldiers trained to specialize in guerilla warfare. Should focus on four qualities; assault troops trained for vehicle combat and artillery; soldiers who were experts at sabotage, demolitions and stealth; and a tech team devoted to keeping gear functioning or jury-rigging makeshift supplies.



I'm only counting THREE qualities in there. Was there a fourth? Those 3 sound great though!




Otherwise, the only suggestions I'd have is to trade the LP and HAR for an E-Web (but as a solo weapon that restricts our movement to zero), and a Commando-specific Carbine. Might make the logical combination of Commando/Carbineer more playable (Both seen as assault troops) and would allow the classes to overlap like pistoleer and carbineer do for BH (I know LP overlaps with pistoleer, but I hate LP's and I think Carbines fit better with commandos...of course, Carbineer would have to be fixed too ).


Overall, FANTASTIC job!



-Ehud Goshen

Lowca - Master Commando
inlord
Thu Jun 10, 2004 1:32 pm
#33


Just one thing from me, the Thermal Dets Should have a activate noise when Tured on "Like in Return of the jedi" At jabbas place were The bounty huntter Turns on the Thermal det and make alert that it has been armed Pluse give it more damage then a Proton like 10k AP But we would suffer for 10 secs delay after we use it.



-III-

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
garvin
Thu Jun 10, 2004 1:39 pm
#34




Message Edited by garvin on 06-10-2004 01:40 PM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

StarVoyager
Thu Jun 10, 2004 10:42 pm
#35

I like this garvin now just get the devs to do something
CyberData4
Fri Jun 11, 2004 1:59 am
#36

Fantastic job Garvin.


My only issue with commando is:


1- The HAR. It should at least have armor peircing 2. And be faster than the flemthrower. Perhaps only 3-4 seconds to recharge. The dmg isn't bad, but the delay is what kills me.


2- The launcher pistol. Is it me, or is this the only weapon in the game that a profession get at novice yet is given no mods or specials within that profession? We should have our own line. I would go so far to change the name from launcher pistol to launcher cannon and not stack it with anything pistol related. As of now, this weapon is for pistoleer templates.
Ajo79
Fri Jun 11, 2004 2:55 am
#37

Excellent points, garvin (and everyone else). Good work.


I might have missed it (or perhaps its fixed) but do Heavy Weapons (RL, HPBC) work inside in caves and bunkers? Its definatly a No-Fun factor.



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

KUBaN
Fri Jun 11, 2004 3:25 am
#38

My biggest issues with Commando:

-Launcher Pistoler: It is described as "firing small target seeking rockets with explosive tips," yet it has NO armor pericing. AP isn't the only problem, the LP's min/max range is VERY high, which allows mitigation to eat it up. The weapon is worthless to any Commando that isn't a master Pistoleer, and many other pistols have a much higher DPS than the LP (such as the Scatter, DX2, or Geo). All in all its pretty worthless unless you are going up against something that is only blast vuln.

-Grenades: If CM's can lob poisions/diseases at 96m that do 500 damage (through armor) to multiple people at a time, why can't I? Grenade accuracy, range, damage, and area of effect all needs to be increased if they are ever going to be viable in pvp.

-Heavy Weapons: First of all, why is an exploision MISSING a person, and why can't it even hit other people?

It's a shame that CM's, Smugglers, and Bounty Hunters are able to hit more people, hit them more often, and do more damage to players that Commandos. Without the flame dot we would have nothing.





"The dev team would never allow any kind of imbalance so that one group of people would 'cut swaths' through crowds of people." - Thunderheart 6/17/2004
XxMaddSeazyn
Fri Jun 11, 2004 4:37 am
#39

I can find no faults Garvin. Excellent.



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The reason the Old Republic lost faith in the Jedi is because they watched Episode II
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