Commando Archive

Thread: Assignment #6: What would you like to read in the Combat Revamp Docs?

Latenighter
Thu Sep 09, 2004 9:30 am
#27

In the revamp, players who have paid and played for six consecutive months are permitted 2 character toons on one server without additional fees.



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
Yoda2397
Thu Sep 09, 2004 11:01 am
#28

I would like to see this:


Commando 0/0/4/0 (shock trooper) will be a SIGNIFICANT step down from Master Commando.





--Zadok
-Master Commando
-Master Dabbler
Radiant
LuciusScipio
Thu Sep 09, 2004 11:54 am
#29


/double post. ignore

Message Edited by LuciusScipio on 09-09-2004 03:00 PM



----------------------------------------------------------------------------------------------------------------
Atilius Crydell

Rebel Colonel & Master Commando (Starsider)
comandobob
Thu Sep 09, 2004 12:26 pm
#30






AKemper wrote:

Raptor2k1 wrote:


"AHHHHHH! IT BURNS! IT BURNS!!"


gets my vote






what he said LOL




Naerbe Airrea Commando {TS} Farstar
For Teh Horde
Naerbe -Tuaren Warrior -wow Zenedar
RazerWolf
Thu Sep 09, 2004 1:21 pm
#31

CR, eh?

1) Armour.

i - Armour completely changed changed to allow a crafted max of 60/40 Special/Base with a 60/50 absolute cap. Current armour brought down %wise to accomodate (All Special protections reduced to 3/4, base eff to 5/9). If a standard PVP Comp suit was 30/60/35 Stun/Elec/Base, people would switch away from their Jawas, Stun batons etc and start using actual blaster weapons.

ii - Disallow armour from protecting from everything always. e.g. Composite. If composite had a natural weakness against kinetic, for example, it'd be excellent to use vs ranged characters but not so vs melee. This can be explained "storywise", eg.: "The advanced metallo-ceramic/plasteel compounds in Composite armour allow it to have an excellent resistance against energy from blaster bolts, dissipating them easily, as well as harmlessly absorbing heat and electrical energy, and insulating against cold and acid based weapons. The natural brittleness of this compound (which can be eliminated partially, but not entirely) results in the armour being poor at defending from blunt force trauma and solid piercing attacks." This weakness would cause an increased prevalance for Ubese and especially RIS armour, with its naturally high Kinetic protection.

iii - Give armour different "levels" of encumberance, to penalise certain classes for using it. A Teras Kasi Master should not be fighting in what is effectively full plate mail. Likewise for a quick and nimble fencer. Rather than mess with HAM costs, certain classes should get their defences (Melee/Ranged Def, Melee Toughness, Dodge/Counterattack/Block) halved or even reduced to zero when in armour, depending on "certification" level. Your skills would be halved for wearing armour 1 level above your cert, and zeroed for using armour two levels above. TKM/Fencer should not be certed, Pistoleer, Smuggler, BH (?) should be only certed for "light" Armour, all the other classes for "heavy" armour. Composite, RIS, and [insert two factional armours here] would be the heavy armours. Mandalorian, being "legendary", would not only have "huge" resists (I believe it's 65/58% currently), but would be certed as light.

2) Weapons. Not much change here, but give some classes a better range of damage types and AP. Fencer should at very least get a high damage AP1 weapon, Swordsmen should get a high damage actual sword in their sword trees. (Rather than just the Scythe, Hammer and Axe), TKAs are getting the Razor Knuckler and should also get an Unarmed 2 certified AP0 "Brass Knuckles" which would improve grinding Unarmed, so you don't have to use speed sliced uncertified VKs to get to TK novice. All "slugthrower" type weapons (Nym carbine, Tusken and Berserker rifles) should be changed to Kinetic damage. This allows Riflemen and Carbineers to join in on Nightsister hunts and gives them more versatility in terms of weapon/target appropriate damage type.

3) Loot. More loot! High level MOBs should drop good stuff more frequently. There's nothing more frustrating than taking a 10-man group out to slaughter Nightsisters for three hours and getting nothing but worthless and crappy DOT lances, credits, low level shards and the occasional crystal (which if the Jedi don't want, are useless). The average NS hunting trip yields a lower value of loot than could be gained from running easy missions.

4) Rewards for PVPing. Faction recruiters should sell things which players actually want, other than the factional armour which admittedly makes a nice house decoration. Fixed Imperial Hat.

5) Commando! All pretty much been said. Further to that though, I'd like to see a statement along the lines of "Commando as a profession has been revamped to allow it to be one of the most versatile combat professions in the game. All the Commando trees now complement other professions perfectly and vice versa. Master Commandos also have some powerful and inventive dabbling options, though there is no one "uber template", each has strengths and weaknesses. The smart Commando however will be able to use all their skills where necessary to present the correct strength at the correct time, be it in terms of tanking ability, high AP weapons, or having access to multiple damage types and thus almost always having the correct one for the job in hand."

6) Fun. Nuff said.



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

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
StarNick
Thu Sep 09, 2004 3:01 pm
#32






Commandos will be able to dig Fox Holes during GCW battles for extra Anti-Accuracy protection






Hey this isnt such a far fetched idea....!


*Drum Roll* This shall be long *cracks knuckles*







Item 1: Total Armour Revamp - I dislike the notion of having armours specific towards vulnerabilities...thats the whole reason why we got into the composite mess (along with high resists). Instead, have a classification of light toheavy armours - NO vulns, the armour should resist ANYTHING that hits it....but heres where that twists.

For instance, certain light armours have fairly low resists across the board, they aren't really strong in anything...but their encumberance is low as well as they get *added* terrain mods (ie. Scout armour)

Then we get medium armours, these are the mainstream suits...like the Stormtrooper armour for instance. They have strong resists, and weak resists (ie the vulns...but rather than heat vuln...just have 5-10% heat resist, rather than 30-40% of the other resists. These armours have slightly more encumberance and no mods.

Lastly we get Heavy Armour...a la composite...this armour has the BEST resists, all resists are high, no lows (like for composite right now). However, it has extremely high encumberance and either slows down the player movement/attack wise, and/or have negative skill mods (affects player negatively)

So by this, all armour would have LS resists...but of course like SUPER LOW resists, maybe 1%...so the AP on the LS' come into play here. For heavier armours like composite, lightsabers will take time to slice through it...so it makes sense that some of the energy is absorbed or deflected by the heavy layers.







Item 2: Everything that we have asked for in commandos. 'nuff said.







Item 3: Combat vechs...such as my assault tank idea a while back, driveable AT-STs and new rebel vehicles. They can be used for PvP only, after all when the CR and GCW revamps hit...the ground based game will evolve into a tactical-base strategy game. Whats better than having some tanks and walkers thrown into the pot? For balance, same restrictions apply to Faction Pets. Also for increased specific roles like in my assault tank idea, each master profession gets a cert for a gun turret that can be mounted on a customizable mod tank...such as a Rocket Turret, Flame Turret, Axe Turret, Heavy Turbo-laser turret, Standard Turrets, Rapid fire gun Turret, even maybe repair/healing turrets.







Item 4: My Profession Quest themepark idea, where each profession every publish gets a few long interactive quests to do for cash, experience, rewards, etc. Perhaps these quests can be used to unlock elite-elite skill trees...such as the proposed Mandalorian Warrior. Or allow us to unlock professional skill boxes that are like the FS boxes, but geared specifically for professions. Such as a proposed "Master Lvl 2, Master Lvl 3, etc" where it takes several million xp worth to unlock, and you get some added skill mods such as accuracy/speed...perhaps a new skill (like that fox hole idea?? ). This could work with specializing our combat roles, as well as allow for shopping for skills.







Item 5: New content tools to host combat events, such as tournaments and such. Not exactly combat revamp, but some form of content that tells a story and allows players to interact rather than a grind or where WE have to devise the content. (important....Im going to be loosing my last launch friend due to lack of content soon... ). Rather than dungeons involving massive hordes of 100-200k ham mobs and SBDs...have dungeons that rely on specific professions (like faction NPC bases). And are more quest-based, and puzzle-based, rather than here...150k ham SBD, kill it...then kill its 65 other friends. Give more interactions in dungeons...like what was done in The Warren. But dont make it where like the Corvette, where most groups end up suiciding or having to sacrafice some members to get through a room...or rushing. We dont want to die, we want to have fun!







Item 6: Make Faction Pets have a purpose...







Item 7: Lower FP costs for Faction Armour, as well as make it a number 1 choice over standard issue armour. Or if they dont want to do this, allow crafters to make "enhanced" suits...either pay 4k FP for a full standard issue suit, or spend 6k FP for an enhanced schematic suit and buy it from an armoursmith







Item 8: Give the non-FOTM PvP player's their dignity back! Just by a combat revamp, will this happen...but this is the last, and most important thing I want to see....Make it Work...!

Message Edited by StarNick on 09-09-2004 06:03 PM



--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!

Pyro Games

ThisIsTheMatrix
Thu Sep 09, 2004 4:43 pm
#33

I had this idea about death blow animation. That is once you hit death blow, you actually give the person a death blow. It wouldnt have to be gory nor long. Just a simple blow. A swordsman can stab the incapped victim on the ground, a pistoleer can walk up to the incapped body and shot him once in the chest. A commando can walk up with the flamethrower and burn the corpse to ashes. It would also be an optional button, you can do the normal deathblow if your in a big PvP battle and dont want to be attacked while in the middle of the animation. But in 1v1 it would be a cool way to end your enemies life. Just a thought.


Heres the original post


http://forums.station.sony.com/swg/board/message?board.id=bounty_hunter&message.id=279165#M279165



Cylus Castor
(Master Bounty Hunter, Master Smuggler)



When you have insomnia, you're never really asleep... and you're never really awake.
Silberado
Thu Sep 09, 2004 4:45 pm
#34

The Combat Revamp is ahaed of schedule and will be implemented at the end of Next week.


lol, hehe, lol, hehe,lol, hehe, lol, hehe,rolls on the ground, lol, hehe, lol, hehe,lol, hehe, lol, hehe.........




EQ3SWG The Everlasting Beta
Pfej::Kauri h Master Commando/TKM M
Bulldog::Naritus h Pistoleer N
Silberado::Chilastra h Noob
?


Yoda2397
Fri Sep 10, 2004 12:36 am
#35

how about this?


Since our flamethrower's new DOT will be so powerful, a player must now enter the command /stopdropandroll in order to stop the DOT. doing so will make the player's fire go away, but the player will be more vulnerable to attack.



--Zadok
-Master Commando
-Master Dabbler
Radiant
Cpl_Fisher
Fri Sep 10, 2004 12:29 pm
#36






AKemper wrote:

I would like to see speed caps for proffesions changed a bit, ie., reguardless of skill mods a rifle would cap at 3 second speed a carbine at 2 a pistol at 1.... The current 1 sec cap is too easy to acheive by most of the combat proffesions with the use of stacking or just a very few AA/CA's.


I am not saying to use these exact numbers but weapons should have different speed caps to balance the DPS output if they can all hit 1 sec pretty easily then the big incentive is to pick the proffesion that has the most dam,. This inbalanceis one reason the rifleman appear to be so strong now.Riflesdo huge damage when compared to a pistol for instance.and they can easily fire at the same speed as a pistoleer.







Does this mean rifleman will have the penalty they have against melee removed? Will they also get defenses against states as well? Will block stop a state attack from getting through? Will it BLOCK an attack, not reduced the damage by 50%?


/sarcasm off


That would make Rifleman Carbinneers and Pistolleers EXACTLY the same. Since a pistol can accurately shoot at 64m, and mellee can get a 20m attack, where would the variety go?.




Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Rockhurst
Fri Sep 10, 2004 2:03 pm
#37

Either a Lightsaber or a padwan braid for the successful completion of a Jedi mission (giving the date and name of Jedi). Perhaps nicer rewards depending on the level of the Jedi.


Weapons with an inate accuracy mod (like the speed mod).



Master Bounty Hunter / Master Pistoleer
--Force Enhanced--
Rockhurst
Fri Sep 10, 2004 2:12 pm
#38

Also...(sorry for double post, but this one was worth an Amen).




TK-132 wrote:

That an SBD doesn't take commandos out in 30 seconds.



Same comment but replace "commandos" with "any non mele combat profession".


That's a serious concern though. Do i think the DWB should be solo-able...absolutely not. With buffs AND armor being nerfed...you think it's tough for a small team of Master ranged professions to do the DWB now? Just imagine how much effort it will take to get a jetpack or one piece of Mando armor after revamp. Even if I could get my whole city to infiltrate that place, we'd all end up dead. NPC specials, resists, etc. need to be balanced along with the professions.


And, on a more general note...I'd like to see one of two things happen: 1) make DWB items (i.e. mando armor, DE-10 barrels, Jetpacks) much, much better than they are today or 2) make them slightly more available. How many Jedi are there for any one Jetpack or Mando helmet? (to me jetpacks should be far more available...heck, aren't the Special Ops & BH backpacks jetpacks?





Master Bounty Hunter / Master Pistoleer
--Force Enhanced--
Rockhurst
Fri Sep 10, 2004 2:17 pm
#39






Latenighter wrote:
In the revamp, it will be necessary to visit your corpse to retrieve uninsured items.







I'm taking it by your date and this statement that you weren't playing this game last year. In beta and for a while after release you did have to go to your corpse to collect uninsured items. And I can't tell you how much community outcry there was against this. Yes, part of that was due to not having speeders to get back to your corpse quickly, but if a Black Sun Wraith kills you and you didn't insure any of your weapons...how do you expect to get anything back? The dev's might do xp losses for all classes, but I don't think we'll ever see corpse runs again in this game. I know I'll quit quicker than it'll take to clone if that happens. Bottom line, it's just not fun.




Master Bounty Hunter / Master Pistoleer
--Force Enhanced--
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