Commando Archive
Thread: Assignment #6: What would you like to read in the Combat Revamp Docs?
Message Edited by LuciusScipio on 09-09-2004 03:00 PM
AKemper wrote:
Raptor2k1 wrote:
"AHHHHHH! IT BURNS! IT BURNS!!"
gets my vote
what he said LOL
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.
Message Edited by StarNick on 09-09-2004 06:03 PM
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?.
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?
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.