Commando Archive
Thread: Commando Update From Beta TH Apporved
StarNick wrote:
I ment in relation to the game as a whole...
Figures.
The schedule for true profession revamps probably looks like this after Ranger...
Jedi
Bounty Hunter
Riflemen
Carbineer
Jedi
Jedi
Pilot
TKA
Bounty Hunter
Swordsman
Jedi
Marksman
Jedi
(and the list keeps going on like this for 2 or 3 pages, with commando being at the very bottom)
Pe-Ell-Morgoth wrote:
Seriously! First off, how many actually spend there time firing at buildings and droids! There isnt that much content in the game to support this special! And as of right now commando is built off of our weapons, most of them being AOE weapons, which none of these specials support! These specials suck
JadenKatrell wrote:
Here are some of the things that Commandos can look forward to in the next update:
Profession: Commando
* Heavy weapon AOE damage % is now displayed on weapons that have splash damage.
* Fixed an issue where commando Area-Of-Effect weapons wouldn't give AOE damage.
* Heavy weapon AOE damage percentage is now explicitly determined by the maximum range of the weapon. Longer range weapons have smaller AOE damage %.
* Decreased the AOE range of commando grenades, should aggro less mobs now.
* Fixed an issue with grenades where the AOE radius of a grenade would be centered on where the attacker was instead of where the target was.
* Increased damage on all commando grenades.
* Slightly increased the chance of grenade effects sticking to their targets.
* Slightly increased the chance of some heavy weapon state effects sticking to their targets.
* Slightly increased the effect duration for some heavy weapons.
* Increased crafted grenade stack size from 5 to 10.
* Added 4 combat specials for Commandos (3 levels each).
These specials are:
Demolition Shot: This ability gives a damage bonus against droids and buildings.
Focus Fire: This ability decreases the area of effect on AOE weapons & gives a damage bonus. The damage bonus is only for non-AOE weapons.
Dead Bang Shot: This ability decreases the range of an AOE weapon & gives a damage bonus - damage bonus only for non-AOE weapons.
Overkill Shot: This ability has a long warmpup/cooldown but gives a great damage bonus. This damage bonus is for non-AOE weapons.
ENJOY!!!!!
That's a Typo, reverse the meaning of the red statement, and I've tested em, they work.
My only beef is the cool-down and warm-up timers on the specials, they need some looking at.
Message Edited by PyscoJuggalo on 10-10-2005 07:44 PM
Can you guys let us have the title as "The most ignored" now?
Message Edited by gassygunslinger on 10-10-2005 04:40 PM
Im hoping we'll have more to report on regarding the specials in the next few days, and I do hope we may get one without a zip timer + all having a lot more damage.
StarNick wrote:
Bah Ryu, in relation to the game regarding all the new stuff we're seeing on TC2 (like those new bases I'm hearing about)...not regarding the professions
Hence why I'm still upset.
The overall game needs changes and fixes, yes.
And yes, these new fixes for commando sound great.
However, I still demand a real profession revamp, completely and totally. I want us to be more defined, our role to be defined. I want new weapons (that aren't rare loots or new flamers) for us, I want us to finally feel useful on the battlefield, and I want us to finally feel like true commandos.
At the risk of pissing off the community here, I'm worried too many people here will look at these notes and forget all about a revamp, allowing the devs to ignore it and push it back for another 2 years or so. I'm hoping I won't be the only one still pushing for a revamp after this comes to pass, but I fear I will be.
Message Edited by Ryubushi on 10-10-2005 05:50 PM
I want us to be more defined, our role to be defined.
Duly noted. I already said what I think we're starting to move to now. However, I'll see if I can dig up dev-info in regards to how they see us, because we're definately no longer simply "lots of utility" or "support" anymore. I'll see what they think we are.
Also remember, some things are not as clear as they should as we're still very early into this. If we get some very powerful specials...it's going to be clear that we're support where our weapons have built in states, but we'll also be a hybrid Nuking profession.
Ryu,
With all due respect here, I dont think you are grasping just how much was addressed for us.
This, to me, isnt a mini-revamp. Its a 75 percent overhaul. I've been among the most critical of Commando for a long, long time. When I read this last week, I litterally jumped out of my chair at my office and screamed "HELL **edit**ING YES!!!", with my coworkers giving me a very strange look.
Specials? We got them
Grenades? They're being addressed
AoE? Fixed.
I'll admit, I would LOVE to see a couple more specials for us. I would LOVE to see a couple more weapons. But at this point in time, I think this is a Carl Lewis sized long jump in the right direction. Its not as much as we've been asking for, but it DOES address a very large chunk of what we wanted.
And everyone else, dont fret about Demolition shot. Remember how they were working on the expansion at the same time as the CU and didnt tell anyone?
Dont be surprised if there is a GCW revamp ongoing as well. If you'll remember, back about 4 months ago, Helios made a post in the GCW forums asking about blowing up buildings, doors, etc. Look at the new Ranger. Mines. Remote bombs.
See how all this is being tied together?
I've personally never really looked at Commando as a profession you would go out hunting Nightsisters with. I've quietly thought that Commando should be at the forefront of the GCW, especially given my interest in PvP (1600-1700PvP rating preCU - with a Commando!). When I think of raids, large scale city invasions, etc, I think of squads of Commandos being the groundpounders that clear the path. We're the ones that take down the defenses (mines, turrets, etc). We're the ones that blow the base. We SHOULD get bonuses whilst blowing things up.
I've been wanting SO bad to talk about this stuff with you guys....You have NO idea how bad....
I'm ecstatic. I've been giddy since all this was announced. It felt like the first time I master Commando many moons ago. Even the fact that the numbers werent what I thought they should be, I was still excited because they ARE listening to our posts back in the beta forums. When Helios (or whoever) read our responses, the changes were promptly removed, and gone back and reworked, and are STILL being reworked. Which, even though I would prefer to be testing it RIGHT NOW, I am thrilled that they are taking the time to do it right.
StarNick wrote:
I want us to be more defined, our role to be defined.
Duly noted. I already said what I think we're starting to move to now. However, I'll see if I can dig up dev-info in regards to how they see us, because we're definately no longer simply "lots of utility" or "support" anymore. I'll see what they think we are.
Also remember, some things are not as clear as they should as we're still very early into this. If we get some very powerful specials...it's going to be clear that we're support where our weapons have built in states, but we'll also be a hybrid Nuking profession.
I think this revamp clearly defines our role, but it may not be the role that people not involved in GCW/PvP are looking for.
I think this gives us the potential to be wanted during factional PvP/PvE...
I'm thrilled, personally...
I am looking forward to putting my Sith on vacation. I am lookingforard to strapping on my armor, equiping a rocket launcher, blowing stuff to kingdom come. I am looking forward to guarding the door to the base in my guilds city and blowing a "overkill" sized hole in someones health bar as they enter it.
I'm giddy, man....
RankorCity wrote:
Ryu,
With all due respect here, I dont think you are grasping just how much was addressed for us.
This, to me, isnt a mini-revamp. Its a 75 percent overhaul.
Ehh...In my opinion, a true and utter revamp would stream-line all our weapons a whole lot better, where we would have unified categories of AoE and Non-AoE weapons and each grenade and Heavy Weapon playing a specific role where states are concerned, rather than the hodgepodge and redundancy we're seeing right now. As well as a way to have all those weapons usable at master.
As I have been saying for a while, some badly needed fixes in the right places will go a long way...and they had. What hit us from left field was the introduction of specials. Now, if we can get anything of the above...then yes this will be practically a full fledge revamp. As it stands now, we're on the cusp of it, it seems.