Commando Archive
Thread: 10 Questions For Devs -- Updated 4/07/04
garvin wrote:
Hello again everyone...Well I took all the suggestions listed below and worked them into our 10 Questions the best I could...The questions below have been revised a bit, some were re-worded, and the 2 grenade questions were combined into one, leaving room for a new #10 question relating to the Master Commando box. Again, feedback is most welcome. If all looks ok, I plan on submitting these questions to TH by Wednesday.
To illustrate...both of these say the exact same basic thing:
3.) Is it possible to combine the Flamethrower and HAR into one tree, leaving room for a new tree to represent the Launcher Pistol, other Ranged weapon (Beam Rifle or E-Web) or Unarmed "Dirty" moves?
5.) Has there been any proposed ideas, for the LP, to be made a Commando specific weapon? *By this I mean, it does not use Pistol Accuracy and Speed, but gains it's own Mods and Specials for Commandos*
Daker...
I will work on rewording the "purpose" question a bit...I meant it to focus on one aspect of our "SWG" role...didn't really mean it to sound like that was our only role...
As for the Launcher Pistol...Name me one profession that has a Cert for a weapon, but no specials they can use with it contained within their Profession? Pistoleers have a lot of weapons in their arsenal, but none that do Blast damage...so yes, it would be in there best interest, if they want a blast damage weapon, to get Novice Commando...doesn't it bug you that at Novice Commando, a Pistoleer can use our weapon better then a Master Commando? Is the LP nothing but training wheels for a new Commando? While pushing for new weapons and changes, shouldn't we also take what we currently own, and make it more useful.
If we had Mods and Specials of our own for the LP we'd accomplish 2 goals:
- We'd have at least one valid ranged weapon with ranged specials.
- We'd keep our niche as the ranged blast damage profession.
I'm not saying every Pistoleer wants to run out and get Novice Commando just so they can get ahold of our LP...but it bothers many of us that they can...and when they do, they are better with our own weapon then we are...if we are willing to live with that, why not just move the LP down to Pistol4 of Marksman and give them the gun?
garvin wrote:
As for the Launcher Pistol...Name me one profession that has a Cert for a weapon, but no specials they can use with it contained within their Profession?
Yeah but that has nothing to do what I was saying about mods... I wholeheartedly agree we need a launcher pistol tree with our OWN specials... I was just arguing that we don't need our own ("own" = mods that ONLY work for the launcher pistol and not any other pistol)accuracy/speed mods for the launcher... I think a novice commando should be able to hit the broadside of a barn with at least one of our weapons, and currently the launcher is it (because we start with pistols mods).
I thin we should be asking for additional general pistol mods, not the creation of new launcher pistol mods...
Don't be so hostile.... I was just stating my opinion...
Pistoleers have a lot of weapons in their arsenal, but none that do Blast damage...so yes, it would be in there best interest, if they want a blast damage weapon, to get Novice Commando...doesn't it bug you that at Novice Commando, a Pistoleer can use our weapon better then a Master Commando?
Yes, but that is why I say that we need additional pistol mods. If you give us additional pistol mods (like i am advocating) that isn't the case.
I am not saying we don't need more accuracy/speed mods, I am just saying we don't need special launcher pistol only ones...
Also, as far as a pistoleer/commando using a launcher pistol, I have NO problems with that. If a master pistoleerspends the extra77 skill points (marksman rifle tree + marksman carbine tree + ranged support tree + novice brawler + unarmed tree + novice commando) that it takes to get the launcher pistol...so what? If they spend 14 (total of 91) more skill points above and beyond that for our pistol specials...so what? They paid for it.
Think about this for a sec...for anextra34skill points we can getmost of pistoleers speed mods and good specials, and for an additional 14 (total of 48) above and beyond that we get all their accuracy mods as well. Bounty hunters and smugglers can invade into pistoleer as well. Why is it wrong for pistoleersthat spend 77 extra skill points and actually become commandos to use the launcher pistol?
Point is, if they spend the skill points on it, they deserve it IMHO. I don't see why this has ANY benefit at all for the profession...if they have to be commandos to get a launcher, then theyARE commandos and deserve to use the launcher because they spent the skill points to use it. I don't see why we have to gimp our own kin in the beginning just to keep people from using a crappy AP0 pistol that people have to spend a massive amount of skill points to use.
Is the LP nothing but training wheels for a new Commando? While pushing for new weapons and changes, shouldn't we also take what we currently own, and make it more useful.
Again, not what I said. I said the launcher pistol doesn't need its own mods. I said that is DOES need a tree with commando launcher specialsand extra general pistol mods.
If we had Mods and Specials of our own for the LP we'd accomplish 2 goals:
- We'd have at least one valid ranged weapon with ranged specials.
- We'd keep our niche as the ranged blast damage profession.
I'm not saying every Pistoleer wants to run out and get Novice Commando just so they can get ahold of our LP...but it bothers many of us that they can...and when they do, they are better with our own weapon then we are...
Again, not what I said. I said the launcher pistol doesn't need its own mods. I DO want additional pistol mods, and I DO want new pistol specials.
I just think it is silly to try to prevent people from using the launcher pistol by gimping it.
if we are willing to live with that, why not just move the LP down to Pistol4 of Marksman and give them the gun?
Come on Garvin, lets be real here... Making them spend anextra77 skill points is not giving them the gun...
Garvin, think about it this way....
In our marksman prerequisite we get a total of +30 speed and a total of +60 accuracy.
A Master Pistoleer gets a total of +49 Speed and +45 Accuracy.
What I am proposing is to give commandos pistol mods similar to Pistoleers that stack with the current pistol mods.
What you are proposing is to eliminate the stacking we get with pistol speed/accuracy mods, and create a WHOLE NEW kind of mod...
So under my plan, a Master commando would get the same (or similar) pistol mods as a pistoleer (NOTE: BH's do in their scatter pistol tree, why shouldn't we?). So a master commando would get a total of +79 to speed and +105 to accuracy.
Under your plan, a Master commando would get only the commando mods, for a total of +49 Speed and +45 Accuracy.
How is +49 Speed and +45 Accuracy that much better than +30 speed and +60 accuracy? Granted, we may get a little more than +49 Speed and +45 Accuracy with our own mods, but can't you see that because we would be losing the stacking pistol mods, we really aren't gaining that much? Is taking away pistoleer's ability to spend 77 extra skill points andEARN commando for the launcher pistol really more beneficial to the commando class than stackable pistol mods?
Sorry if I sounded hostile...that's the problem with posting responses...it's hard to judge their mood...I meant it in friendly debate tone...I value your opinion and anyone elses and everyone's opinion has merit...
To spend the pts may seem unreasonable for a Master Pistoleer to get the Launcher Pistol Cert...but think about it this way...that leaves them enough pts remaining to Master Rifleman or Master TKAor Master another Profession, etc...It leaves them with 75 pts remaining.
For a Master Commando to get 1 tree of Pistoleer, it leaves us with 61 ots remaining...not enough to master an additional profession (unless you want to Master Pistoleer)...14 pts may not seem like a lot to some, but when you it does mean the difference between getting an additon Master Box and not getting it...
So it's really not a difficult choice if a Pistoleer wants the Launcher pistol or not...even spending the more skill points still leaves them with plenty remaining...heck, while they are at it, grab the Flame Tree as well and they have an LP they can use better then us as well as the Flame Thrower they can use just as well as a Master Commando.
If the Devs were to consider making the LP a Commando only weapon, of course we'd push for higher numbers in speed and accuracy...or to compensate, higher power on the LP via their specials...The Devs make it a point to justify low speed and accuracy with higher damage rates...So if we were to get low speed and accuracy on our LP, then the specials for the LP would have to be high on damage to balance. Of course the Devs aren't always this logicial, but if you ask them why we have such low speed and accuracy, they'll tell you that it's because of our power...We would possibly end up with the same accuracy/speed levels as the FT and the HAR for the LP, but maybe we'd get power to compensate, otherwise we'd have an arguement for higher mod levels.
For the future, since the current fad in PvP is stun damage, how about stun grenades, i.e., grenades that do stun damage?
Number one question on my list is always WHY am I forced to waste all those skill points on Unarmed 4??? I'd like to use a stim, and I'd like to harvest what I kill. I'd also like a 3rd master that ISN'T kung fu fighting. This is Star Wars, sci fi, spaceships and stuf. I wanna fight with sci fi weapons, not swords and fists.
Message Edited by Xix13 on 04-06-2004 05:20 AM
Xix13 wrote:
For the future, since the current fad in PvP is stun damage, how about stun grenades, i.e., grenades that do stun damage?