Commando Archive

Thread: Correspondent Report Submitted 9-10-03

Druzz
Thu Sep 11, 2003 5:06 am
#27

Well I agree with the others.


Let the Special distance and recorvery of the flamethrower as it is.


I would suggest doing something about the acid rifle instead... less dmg no dots at all


What about you the range of the specials for the acid dmg are getting increased instead and the dmg lowered dealed by it. This would give us a weapon we could use over a greater distance in combat.


I aggree with the rest of the suggestions well done

Tavinureel
Thu Sep 11, 2003 5:09 am
#28

*cough* Ivoni, come in here anytime! *cough*



Anyway, here's my 2 cents.



1. Take a look at the flamethrower. It's giving us CRAZY damage. I don't think it should be doing this kind of damage. Right now the game is seeing us as doing melee damage. I don't know if this is accurate, but if it's not...please fix it to make it more reasonable....4k per hit is a little TOO ridiculous.


2. Titles. It may seem a little minor...but players with these misconstrued titles are getting mistaken within game to be something they are not. The closest comparison I can think of is the slash-set title bug the developers just recently fixed.


3. Our specials, what little we do have, is sufficient for us. We have exchanged specials for pure, raw damage. However, can we get a little lovin for the launcher pistol? Maybe get some additional improvements to use it the farther up the commando tree we get?


4. HAR. While not the most spectacular, should we get some kind of armor piercing with it? Or at least make this weapon aunique item to get for us commando's?


5. Lastly, every Tom, *ick, and Harry is joining the Commando profession to use the flamethrower. Can we diversify our profession so that us Commando's aren't a "one-trick pony"?



*I really, really appreciate the fixes that have been done to us, and by far, am really impressed. But can we at least make our profession to where we are unique, but not too overpowered within the SWG universe?



Peace out, baby!




------------------Signature Line-------------------
"Fear leads to Anger; Anger leads to Hate; Hate leads to Power; Power leads to Victory. Let your Anger flow through you. Your hatred will make you strong. True power is only achieved through testing the limits of ones anger, and passing through unscathed. Rage channeled through aggression is unstoppable. The Dark Side of the Force offers unimaginable power. The Dark Side is stronger than the light. The weak deserve their fate." -Sith Mantra
============
College Student + Free = "I'm there"
Tavinureel
Thu Sep 11, 2003 5:35 am
#29

(off topic)



ROFL, 1-star for my last post. Someone doesn't like my proposals? Well, kiddies it's better than a nerf I can tell you that. And please rate ALL my posts 1-star, I ask you. By the time you figure out that Neutrogena and staying away from fatty foods helps clear up acne, I'm sure that you'll realize some of my proposals are actually sound.



The rest are just "fillers" I put in there to sound smart.





Nothing to see here....move along






------------------Signature Line-------------------
"Fear leads to Anger; Anger leads to Hate; Hate leads to Power; Power leads to Victory. Let your Anger flow through you. Your hatred will make you strong. True power is only achieved through testing the limits of ones anger, and passing through unscathed. Rage channeled through aggression is unstoppable. The Dark Side of the Force offers unimaginable power. The Dark Side is stronger than the light. The weak deserve their fate." -Sith Mantra
============
College Student + Free = "I'm there"
Mortiar
Thu Sep 11, 2003 6:06 am
#30






MasterSynn wrote:


ACCURACY AND SPECIALS



2. Two issues that tie together: heavy weapon accuracy and slim rewards for Master Commando. Currently, the Master Commando level is weak, giving accuracy bonuses to thrown weapons and rocket launcher only. At Master level, we end up with accuracy bonuses ranging from a total of 80 for flamethrower down to 40 for the lightning beam cannon. Compare this with Master Rifleman who ends up with an accuracy rating of 112. We’d like to see accuracy improved, particularly at Master Level. Also, would it be possible to add a generic “heavy weapon” bonus to accuracy and speed at Master level that would stack with specific weapon bonuses?


3. The range of our specials is extremely short. The profession may be designed for close combat but the current range of 16 meters is prohibitive. Could the range be extended?


4. Recovery from our special attacks is very long with reports of up to 15 seconds. Could recovery time be reduced a bit?







you guys have to realise that you can't have everything.


you have weapons that can one shot kill players, then there has to be a drawback to it somewhere else you'll be looking at the nerf bat very fast! Our drawbacks is the 16m special range and horrid accuracy wich I think is fine.


agood FT can hit for 3.5k with a normal attack, please take a look at any other proffs weapons that can do that.




~ Eacomo An'tah ~
Bothan and proud of it =p
DayWalkerRori
Thu Sep 11, 2003 6:08 am
#31

I vote to add a random KD to nades...U can get shot and still be standing..How many times have seen someone get hit with a nade and not go flying??
Ivoni
Thu Sep 11, 2003 6:18 am
#32

Ok. I talked with Mastersynn on the phone for quite a bit.

Really great guy. Sadly my phone got knocked out with all the rain and they just got it working today.

Basically in this report we are trying to get answers.

We don't want to be gods. Just some definitive answers of what they want with this class.

Personally I disagreed with Mastersynn about touching the range of the specials, but I saw his point. Basically in PvE, how many times have you tried to use your special and the mob was out of range by the time you actually tried?

Even more frustrating is you can cue up 30 specials and one out of range clears the cue.

What he was looking for was a slight increase, nothing major.

In my opinion, the Har is broken. It's cooldown is 20 seconds, even at Master. I do less damage over time because of this.

But this is a great report as it details our problems and hopefully we get some concrete answers.

To me that's the bigger issue. What we should and should not be.

Here's hoping anyway.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Uninformed
Thu Sep 11, 2003 6:32 am
#33

Agreed with everything said. Wondered about one thing and please don't flame. Given that we are largely defenseless during the 9-20 sec gap, what about allowing us to use the unarmed defense bonuses we have developed during our ridiculous grind up that tree -- which only serves to delay our climb ad does nothing more -- during that 9-20 secs? Either that or I like reducing encumbrances.


Good Luck MS. If we are lucky, the Devs are as good as their word to refocus on the need to give more timely and meanignful feedback.




General Jheball Sag/Dark Lord Malegant
Leader and Founder of the STORM Brigade
Drist
Thu Sep 11, 2003 6:34 am
#34

Looks good so far.


I think the top thing on my list is the HAR it is a broken line that really hurts the people going for Master Commando which should be rewarded. Some fixes to it would really help. It's a lot better then it was but I can't find a reason to use it over my FT.


Also I hope they can look into the graphic effects on it as it just sucks. That can't be what they intended that thing to look like.

Obey
Thu Sep 11, 2003 6:47 am
#35

If they want to add skills for the LP, I think they should be added under the HW lines. They also need to fix the melee flamethrower identifier, mobs think the Flamethrower is a melee weapon. The currently isNO reason to use the HAR, even though it requires the most HW xp to master.
Theedage
Thu Sep 11, 2003 6:52 am
#36

Range + time on specials - leave em.



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
Snare
Thu Sep 11, 2003 7:01 am
#37

I like the report, only a few things to comment on.


1) "14. Using Flame Cone type attack gives no xp from additional targets killed. Only xp from targetted mob is received. "


This isn't the case for me. I regularly solo 3-4 mobs at once using my pet to tank them. I use Flame Cone almost exclusively against them and get EXP for them all.


2) The +speed skills on the HAR appear to be broken. With the 3rd level of HAR tree, my HAR is still attacking at its listed speed value, 5.3. However, with 4th level of flamethrower tree, my flamethrower is attacking at 2.2 spd, while its list is 4.0. This is not including anything with specials, just default attack.


3) I don't really have any issue with the delay of range of the flamethrower specials with the 4th level of the skill tree. I'm doing more damage in those 9 seconds than with any other weapon available to me, so the delay is only bad for commandos that have medic skills, as far as I can tell at this level. We are pretty much the most damaging class in PvP and PvE right now, though a good rifleman using flurry shot 2 can do more AOE damage than us. I really can't see them making us any better in damage dealing.

MAUSer
Thu Sep 11, 2003 7:45 am
#38

Please mention, again, that the field tactics line needs work. If we could get Terrain Negotiation in this like would be fantastic. . .for instance FTIV would be terrain negotiation with the equivilent of Exploration III. This would make the field tactic line make sence, and it would save commandos ALOT of skill points for spending 15 on scout, 5 on explore 1, 4 on II, and 3 on III. Those 27 skill points could be MUCH better used elsewhere. . .



I also think the range and delay of our specials are fine.


Just my 2 credits.




______________________________________
Skulletor - Sniper 4 2 2 3 / Novice Commando 3 2 3 1 - Eclipse
Proud to be Pre-Patch!
Ecaterina
Thu Sep 11, 2003 7:48 am
#39







14. Using Flame Cone type attack gives no xp from additional targets killed. Only xp from targetted mob is received.




you do get xp for all the target you hit in the flame cone, but you need to make sure if actually hit them with the initial damage, even if the target counterattack/block they still take the dot from the cone, if they die from the dot, you won't receive any xp, I tested this, getting xp for every single kill I got from cone 100% of the time.






Ecaterina Ki'Sera--Seeker of Prey/ the blue thingie told me to go Master Carbineer.
Major of the Imperial Army
Willing to fight for the following Causes.

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Allowing Master Chef the usage of flamethrower.
Imperial Uniform need to fixed to fit female bodies.
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