Commando Archive
Thread: Top 3
StarNick wrote:
"I also found the rocket launchers KD seems to stick on Krayts as well. Including ancients. But yeah... that's all it's good for cause I dont think it even really did any damage worth noting."
Yeah, we're not a position or state inducing profession, instead rather we're a damage dealing profession. The reason why our weapons do states (weak ones currently), is because they (and AoE) are our specials...
Definately why we need offensive specials (or consumables), advanced weaponry (So we can use an Adv RL's KD and do decent damage to fit our role, like improved charge shot for instance), or different measures to power up other specials (since a Pistoleer just doesn't have burstshot which is both AoE and a Stun...)
Since the possibility of adding consumables is growing, Ill send a post towards the devs' way. Who knows? May get an answer if it'll be feasible enough.
First however, if consumables were added to the profession:
Should they be concentrated or no AoE? (Since our equipable weapons do AoE)
For possible consumables, this would be the big question. If they're non-AoE, then its just the variety as well as the heavy damage we need. The only problem is that they wouldn't be usable with other profession specials, or specials for that matter. But, at the same time, they would be *our* specials and our's only...and therefore could be pretty dang damaging.
I really don't want to get more consumable stuff, we have already been down this road before remember?
states are damage enhancers though..... maybe that's our nitch, we "shock and awe" opponents into submission?
Our role was intended to be damage dealing, but in our current incarnation that role is murky and is so loosely defined (in the documents we were "Heavy Weapon Specialist") that one can take a few stances on what a commando is, which each can also be contradicted by what our profession currently does in game (including the role of being a regular old damage dealer).
It may be safer to continue focussing on becoming a true damage dealer rather than delivering "shock and awe" or being solely AoE or State. They do not fit SWG's take on what a damage dealer is suppoused to be.
I personally feel any type of offensive stance/power-up will help let that role be lucid in definition, and this ranges from a lot of the ideas already outlined. The matter at hand however is practicality...as Im not holding my breath for the dev team to produce a commando document and focus solely on that for a publish or anything like that, we must be able to build on what the CU gave us.
But thats also the real problem...aside from included in the damage dealing sphere (remember theres Crowd Control, Damage Dealing, Tanking, Healing...we're in the damage dealing one, just on the outside showing that we have a little bit of crowd control but its not what makes up out entire profession), our primary attention never was clearly defined...
Message Edited by StarNick on 06-01-2005 05:25 PM
Cpl_Fisher wrote:
StarNick wrote:
"I also found the rocket launchers KD seems to stick on Krayts as well. Including ancients. But yeah... that's all it's good for cause I dont think it even really did any damage worth noting."
Yeah, we're not a position or state inducing profession, instead rather we're a damage dealing profession. The reason why our weapons do states (weak ones currently), is because they (and AoE) are our specials...
Definately why we need offensive specials (or consumables), advanced weaponry (So we can use an Adv RL's KD and do decent damage to fit our role, like improved charge shot for instance), or different measures to power up other specials (since a Pistoleer just doesn't have burstshot which is both AoE and a Stun...)
Since the possibility of adding consumables is growing, Ill send a post towards the devs' way. Who knows? May get an answer if it'll be feasible enough.
First however, if consumables were added to the profession:
Should they be concentrated or no AoE? (Since our equipable weapons do AoE)
For possible consumables, this would be the big question. If they're non-AoE, then its just the variety as well as the heavy damage we need. The only problem is that they wouldn't be usable with other profession specials, or specials for that matter. But, at the same time, they would be *our* specials and our's only...and therefore could be pretty dang damaging.
I really don't want to get more consumable stuff, we have already been down this road before remember?
states are damage enhancers though..... maybe that's our nitch, we "shock and awe" opponents into submission?
StarNick wrote:
I personally feel any type of offensive stance/power-up will help let that role be lucid in definition, and this ranges from a lot of the ideas already outlined. The matter at hand however is practicality...as Im not holding my breath for the dev team to produce a commando document and focus solely on that for a publish or anything like that, we must be able to build on what the CU gave us.
In addition, consumables would *have* to be raised to their old..OLD..levels of 200 (or at least 50-100) charges.
All are possible solutions and at this point since we don't know what the heck the devs are thinking or working on, we shouldn't leave one stone unturned.
StarNick wrote:
It most likely wouldn't be "balanced" enough for the devs, but a possibility still exists there. And if it does, they wouldn't be as difficult to craft - rather, have the current schematics' component/resource requirement (around 4-5 blaster power handlers which is too close to a T-21 and these are for all the cannons - cept the LP/RL), and make the non-CL 54 HW more reasonable. As it stands all our weapons (save the LP/RL) have slightly less component usage than a T-21 rifle, regardless of CL, yet they aren't all useful as a T-21. Hence the supped up heavy weaponry would be as expensive as current HW, while our equipable less expensive.
In addition, consumables would *have* to be raised to their old..OLD..levels of 200 (or at least 50-100) charges.
All are possible solutions and at this point since we don't know what the heck the devs are thinking or working on, we shouldn't leave one stone unturned.
Well they said they would up the charges on grenades and didn't. Easy enough to code stacks of 500 for TC but not easy enough to transfer that with a reduction to live.
I enjoy the feel of commando the way it is now... I don't enjoy the fact that we lack any kind of punch and the fact that our Non-AoE weapon is broken still. Find ways to pack the punch... if the Dev's think a Rifleman/Pistoleer concealing, 3-4 concealed shots, sniper shot as the conceal is breaking, stopping shot, and a couple more sniper shots while they can't move as not being overpowered but bringing our weapons to hit a little harder would be? Not saying nerf rifleman at all... they are where they need to be... we just need to be closer to that damage level. God forbid if they nerf roots... the game will need a PvE CU then... won't be able much at all. Look at the DWB and the Vette after they have had balance passes.
One thing I forgot to mention:
This could become the old idea of ammo packs. Having an empty launcher beam tube, that can be loaded with ammo packs to produce devestating effects.
I just posted in the corr forums concerning this, with a tie in asking if its feasible enough and more importantly, asking where the profession is heading and what the internal team wants us to become. If we get a response to that, we have a better chance of narrowing down solutions and getting on the road to becoming our role.
You who speak against consumables dont understand this:
IF CONSUMABLES ARE BROUGHT BACK THEY MUST BE MADE EASY TO CRAFT.
Thats the only way they will work.