Commando Archive

Thread: Top 3

RoastyToasty
Wed Jun 01, 2005 11:21 am
#27

I agree with tacwraith earlier. Why do we have to wait for the timer on our attack to cycle through before switching weapons? If our specials are our weapons, why do we have all of our specials on one timer when other professions don't. I posted about this in another thread, but I don't think it was noticed. Bringing back our consumables seems like a quick way to fix this as they have their own timers and won't stop us from attacking with an equipped weapon while they cycle. This and elemental damage always seem invisible in this forum despite being IMO fundamental problems with Commando.
Draycan
Wed Jun 01, 2005 12:26 pm
#28

this is the point...we are one trick ponies. We dont get special's because the special's are built into the weapons. The weapons are for the most part broken. We are broken because the very thing that makes up our class is broken



Draycan, Zadok Thickskull, Vylla VonBek
Master Commando Since August 2003
-| Wraith Squadron : Wraith Leader |-
In brightest day, in blackest night, no enemy shall escape my sight
Let those who worship evil's might, beware my Flame Thrower...Commando's Might! - Commando's Creed
Cpl_Fisher
Wed Jun 01, 2005 2:08 pm
#29






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?





    Member of the Rock alliance.
    CO of DD 214
    Member of EC-p8r militia
    "Have faith in God, but believe in antimatter"
    Bounty Hunters kill for credits, Commando's kill for the hell of it!
    StarNick
    Wed Jun 01, 2005 2:25 pm
    #30

    Shock and Awe would be nice, but we're already down that road as well and so far it hasn't worked out. The fact that we have intended (although its borked) AoE and state effects from our HW, our damage is subpar and we're not living up to our role...especially against a high level boss. With AoE (and this would only really apply to full AoE), our Heavy Damage only comes out via multiple targets. However, we aren't tanks either.

    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



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    Knightcrest
    Wed Jun 01, 2005 2:29 pm
    #31






    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?








    QFE


    No, no, no, no, no, no. Consumables = VERY BAD THING. These things are such a pain in the ass to make that hardly any WS wants to make them in the first place.... yeah lets just shoot our own foot off and have to spend more creds over and over to use our weapons that probably still won't do anything AS WELL AS have to race to vendors as soon as they restock just so you can maintain a supply. There are a few more commandoes we don't see in the forums that respec'd.... remeber how hard it was to find these before when there was less of us.


    They made shopping easier, so it is less time consuming... I sure as crap don't want to be going shopping before every big hunt to make sure I have all my consumables. Shopping sucks the big one, I'd rather just blow stuff up with our current weapons with advanced models or else armor break specials.


    You guys wanting to take the easy quick fix out with consumables by reinstating something that was a cool animation but a pain in the ass should really really think about what you are getting yourselves and others into... I for one would not be happy at all with consumables. It is so nice to always have my RL, ASL, LBC, and HPBC in my inventory and not have to carry crates of them having several out along with nades taking up inventory space when they in effect could be the same thing you are wanting in a non-consumable manner.



    Colonel Valdan Nightwind
    Captain of the Wrath of Night
    Elder Smuggler/Master Pilot
    Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
    Knightcrest
    Wed Jun 01, 2005 2:34 pm
    #32






    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.






    We need to be able to hit as hard as Riflemen. If that were the case currentlywe wouldn't be fussing nearly as bad about our broken weapons (yes we would be fussing about AoE not working right and no Non-AoE).


    An Offensive stance and/or Armor Break specials is all it would take to power ourselves and our groups up with a few Adv. versions of our weapons.



    Colonel Valdan Nightwind
    Captain of the Wrath of Night
    Elder Smuggler/Master Pilot
    Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
    StarNick
    Wed Jun 01, 2005 2:47 pm
    #33

    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.



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    Knightcrest
    Wed Jun 01, 2005 2:56 pm
    #34






    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.






    Colonel Valdan Nightwind
    Captain of the Wrath of Night
    Elder Smuggler/Master Pilot
    Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
    Knightcrest
    Wed Jun 01, 2005 3:03 pm
    #35

    Heh... just mentioned Consumables in guild chat. The language that followed from our WS and the other 3 commandoes would make a sailor blush...



    Colonel Valdan Nightwind
    Captain of the Wrath of Night
    Elder Smuggler/Master Pilot
    Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
    StarNick
    Wed Jun 01, 2005 3:15 pm
    #36

    Hehe.

    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.



    --Stern Synex-- --Master Commando-- --IDI Forces--
    --Proud Commando of 42 Months-- --Last Commando Correspondent--

    We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

    Pyro Games

    Draycan
    Wed Jun 01, 2005 4:00 pm
    #37

    Help us Star Nick...your our only hope.



    Draycan, Zadok Thickskull, Vylla VonBek
    Master Commando Since August 2003
    -| Wraith Squadron : Wraith Leader |-
    In brightest day, in blackest night, no enemy shall escape my sight
    Let those who worship evil's might, beware my Flame Thrower...Commando's Might! - Commando's Creed
    tacwraith
    Wed Jun 01, 2005 5:25 pm
    #38

    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.







    'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
    'But why is Fantasia dying then?'
    'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
    'But why?'
    'Because people who have no hopes are easy to control. And whoever has control has the power'
    RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

    Draycan
    Wed Jun 01, 2005 5:47 pm
    #39

    if consumables are brought at all they need to be made in stacks greater than 5



    Draycan, Zadok Thickskull, Vylla VonBek
    Master Commando Since August 2003
    -| Wraith Squadron : Wraith Leader |-
    In brightest day, in blackest night, no enemy shall escape my sight
    Let those who worship evil's might, beware my Flame Thrower...Commando's Might! - Commando's Creed
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