Commando Archive
Thread: Heavy Weapons Specials Summary
AAAHHH YES. The age old "is it fun" problem. Plaguing game designers since the early days of pong.
"but Bob, its a ball and 2 sticks"
"I know Steve... but its FUN!"
Merc93 wrote:
Whee did you get this from? I just looked at all the Heavy Weapons and didn't see any weapon effects or fire modes. I saw a post from Garvin that stated our specials have only been to weapon effects. I guess these are permenant and on all the time. The CU docs said our weapons would fire modes to switch between damage types for diffeent types of armor, ranges, and effects, etc., and none of the weapons I looked at had these options in the radial menus. Of course can't test this yet 'cause the blue frogs are mostly disabled.
Weapon "modes" were part of a previous design - we no longer use "modes" for weapon firing. Commando weapons have their AOE attacks built in to every shot (see the detailed examine info on each weapon). During in-house testing it seemed fun - how it turns out during large scale testing will soon be determined when we open up Commando skills on the beta server. Remember that nothing is set in stone. Testing and well presented, constructive feedback will determine what changes will be made to anything that's currently slated for CU. I'm reserving any judgement of how things will pan out until we get some actual large scale testing done.
Helios_SOE wrote:
Weapon "modes" were part of a previous design - we no longer use "modes" for weapon firing. Commando weapons have their AOE attacks built in to every shot (see the detailed examine info on each weapon). During in-house testing it seemed fun - how it turns out during large scale testing will soon be determined when we open up Commando skills on the beta server. Remember that nothing is set in stone. Testing and well presented, constructive feedback will determine what changes will be made to anything that's currently slated for CU. I'm reserving any judgement of how things will pan out until we get some actual large scale testing done.
Hope that goes for Jedi too!
Helios_SOE wrote:
Weapon "modes" were part of a previous design - we no longer use "modes" for weapon firing. Commando weapons have their AOE attacks built in to every shot (see the detailed examine info on each weapon). During in-house testing it seemed fun - how it turns out during large scale testing will soon be determined when we open up Commando skills on the beta server. Remember that nothing is set in stone. Testing and well presented, constructive feedback will determine what changes will be made to anything that's currently slated for CU. I'm reserving any judgement of how things will pan out until we get some actual large scale testing done.
It's really shocking when we have REAL information being provided by a first class Dev! Thanks Helios!
As I think you can tell, you will be getting a LOT of constructive and well presented feedback once large scale testing is possible. Any ETA on the frogs letting advanced professions to be used?
Ouch! That can really be bad in places like the vette and DWB where AoEs go through all of the walls and agro the whole place.
Helios_SOE wrote:
Merc93 wrote:
Whee did you get this from? I just looked at all the Heavy Weapons and didn't see any weapon effects or fire modes. I saw a post from Garvin that stated our specials have only been to weapon effects. I guess these are permenant and on all the time. The CU docs said our weapons would fire modes to switch between damage types for diffeent types of armor, ranges, and effects, etc., and none of the weapons I looked at had these options in the radial menus. Of course can't test this yet 'cause the blue frogs are mostly disabled.
Weapon "modes" were part of a previous design - we no longer use "modes" for weapon firing. Commando weapons have their AOE attacks built in to every shot (see the detailed examine info on each weapon). During in-house testing it seemed fun - how it turns out during large scale testing will soon be determined when we open up Commando skills on the beta server. Remember that nothing is set in stone. Testing and well presented, constructive feedback will determine what changes will be made to anything that's currently slated for CU. I'm reserving any judgement of how things will pan out until we get some actual large scale testing done.
Helios_SOE wrote:
Misuse of such power could be detrimental .
I don't do commando to just do PVP...in fact I use my commando to hunt far more than I do PVP. PVP is just a very small part of what I enjoy about SWG...very small. I think we need options if what kind of shot we want to take...an AOE that actually works or a regular shot that only takes out one mob at a time.
Why are you attempting to fix things that are not broken and breaking things beyond repair that should have been fixed? Giving dancer buffs to novice entertainers...really socking it to dancers who have put a lot of time and effort into their profession and creating an even far worse AFK problem, making rangers have to master a basic profession unlike any of the other combat professions, unless you would decrease the skill points for ranger and making flame throwers AOE after so many of us have chosen that profession and used it with great success as it was. Ever heard of cutting off your nose to spite your face?
Some things I like that you have changed but it is hard to get to that point of enjoying those when I am so angry about the other huge changes that don't fly. PS the color icons are horrid and really detract from the scenery and game play.