Commando Archive

Thread: Heavy Weapons Specials Summary

Excess3
Wed Apr 06, 2005 10:11 pm
#27




Today, I don't see adding any "switches" to the weapon. It complicates the user interface and gives the benefit of the AOE without the trade-off of generating alot of aggro. The current implementation also forces tactical decisions about which weapon to use in various situations. Additionally, it implies an interesting group pve/pvp dynamic. Commandos are the masters of destruction as well as the special weapons experts. As such, they must learn to control their firepower on the field appropriately. Misuse of such power could be detrimental to the Commando. This is intentional.
The actual numbers of it all might (most likely) need to be tweaked, but right now this is exactly how it was intended. Whether or not it turns out to be fun for most people is also yet to be determined.





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!"



If ignorance is bliss, bliss is over rated.
Helios_SOE
Thu Apr 07, 2005 12:13 am
#28






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.


Zeranthos
Thu Apr 07, 2005 12:19 am
#29


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!



Wi'ihr Seh'ran
Dark Jedi Elder
[cccg][ggggggggggggggggggg)
Latenighter
Thu Apr 07, 2005 12:21 am
#30



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?



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
Toront
Thu Apr 07, 2005 12:31 am
#31

My only concern is that having our weapons always be area-attack could be more of a disadvantage than an advantage at times. I guess I'll just have to wait and see with the rest of us!



-----TTF-----
- Toront – Canadian Bingo Badass -
s Alonzo is my pet Normie
s I RP Your DND s
You don't know the power of the Sunguard


Xix13
Thu Apr 07, 2005 12:51 am
#32

I think part of the thinking is that commandos will also have lines from other profs. So if you want to target single creatures, you switch to the weapon of choice from your other ranged prof. Also, in large group situations the area effect stuf will allow you to help out all the fire-teams fighting different members of the mob. Tactics. Situations. I think it'll be kinda cool. A 20 person group splits into multiple fire-teams with the commando as the artillary support.



-- Xixor (FS Master Doc/Master Pistoleer -- CANCELLED) "I know what you're thinking: Why, oh why, didn't I take the BLUE pill?"
-- Xixasaurus (Padawanasaurus/Privateer) "Green is Good"
-- Xixette (12pt-Master Artisan/12pt-Master DE/12pt-Master WS) "Think Pink!"
-- Xixell (FS Master Pikeman/Master Swordsman/Rebel Pilot) -- "Anybody for some ants?"
-- Xixdoggie Dawg (Master Rifledogg/Master Ranger) "Woof"
-- XixTheFish (12-pt Master Chef)
rocksta
Thu Apr 07, 2005 12:51 am
#33

Hmm a solution to this problem might be a new weapon... say a plasma beam? or some sort that is a heavy weapon that can hit a single target. Sorta like a machine gun type but more star warsie
_Monroe_
Thu Apr 07, 2005 12:52 am
#34






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.






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.




Monroe - Medic (formerly Kiom)
Xana - Jedi
Tarantella - Structures
Cebak - Entertainer
Gawzeera
Thu Apr 07, 2005 3:01 am
#35






Helios_SOE wrote:


Misuse of such power could be detrimental .




with great power comes great responsibility.



"Jedi. Their order is a fading light in the dark. corrupt and arrogant.They must be punished." - Asaj Ventress Clone wars Micro series
RancorSlayerOfMany
Thu Apr 07, 2005 4:00 am
#36

As my favorit character from SIN CITY says in the Electric chair"Is that all you got!!" - Big Marv as he goes out in style


That is all I got to say about that
glory
Thu Apr 07, 2005 4:02 am
#37

More than likely I will drop commando if this stays. I so loved commando that I am doing the village just to get FS skills to enhance commando and not become a jedi. I don't like the fact we have no options. I harvest milk for my chef and when I milk I keep track by killing the mob I just milked but not killing the ones around that have not been milked yet. I also do not like the aggro factor.

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.



Gloria, Lowca: Wanderhome & Test Center
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Ez0_Loopback
Thu Apr 07, 2005 4:19 am
#38

Wonder who's gonna win out HTIS time... Devs, or whiners....
djkav
Thu Apr 07, 2005 4:33 am
#39

Okies Helios,


We don't have many weapons to choose from that don't do area damage. At least give us a Master tier weapon that doesn't do area damage You took the ugly MIR off us.


I will be a bit happier with a Non area damage Master tier weapon. Then I will have a tactical choice





Kav - Former -TC- Overlord [ Elder Jedi MDef / LS oo44 / Heal 41oo / Enh 4oo2 ]
Cartman - Former -TC- Overlord [ Elder MBH / MCarb / CM 4ooo ]

"Wot did you think was in ya mouse. A load of fiber-opticials, and megachips... Nah, just a load of me, Mr Mouse!"

Cancelled simply because SWG aint no fun for me any more.


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