Commando Archive

Thread: 3rd Letter to SOE.

Kitrinia
Thu Aug 07, 2003 4:21 pm
#27






LordCambion wrote:

5. Keep the graphics for the laucher and flamethrower... what do youexpect from an AE weapon... maybe make them AE too?


Cambion






In a group the launcher pistol basicly blinds all your Melee professions and the medics who have to be near you to heal. I switched out to Medic this last weekend and when I did I was very frustrated with another player in my group using the launcher pistol. I could not tell where players were in the explosions and smoke to heal them causing missed heals and very low Situational Awareness in the group who could not see if other mobs had added or W.T.F. was going on.


The pistol graphics either need to be removed or there needs to be an option to turn the darn things off so that other players in your group can see W.T.F. is going on.

Macedon
Thu Aug 07, 2003 4:27 pm
#28

1) Field Tactics:


- Include some defense and unarmed mods to improve our defenses slightly build on the work we put into "Master Unarmed".


- Include one or two Commando only special unarmed and marksman moves. A recommendation for a marksman move: "Fast Reload",use it to cut the time in half untill your next shot.


2) Weapons


- Grenades - Lower the metarial quantities required to produce a stack.


- Cannons - allow us to purchase ammo to alleviate the cost slightly instead of having to repurchase very expesive cannons.


- Launcher Pistol - should not be our only primary weapon. Flamethrower and HAR should have decent DPS comparable to other strong weapons when using standard fire. Specials should be devastating with an understandable lengthy downtime.


- Flame Thrower - If a carbine has a knock down attack based on fire being shot out you can not possibly say a flame thrower is not capable of the same thing. A single or AOE knock down should be included. I feel like the two people who designed those professions never discussed this.


malkof
Thu Aug 07, 2003 4:57 pm
#29

I have a question.

If we're a "secondary class" like the Dev's say we are, then why does it take 169 points to master the class? Hell, that's more points than...well just about everything but BH. If we truely are a sub-class, then they should drop master marksman/carbine (or unarmed completely)to bring us closer inline with point cost with the smugglers.
What's the point of spending more points that most other classes spend in total for access to heavy weapons that you only use part time? It does not make scence!



Here is a monkey.



--------------------------------------------------------------------------------------
Sewshe Bar
ex-wook, because being a 7 foot tall one punch chump sucks
Buzz1096
Thu Aug 07, 2003 4:57 pm
#30

Mine's easy...


Fix the darn combat xp on the flamethrower already. I hate getting 1 combat xp per kill, it's silly. This should be able to be hotfixed before the TC update. If they can make a Jax faster they can at least fix this one little thing.


I have other pet peeves, but you guys mostly covered them.



Buzzy




Drege Duece
Master Smuggler
Master Doc
Generally Stoopid for Speccing this way...
Inevitablis
Thu Aug 07, 2003 5:04 pm
#31

My pet peeve is this:



The flamethrower and the acid rifle's only special moves are DoTs. We don't have any sort of high damage rate special, so we're forced to just sit there and let the weapon shoot itself, which is no fun. It also makes us very weak in combat versus someone with a decent pistol.




- Cielo
Bloodfin
Novice (forever) commando
JediMasterAJ
Thu Aug 07, 2003 5:05 pm
#32

If you could get those ideas through to them Gari that would be great, also a few mentioned it, the fact that we need to know what the Dev's want the commando class to be so that both sides can focus and come up with a mdium.


Also peronally i dont think we need more unarmed combat moves we already got the ones from unarmed spec and thats good enough for me (i hated doing that line took forever). Also i dont want to see Launcher Pistol specials, I mean come on guys thats like giving into them, if they are going to make the launcher pistol or main (I hope that idea gets knocked out of there heads (not in a violent way, dont want to sound crazy)) then dont mention a "pistol special move " tree, this is like saying I love the launcher pistol as my main its great!!


Also why is there a Heavy Acid Rifle tree anyway? Whats up with this? I mean why do we have 2 main heavy weapons that do the same special moves? I think this gun should be moved into the flamer tree, or gotten rid of altogehter and have the heavy acid beam rifle being our main acid weapon. Personally we need that tree as a Heavy Reapter Tree (people have already gone into the moves AoE knockdown and what not) and this is what i think should happen to make the Commando class a kick ass multi perpose class.


Thanks


A'J Lori


Commando/miner




Intrepid - Stev Syoj
MBH / MMarksman / MRifleman
New Republic -NwRep-
KolwynKithaeran
Thu Aug 07, 2003 5:14 pm
#33

i am not a commando yet but these are my concerns as i'm deciding whether or not to continue this route:

1) i agree with Mystidia (sp?) that we need to find out from the devs what their vision of Commando's role is. how am i supposed to decide on playing a class that doesn't seem to be clearly defined by anyone yet? especially when the class takes a whole lot of time, effort, and skill points to achieve.

2) our "main weapon" is supposed to be the launcher pistol? that sure comes out of the blue since when i look at the commando skill tree i see flamethrowers, grenades, acid rifle, but no pistol. *those* are the reasons i want to be a commando, not a pistol! if we are supposed to use the pistol as the main weapon there should be a designated skill line for it, and special attacks for it- in our tree, not pistoleer tree.

3) what is the unarmed combat requirement for? (this sort of relates to the "vision" question) it seems like wasted skill points.



Kolwyn Kithaeran- Rebel Commando in-training
Furtin
Thu Aug 07, 2003 5:24 pm
#34

you forgot the part about heavy weapons having 0 armor rating and being treated like melee weapons...

Stelsvik
Thu Aug 07, 2003 5:45 pm
#35

I was first of the opinion of changing or adding an option to reduce the graphics of the launcher pistol. Now I am not. I like the confusion it does. It allows my TKA friend to actually make it to melee range because everyone has to take a long time to target and figure what they're fighting.


I think the launcher w/HW XP is fine. I do think there should be another pistol weap that gives HW XP, though so a commando doesn't have to cause massive smoke clouds.


Grenade enhancements need to be in the GRENADE LINE. NOT ACID RIFLE.


Grenades need to do more damage or have less delay and/or do something like a stun to be a worthwile weapon. And I mean a total stun, not the cheesey attack speed slow that stuns are like now.


Grenades need to come in stacks of 20. It's insane carrying many many stacks because they're 5 uses each.


Grenades need to do an AoE. Not a 5m blast radius. Not only that, they're selective on what in the blast radius is attacked. If you haven't started fighting something in the blast radius, it usually doesn't bother to hit it.


Launcher Pistol needs speed increases. Put +pistolspeed in the Grenade line. It doesn't have to be much (something like +2 ), and this way you have to spend combat xp on it if you try to get the +pistolspeed in Pistoleer.


I agree that the flamethrower needs an attack to stop targets. It's silly to douse a group of people in melee range and stand there for 10 seconds or more while they kill you 5 times over.


I like the tree w/the above exceptions. Launcher/other pistols are used normally for medium range. Acid rifle for AC hitting power at longer ranges. Flamethrower for dousing targets AoE point blank. Grenades for AoE at medium range ( that need effects, however.) And then the 'charge-use' Heavy weapons' for heavy armor piercing hardened targets. But the damage has to be in useable areas.


What I think SOE is worried about is that Commandos will just use Rocket Launchers or Beam Cannons to nuke people in one shot for insane amounts of damage. But there has to be a weapon that can do insane damageagainst AC3 and AC4 types. Make it so that AC3 & 4 disposable HW do reduced damage against AC0 and AC1. They shouldn't be used against people anyways. This is that durn 'special case' everyone's up in the air about.




(This space intentionally left blank.)
Oruedin
Thu Aug 07, 2003 6:07 pm
#36

Don't target? What? Bounty Hunter has specials in their pistol line that target -specific- pools. I.e. they got a special that attacks just mind (eye-shot).



We get.. umm. Umm. Health? If you're going to do it that way. Then do this.


1) Acid Rifle - Action.


2) Beam Rifle - Mind.


3) Flamethrower / Launcher - Health.


Make Acid have Carbine Attacks. Beam Rifle - Mind Attacks.


Flame thrower / Launcher - Health.


Then we'll be viable. It means we can target the ham bar we want, when needed. That'd give us the firepower we need. Cause, there are no specials for the beam rifles.


And maybe why not give us like Heavy Repeating Blasters? (i.e. machine gun blasters).


I want to play a commando, but, I'd like to have a timeline for when things are going to be patched, fixed, looked at. I know there are other crucial issues and bugs to work out. But, s'kinda sad that I'm just kinda waiting for godot here.


Jimborinius
Thu Aug 07, 2003 6:36 pm
#37

Here is my verbose Pet Peeve:


I just did a search to see the progress being made on the TestCenter server with regard to commando.


I was a little surprised, or not, to see that there wasn't much posted about commandos at all. There was a very good post by our Correspondent Garibaldi_di_Alia encouraging testers to pursue the Commando road in order to help those already gated Novice Commandos on the Live Play servers.


And then there was an endless page posting war by Popojiju and MrCreed. That was useful and fun.


But really other than that, there was not anything of substance.


Myself, as well as the rest of you, are hopeful that much work is being done on TestCenter as it relates to the Commando profession. This doesn't seem to be the case andit is of real concern tome.


I say this for a couple of reasons:


1) On TestCenter, when an update is made, the fixes are posted on the forum by an Administrator for all to see. When I looked at the update text, I saw no mention of Commando. I saw everything else. Basically the same type of fixes we see everyday at 6am PDT/ 9am EST. Why is that?


2) There are one, maybe two commandos now on TestCenter. How can they really test 'all' of the fixes effectively so that they are released live in a timely manner?


It is safe to say that I am not getting a real warm and fuzzy as to the Developers ideas of progress, as oppposed to ours, and what their idea of a fix is, as opposed to ours.


I sincerely applaud the efforts of Garibaldi and I believe that it is by means of the Correspondent that the Commando will finally be fixed. But, at what cost? Literally, how many paying months will it take of back and forth negotiating, between the correspondent and the developers,before Commandos are made to be what they were meant to be?


Food for thought.


Waypoc Jaypec (Bloodfin)


AKA - Gimpy the Commando




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Sinron
Thu Aug 07, 2003 6:52 pm
#38

Lack of special moves ala the pistoleer. Give use grenade moves etc. I dont care something spicy.
Vinter79
Thu Aug 07, 2003 7:04 pm
#39

The theng that makes me irritated are all the different weapon bonuses, one bonus for each weapon like every tree in the profession is mastering a sertain weapon.


Why not do like every other combatprofession? Call it Heavy weapon accurecy, and heavy weapon speed.


1. Make the first tree hold throwing weapons like now, but add some defensive bonuses in it.


2. Second tree could be called heavy weapon accurecy, add bonuses to all heavy weapons(general heavy weapon bonus) a few specials in each skill slot.


3. Third tree Heavy weapon speed, like the second tree but this time adds to speed. add a few specials here to.


4.Heavy weapon tactics, this is where you get the certs, the higher up the better weapon you get, throw in a bonus or 2 to spice it up, what ever we need.


I think general Heavy weapon bonuses is the key to a good balance, it will also make you want to advance in the tree, and benefir from it in all weapons you are certified to.


At Master you could add some bonuses, and then whatever cert should be hardest to get.


just my 2 c




Look around, I might be behind you.
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