Commando Archive

Thread: Issues/Complaints/Compliments about Patch 7

Wolfmann31
Wed Mar 17, 2004 1:56 am
#27

I ended up looking oddly at my armor today...Searching for holes, or any parts made out of styrofoam....


I was almost killed by Slicehounds.....Wich I could merciless slaughter day out and in..didnt even need most of the armor before.....today...ow ow ow ow ow ow!!....I ran away...and I havent run away from a animal since back when the durnis killed me.....


So..I decided to postphone my tests of the acid rifle, till i could find any ranged mobs to test it on....the limited range on the acid makes it..well...I dun wanna go close to anything at the moment...I'm still hurting.







RK-31
In memory of Stormtrooper Detachment Epsilon

We will not become a shadow of our former self

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Puweyxil
Wed Mar 17, 2004 3:20 am
#28

Is there any reason to not quickly switch to a melee weapon after doing a flame thrower special? If that gives you an instant 2x melee defense boost while you wait for 6 seconds or so? Heck even make a macro to do it:


/flameSingle1

/pause .5

/ui action toolbarSlotWithVKs

/pause <flamesingle1delay + .5>

/ui action toolbarSlotWithFT


I was doing this by hand earlier, butI still seemed to be getting hit way more than I used to with the VKs. (4/0/0/4 TKA, 0/4/0/4 Swordsman, Master Bralwer, 0/0/2/0 Commando, Melee defense shouldn't be nearany cap). I seemed to be getting hit past my armor more than before, but I blamed that on the lack of gloves and boots for my Trandoshan body.

Kongstad19
Wed Mar 17, 2004 4:57 am
#29

New titles are deffo in... But why is a guy with a flame thrower a "Shocktrooper"... Ow I know. Its so others get scared by my huge flame thrower, my excellent armour and get a shock when they see how often I miss and how fast I go down...


FEH!


I did quite a bit of PvE and I noticed that I go down WAY faster. My armour didnt absorb much damage as it used too. Need some gum to fill out some holes obviously





My boss nerfed me. He says Im not allowed to surf the SWG forums as long as he's around.
Today he's not here
DecimusDrakar
Wed Mar 17, 2004 5:06 am
#30

The 2.5x to hit ratio has to go for creatures, a creature should not be able to hit you EVERY time. Most animals are not the most intelligent and don't look for weak spots on armor or what not, they just claw or bite away. i still think that the idea of a melee hitting everyone with a ranged weapon EVERY time is wrong. It's very unrealistic if you ask me, Jet Li is fast as hell and doesn't hit EVERY time.


-Revan-


Master Commando/TKA


TechnoHic
Wed Mar 17, 2004 7:25 am
#31

You guys do realizethe reason the HAR sucks even worse than what we thought after being fixed is there was not DOT ever on it lie the FT which the FTs DOT got reduced and put more on initial damage which it already had more than the HAR. The hare is just lss than what we used to hit with the FT initialy befro the DOT nerf and without DOT that is useless and the HAM cost is unacceptable.


I guess Ive been through the **edit**ter a few times now so Im not panicing yet but waitning to see this combat rebalance. I think the way they justify the defensives skills and power for speed of melee professions being there since they are at a range disadvantage are enough to where they dont need a to-hit-bonus. This to-hit-bonus is just like the damae mods of the past, a bad idea. Melee while having the disadvantage of being kited, should have the advantage of defenses, speed and power. Instead of giving them a to-hit bonus, rifleman shouldnt have high melee defense that makes them match and sometimes beat the melee professions in defenses.


Its just all another case of SOE seeing a problem but fixing it the wrong way and in 10 full of what it needs to be.





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Trianna-Xanaphia
Wed Mar 17, 2004 8:27 am
#32

The only thing I notice is that when I use /aim with my Flame Thrower I get a bonus, but it doesn't last unitl I shoot! So is does no good!

This was both before and after patch though.

So far this patch has had little effect, as far as I can tell. but I just got novice commando 2 days ago, and didn't get a chance to see what all I could do pre patch.
garvin
Wed Mar 17, 2004 12:11 pm
#33

Ok...something I noticed that was weird last night...


Last night I got KD/Dizzy'd....While on my back the NPC continued to spam me with KD/Dizzy...But I was able to use Stim B's on my back (or at least it appeared that way)...I've never been able to do that before...Maybe it is just something I never really noticed before, but is this new? Can we now stim heal while KD'd? Has anyone else tried this?


Just curious if it's new or something I've overlooked in the past...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Plasmaboy
Wed Mar 17, 2004 1:23 pm
#34

I can hit when use my HAR specials and wait only half as long (which is still a long time) cone special has no animation was a little anoyed there.


I no longer get asked if I can make weapons new titles I love fluff.


Got owned by stormtroopers when using the HAR with no armour but got vengence back on them with my flamethrower So did not notice change vs ranged mobs.That alsoproves HAR weapon needs to be improved.


Did not test melee combat but will do so later.


Have not seen the fire blanket stuff as of yet.


Overall Pub 7 was average for us since our skill mods stack for the HAR but the fire blanket shall be intresting to see. The other stuff it will affect the other professions so don't think it is worth comment.


Was actually good to see we got a mention for a change.





"This class MUST have balance and MUST have penalties......" Wolve44
tacwraith
Wed Mar 17, 2004 6:30 pm
#35

thats because the idiot attacking you spammed the kd attack. its a known bug that getting hit by a kd attack when you are kd's makes the npc/player be 'standing up' for a split second (in npc creatures this is most notable when you kd and warcry (well,before the idiotic warcry change this patch) and they lie on their backs until the warcry timer wears off or or a 2nd kd attack hits them , they stand up but they are still warcry'd)




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Phelan01
Wed Mar 17, 2004 9:12 pm
#36

well uhh

compliments about patch 7:

I can still kill a heat vulnerable mob in 1 hit (if I get a good roll)

complaints about patch 7: everything else



Fiery Cat
ElrohirSoR
Thu Mar 18, 2004 12:27 am
#37

Phelan your compliment about publish 7 should be a compliment to publish 6, because that's the one that nerfed our DOT but increased our initial damage. THe Flamethrower was not effected by patch 7 at all.


I thought that the HAR skill mod fixed was at least a step in the right direction and skill think it is, the weapon rebalance is in publish 7 so if the HAR does get AP it will be then I hope. However, making it really easy for us to get hit by melee players and mobsin combat when commandos have to be within 16m to use their Flame or Acid specials is a serious blow to commandos. The same hit rifleman hard, as many are now discovering that it is now a bad idea to go toe to toe with melee mobs and players at close range, but rifleman have the option to use specials from 64m so rifleman can overcome and readapt, but its just harder for a commando to the the same thing with the range limitation on the specials.





Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
xxNaftxx
Thu Mar 25, 2004 6:48 am
#38

My commando has not died this much since the original x2.5 was in place. If I don't die a dozen times a day something is wrong.
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