Commando Archive

Thread: Combat Upgrade and Commando The FAQ

Latenighter
Wed Apr 06, 2005 7:26 pm
#27



StarNick wrote:
Thats one of the focus threads I want you guys to be posting feedback in once the godforsaken newbie testing ends...

Also keep in mind, each profession gets their own specific mods along with generic mods. We're no different, aside from the fact that BH gives (I believe, haven't looked at their recent mods yet) Pistol, Carbine, and (what it seems, as they have a tree requiring rifle xp) rifle mods.

So....the regular range avatars can pick up BH for Bounty Hunting and improve their specific accuracy/speed. Or they can pick up commando to get heavy damage and state/DoT enhancers. Likewise, we both as hybrids have the option of improving our speed/accuracy through generic mods and getting specials to do even more damage.

Lots of flexibility...but definately something we want balanced and will keep as manys eyes as we can spare to watch that balance.


You can count on this commando being on this topic like white on rice sir!

From what I can see (from Kodan's profession calculator and the EXCELLENT "all the stats" - it deserves a sticky) BH is NOT giving weapon specific modifiers. It gives some nice generals, but it doesn't give a carbine, pistol, or heavy weapon (is the LLC a HW still?) specific mod. And that is what really surprises me, because that means no profession can "dabble" to get weapon specific mods. It looks like it's all resting on the General mods, and we don't have a great idea today how it works.

But we will figure it out! We have the first city and guild on TC5 and we will be the first to understand MATH!



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
Merc93
Thu Apr 07, 2005 12:07 am
#28

For example, if the accuracy mod averages around 60 or 80 off the top of my head, the average Heavy Weapon carries a penalty of-100 and up for any range but ideal. Add to this penalties for wearing armor in the new system, and we are gaurunteed to miss our targets. Who cares about everyone elses specials at the point. As the samurai used to say ,the only cut that mattes is the one that works. All cuts are one cut, so too is it with weapons. Only the weapon that works is the only one that matters. If our weapons are still in the same catagory as Heavy Weapons, and they haven't given an thought to increasing our mods for them, most of them are gaurunteed to fail us in combat. The only weapons that would work well as stacker weapons are the Launcher Pistol and the Knuckler, rending the rest useless to us. This is not much different from the way it is now. If we are a profession made up entirely of weapons (how is this different from any othe profession?) and our specials have been taken away, or moved to weapon effects as stated, then the big boon and incentive for playing the class is it's ability to deal out large quantities of damage quickly. From what I can see here, this is not going to happen in actual practice and we'll be right back whee we started unless they boost those mods some more than they have. Just something to think about.



"To overcome others armies without fighting is the best of skills. The superior militarist foils enemies plots. Next best is to ruin their alliances. Next after that, is to attack their armed forces. Worst, is to besiege their cities.” -Sun Tzu: The Art of War
Merc93
Thu Apr 07, 2005 7:56 am
#29

...and you knwo, as a secondary note, I also have this to say: If Commando is setup to be a states/DoT combatant, it hinders us somewhat to assign states to weapons solely instead of specials because to apply different states or mix them up with other damge types (ie weapons) we have to now swtich weapons to accomplish this. Becaues of the removal of fast switching, we are less capable then using specials to accomplish this. I love the idea of using other people's specials to enhance our own weapon attacks, but I'm starting to think that this model is at least a lttile flawed. Of course, as Star rightfully pointed out, it's difficult to say for sure until we get into testing on this can actually see Commando perform under the new model, but it looks like we still have some fine tuning to do for sure. I wouldn't scrap the new template, there's alot about about it that I really like, but I think we need to focus on those sneaky details that will spell the difference in our victory or defeat.



"To overcome others armies without fighting is the best of skills. The superior militarist foils enemies plots. Next best is to ruin their alliances. Next after that, is to attack their armed forces. Worst, is to besiege their cities.” -Sun Tzu: The Art of War
Mujadaddy
Sat Apr 09, 2005 3:25 pm
#30

If you've seen screenies of pieces of armor, you've seen that they have (just off top of head, not real numbers):

-8.5% Accuracy Encumbrance
-3% Rate of Fire Encumbrance
-15.6% Movement Encumbrance


Right? So far, from what has been realeased, IF these values happen to be the highest on your whole suit, then these are the penalties you face. The penalties are NOT totalled, but instead the HIGHEST modifier operates.

Likewise, only the HIGHEST mitigation will matter, just like the ranged/melee damage mitigations now.

Got that? OK, now if the above is assault armor, and, again, for example, I have Assault Acc Mitigation 5%, Assault RoF Mit 5%, and Assault Movement Mit 20%, then I will suffer ZERO rof and move encumbrance, b/c my mitigation is a higher % !!! I'm not sure yet how the lower value will play --- either you'll suffer the full Accuracy penalty (ie, 8.5%) or it will be mitigated (ie, 3.5%).

Hope that helps



bicbg NÒ"xpN < ARR AAY ESS PEE >
*Nothing* Beats Two-Buddies-Cheating Kung Fu!!! -- Razzle, R.I.P.
Master Troll Feeder M Master Thread Killer
Populus vult decipi, ergo decipiatur...
"Do you remember when I said I'd kill you last, Sully? ... I lied..." - Col. John Matrix

Rathask
Sun Apr 10, 2005 4:45 am
#31

I had a chance to look at the commando stats on one of the character-builder websites. What I saw was that commando not only received specific heavy weapons mods, but also general mods that stacked with them. This would seem to indicate that the commando will have all the speed and accuracy it will need. Here are the stats you get just from master commandoand its prereqs according to the character builder:


General Melee Accuracy +55

General Melee Speed +20

General Ranged Accuracy +95

General Ranged Speed +25

Heavy Weapon Accuracy +55

Heavy Weapon Defense +50

Heavy Weapon Speed +45

Melee Defense +95

Ranged Defense +70

Throw Weapons Accuracy +95

Thrown Weapon Speed +40

Unarmed Accuracy +65

Unarmed Damage +70

Unarmed Defense +40

Unarmed Speed +30


If you add together the general and the specific, you get:

Heavy Weapon Total Accuracy: +150

Heavy Weapon Total Speed: +70

Heavy Weapon TotalMelee Defense: +145

Heavy Weapon Total Ranged Defense: +120

Thrown Weapon Total Accuracy: +190 (Guessing it's so high because grenades are still throw-away weapons and get used up.)

Thrown Weapon Total Speed: +65

Unarmed Total Accuracy: +120

Unarmed Total Speed: +50


As you can see, these stats are actually pretty damned good - especially for just one prof. And to think what you could get if you also added in MBH...


DISCLAIMER: I have not been on TC-5. These stats are from the character builder at:

http://swg.bur.st/swg-cb.php


Anyway, I hope these stats are accurate, because they really rock.



- Reb. Col. Raytheon Kednallen (ret.),
Master Commando/Master Bounty Hunter
Shadowfire

- Raythen: Master Commando/MBH/Pistoleer TC-Ep3
RDoodles
Sun Apr 10, 2005 1:56 pm
#32

well im excited now



4 Sinvalin \ Scylla 3


IdrisTycho
Sun Apr 10, 2005 7:58 pm
#33


Right now in beta:


  • the flamethrower does not do a dot, its not as powerful as a rocket launcher and it has no status affect whatsoever. Also, its animation is that of a CDEF rifle.

  • The rocket launcher has the acid rifle animation. And it spams you with failed to KD messages.

  • The grenades are still extremely slow and pitiful on damage. Also with their enormous blast radius you can almost never use them without getting the attention of every living thing nearby. I do not see any benefit for the grenade speed mods. UGH MY BIGGEST PET PEEVE!

Every single commando weapon I have tested is unsatisfactory so far. I am 2-0-3-0. I will keep you posted as I get more info.

Message Edited by IdrisTycho on 04-10-2005 11:03 PM

Merc93
Tue Apr 12, 2005 11:47 am
#34

Corellia, Coronet. Corellian Comdek Newsnet, 4586.1125.11:25 meridian 0


Xcon, an Imperial Arms Manufacturer (XCN) announced today the release of a new brand of Area Denail system intended for use by the Empire's most elite of the SpecOps community-the Commando. "...this to be the solution we've been seeking. Our enemies operate in an clandestine manner requiring this new breed of stealth weaponry to strategically answer their increasing threat." -Imperial Naval Admiral Jareg Dresari said today in an exclusive conferance.


This new series of weaponry intended to be field tested with the most basic unit of Anti-Personel explosive devices, the Grenade use a staggered detonation technology designed to open the temporal-spatial envelope and ceate a vaccum to pull the enemy inside. A secondary blast occurs in this virtual Hyperspace effectively annihilating anything pulled inside and leaving no trace. "The previous technology just wasn't effective. Everyone could hear our grenades for thousands of meters in any direction, they would often cause terrain to shake with the shockwave, and would draw the attention of every creature in range. Imperial Naval Command decided in a series of after-action assesments, that this was unacceptable." says Admiral Dresari, 5th Corellian Battlegroup. "with this new technology, we'll be able to administer Justice and route the lurking prescence of Pirates, Smugglers, and those Terrorists who calls themselves the Rebel Alliance, with low incident of collateral damage and without risk of compromising our operations in the that Theater."


Admiral Dresari also intimated to us that this new set of weaponry yields little side effect which could be analyzed and used as Intelligence by the enemy."We haven't been able to eliminate a residual sub-space footprint created by the device yet though, but our budget for development has been depleted and the Emperor commands us to move forward with the project."


The residual footprint to which the Admiral refers has been affectionately dubbed by supporters of the Rebellion the Astral Chicken and they claim they can still track the Empire's presence by executing hyperspace scans of the area and detecting this "Astral Chicken".So it would seem, you can't please everyone all the time. "Though they laugh and mock us, they shall laugh not long and those filthy Rebel gods will soon find themselves in dire straights indeed." -Admiral Jareg Dresari 5th Corellian Battlegroup, Talus Sector, Corellian Command.



"To overcome others armies without fighting is the best of skills. The superior militarist foils enemies plots. Next best is to ruin their alliances. Next after that, is to attack their armed forces. Worst, is to besiege their cities.” -Sun Tzu: The Art of War
Falrethlfg
Thu Apr 14, 2005 5:01 am
#35

As of the latest update on test there are no weapon certs, rifleman can use flamethrowers and proton rifles and what not..all weapons are combat level based so if you are a master TK for example yall be high enough level to use the plasma flamer to dot mobs then lay into them with your massasi knucklers. Which means commandos have no place as our only things were the weapons (there dmg and there specials) which now anyone can use though not as well but there are enough general ranged mods out there people can use them decently. Also the certs are kinda way over leveled for example until you get tier 4 in marksmen your pretty much stuck useing a cdef infact might even need master to use the first set of low tier weapons. Rocket launcher along with all tier II elite weapons are level 30, to use tier 3 weapons are level 40 to use and so on.
Merc93
Thu Apr 14, 2005 11:54 am
#36

you're kidding right? I mean, you can't be serious...really? Do you mean to say that they have made our profession a worthless waste of time, subscription fees, skill points and the like? So doe s that mean a swordsman can use a rocket launcher, and marksman can use a HAR? What about a dancer toting a particle beam canon (babes w/ machine guns) That's so stupid. I hope that doesn't stick. If it does, I won't. I'm already peeved over the loss of specials and I'm not sold yet on this idea that the "weapons are the specials now", as I've indicated above. If anyone's interested. Anarchy Online is a free MMORPG.



"To overcome others armies without fighting is the best of skills. The superior militarist foils enemies plots. Next best is to ruin their alliances. Next after that, is to attack their armed forces. Worst, is to besiege their cities.” -Sun Tzu: The Art of War
Falrethlfg
Thu Apr 14, 2005 1:08 pm
#37

Oh and currently Launcher pistol doesnt give heavy weapons exp so to level commando if you just started yall need to level up another profession to get a high enough cl to equip the rocket launcher.
Ordo-Malleus
Thu Apr 14, 2005 1:11 pm
#38






Falrethlfg wrote:

Oh and currently Launcher pistol doesnt give heavy weapons exp so to level commando if you just started yall need to level up another profession to get a high enough cl to equip the rocket launcher.






This is correct im deadlocked at novice commando with no way to get xp, however im using the LP cause im a novice pistoleer and a Squadleader to get to lvl 22 so i can use a bigger gun and finally grind up heavy weapon xp. sucks but in the end its the same grind style sort of.



Indur' Dawndeath
Merc93
Thu Apr 14, 2005 10:39 pm
#39

This must be some kind of joke, right? I'm not grinding xp I'll throw away, so I'm not at Commando in testing. I thought they would have the frogs turned on, but this hasn't happened. Here's another screw-ball problem: how the hell do you know what's a "comparable level" if all the weapon certs were moved, and then hidden? That's like moving furniture on blind people. Okay, so assuming I'm an idiot who has wasted my time on Commando if it stays this way, and I want to use a "comparable" weapon? How exactly do I know which one to chose? Really brilliant guys, this is a real winner lemme tell ya.


Will someone please fire these people and put something back in our skill boxes again?!



"To overcome others armies without fighting is the best of skills. The superior militarist foils enemies plots. Next best is to ruin their alliances. Next after that, is to attack their armed forces. Worst, is to besiege their cities.” -Sun Tzu: The Art of War
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