Commando Archive

Thread: Discussion: Our 6/16 Question for TH's 19 Answers

Ster
Wed Jun 16, 2004 10:58 am
#27

Its a good and valid question... wait for the combat balance.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
Brilyn
Wed Jun 16, 2004 4:57 pm
#28

< Kinda sad that we have to worry bout getting the "wait" answer and can't just ask what we want. Maybe if they would just say, "ok here is what we have in thoughts butCAN andMORE than likely will change, but I will create a post for feedback on what you think of the follwing A) Assault Weapon B)Melee skills C)blah blah blah. Keep in mind this is in no way guaranteeing a change but it is just to let you all know what we are considering etc...." >


Any answer that he gives will result in "but you said....." "but what about....." "I disagree, why not......" and so on.


Let's say an idea is mentioned in passing. Then they change their mind (for whatever reason). A chunk of the playerbase will then whine and moan, because they have latched onto this idea as the new route to uber-ness, and will commence with 'the sky is falling' drivel that is so prevalant on so many forums.


In order to have the least number of migraines a day "wait until the Combat Revamp" is the best answer to any combat-related question.


And I don't blame TH in the *slightest*.....



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
comandobob
Fri Jul 02, 2004 1:40 am
#29






Garvin Wrote

Follow Up Question 1: In our 6/2 Answer, we were told that the Devs/Programmers are considering adding a new tree to the Commando profession in place of the Heavy Weapon Tree. It was stated that "there are some things on the table" when it comes to ideas for that new tree. What are those ideas that are being considered AND if our Heavy Weapon mods are being removed from the tree, will we be forced to rely solely on looted skill mods for speed/accuracy for our Consumable Weapons?


Some suggestions that have come up in the Commando forum include an Assult Rifle Tree (ranged specials), Auto Repeater Tree, Unarmed Tactics Tree (Melee Mitigation + Melee Specials thanks to our Unarmed pre-req)and/orLauncher Pistol Tree (skills mods and ranged specials with status effects).





I would like this question as it covers all are trees and it would be nice to see what they are thinking about the assult rifle idea we are all asking for , it also covers the fact we have and unarmed per req and no use for it in the actual commando trees , soome unarmed speicals would be nice as we are soposed to be the Combat specialists , this also covers the fact we dont have any melee defence are ranged migration ie not defences considering we have to go to near point blanke to use are spicials




Naerbe Airrea Commando {TS} Farstar
For Teh Horde
Naerbe -Tuaren Warrior -wow Zenedar
koinor
Fri Jul 02, 2004 4:09 am
#30






RepublicSoldier wrote:





garvin wrote:


Last Weeks Question/Answer:



Commando

As Commandos, we have heard that many of our issues will be covered within the Combat Balance, but beyond that we have no details on the specifics being addressed. Specifically we would like to know about the plans for non-functional lootable Heavy Weapon Skill Mods (effect skills not present in Commando Profession since Beta), HAR issues.


This is an early answer and is subject to change, but one of our goals for Commandos in the Combat Balance is to change the way Heavy Weapon modifiers work. In simple terms, instead of the modifiers coming from the skill tree, the mods would be available through skill tapes and other means. The skill tree would then be used for something else (as of yet undetermined – there are some things on the table, but we wont know until the Combat Balance sandbox is live).


Am I alone in thinking that LOOTABLE skill taped is a very BAD idea. Honestly look at how it was around last christmas. Everyone and there dads were camping the POI's for them. Than turning around and selling them for high credit amounts. Why take away something and throw it into the woods for us to find. As a commando these are skills we should have learned in training.






Now...We have a choice...we could ask a follow up question based on TH's response above (we've peeled back one layer of the CB, do we risk trying to get a bit deeper?)...OR...Do we go more towards some other issues we want information on...


Some suggested questions:


Follow Up Question 1: In our 6/2 Answer, we were told that the Devs/Programmers are considering adding a new tree to the Commando profession in place of the Heavy Weapon Tree. It was stated that "there are some things on the table" when it comes to ideas for that new tree. What are those ideas that are being considered AND if our Heavy Weapon mods are being removed from the tree, will we be forced to rely solely on looted skill mods for speed/accuracy for our Consumable Weapons?

Again I am STRONGLY against the skill tape idea. A better fix would be to fix what exist and add magazines, clips, battery packs etc...


Some suggestions that have come up in the Commando forum include an Assult Rifle Tree (ranged specials), Auto Repeater Tree, Unarmed Tactics Tree (Melee Mitigation + Melee Specials thanks to our Unarmed pre-req)and/orLauncher Pistol Tree (skills mods and ranged specials with status effects).


Follow Up Question 2: In our 6/2 Answer, regarding our Heavy Weapon skills, it was stated"in simple terms, instead of the modifiers coming from the skill tree, the mods would be available through skill tapes and other means"...Will this involve current Heavy Weapon Speed & Accuracy skill mods that currently exist and drop in game OR will this involve completely new looted skill mods. Will all of our skills for our Heavy Weapons come from looted skill mods or will we gain some in other boxes (for example, +50 in Novice Commando and +60 in Master Commando only)?


Non-Follow Up Question 3: Bomb Droids are configured not to damage the Bounty Hunter or Smuggler User when caught in it's blast radius and has no HAM cost. Many other area attacks in game do not damage the user when caught in the damage radius area, but they do typically include a HAM cost. Commando grenades on the otherhand will damage the user if caught in the blast radius and when combined witha very highHAM cost, often incapps the Commando user (that's why we call them suicide bombs). The Ideal range of our Grenades is also occasionally within the blast radious. Can our Grenades be configured along the same lines of not damaging the user if caught in the blast radius, and along the same lines, can we see the extremely high HAM costs lowered significantly to be on par with other similar ingame items?
If these are my choices than I pick this one. Sadly the other 2 from where I sit seem to cry break us even further and make an entire more useless than it already is.

Other improvement suggestions to take into consideration for our Grenades include adding Status effect possibilities(dizzy, stun, blind, kd, etc).







So...Do these questions work for you? Why or Why Not? And if you have a different question you feel should be asked, let me know...as always, I'll go the direction of popular concensus and refine this post as we approach the Question deadline next week (as always, be prepared for Answer delays)...

Garvin I know you have busted your butt for all of us since you took over. I appreciate that more than you know. I have read damned near every post you've made here. I just do not understand the logic that the DEV's are using. We have our current skill set is fine. As it's laid out currently. While the ACTUAL modifiers bonuses and defenses suck and 3/4 of our line lays broken.


Why can't we have grenades fixed to not make us an Al-quaida suicide bomber. Fix accuracy with in the existing Heavy weps skill tree. Make our consumable weapons resuable by giving us clips, modify the HAR graphically enough to set it apart from the FT. and Give us some of our own specials with the LP they might even give us 2 LP specials and 2 hand to hand specials in the same tree.


I just think the DEVs are going way too deep when the current skill tree is repairable. Why take away whe IMO the obvious and easier way would be to fix the existing problems. Add a small amount and modify another. Please anyone am I wrong?







I totaly agree here.
Skeptic666
Fri Jul 02, 2004 11:57 am
#31

any word on these yet since its all ready been half a month?



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
garvin
Sat Jul 03, 2004 12:07 am
#32






Skeptic666 wrote:

any word on these yet since its all ready been half a month?





Actually, not 10 minutes ago I just received a response from TH on this...He is trying deperately to get the responses done to the 19 Answers today...apparently it involves coordination of over 35 people to accuractly answer all the questions...He didn't promise they'd be done today, but did say it was one of his main goals...


Once he finishes them, he'll post the responses in the Correspondent forum for review...that's often where it get's held up as we Correspondents try to get them refined a little and get any needed explainations...


Although I can't tell you what the actual response is until he posts it live, I can tell you whether it's a good or bad response...something we'll like or not like...So when he does post it over in the Correspondent forum, I'll let you know...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Ster
Sat Jul 03, 2004 12:11 am
#33






garvin wrote:





Skeptic666 wrote:

any word on these yet since its all ready been half a month?





Actually, not 10 minutes ago I just received a response from TH on this...He is trying deperately to get the responses done to the 19 Answers today...apparently it involves coordination of over 35 people to accuractly answer all the questions...He didn't promise they'd be done today, but did say it was one of his main goals...


Once he finishes them, he'll post the responses in the Correspondent forum for review...that's often where it get's held up as we Correspondents try to get them refined a little and get any needed explainations...


Although I can't tell you what the actual response is until he posts it live, I can tell you whether it's a good or bad response...something we'll like or not like...So when he does post it over in the Correspondent forum, I'll let you know...








*Que ominous drums*


DUN DUN DUN!



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
aeuralis
Sat Jul 03, 2004 12:45 am
#34

I vote #3 because i don't think they will answer 1 or 2.



Boson Commando/TKM ----- Aeuralis Combat Medic/Doc
Commando's motto: Devs....you ask us not to Rant, but Flames are all we have...
nbd9k
Sun Jul 04, 2004 8:59 am
#35

I would just like to point out that though "wait for the combat rebalance" is a valid and appropriate answer that keeps the stress down, any questions about the rebalance itself is answered with "SOON". weve been asking questions every 2 weeks, so thats 2 questions a month. does that make soon on some kind of cosmic scale, like before the end of the next century? think about it:

nbd9k
Sun Jul 04, 2004 9:04 am
#36

ack, got cut off. my points were: we have the jedi revamp taking up 2 seporate pubs, and after that the jump to lightspeed mod comming out, not to mention alot of other professions being promised full attention, while we kinda get brushed off. there isnt even a set idea for what they will change in the rebalance for us commandos, even though other profs already have specifics to look foreward to . i worry that once again, as in the past 9 patches, commando will be left behind, except to make various changes that cause us to become even more ineffective fighters.



Commando till the day i quit.... which may be soon.

WHERE THE HELL IS THE RETENTION FOR LONG TERM PLAYERS!!!???
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