Commando Archive
Thread: Top Question of our 10 Questions...Please Help Me Pick...
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Evelas
Mon Apr 26, 2004 10:58 am
#31
garvin wrote:
This was briefly mentioned in another thread, but I thought I would start a new post on it...TH has decided each week to answer 19 questions week from the various Profession's 10 Question Lists...This mean every other week we will get one of our questions answered (for us this starts next week)...Considering that there are around 40 Correspondents, each with a 10 Questions list, I think this is a pretty reasonable way to respond (better then nothing right)...I was actually one of the people who pushed TH for at least 1 question per week per profession...and I stuck in there that we expect more then just "This will be addressed in the Combat Balance..."
Anyway, we need to decide which of our 10 Questions we want answers to first...
Edit: I am adding current vote totals below that I will try to update every so often...I only counted everyone's first 2 choices...so if you put something as your 3rd or 4th choice, it wasn't counted in the totals below...Last updated 4/23/04 at 10:25am PST.
(votes = 17) 1.) Is the HAR working as intended? The fact that it has the same accuracy and speed level as well as the same range and delay restrictions as our Flame Thrower, yet it is fairly weaker and has no DoT doesn't appear to justify it's practical usability. Should the HAR have a DoT, longer range, no delay, etc? Various other weapons in game have AP like the DXR-6b Rifle (AP2) and the Light Lightning Cannon (AP1), yet the Heavy Acid Rifle has AP0. The HAR is the only Acid weapon in game without any AP. Is this a bug?
We are planning on balancing the Heavy Acid Rifle during the combat rebalance. Thank you for your time.-TH
(votes = 0) 2.) What is the future plans on Commando Grenades? Added state Effects, increased numbers in packs, increased range and lower HAM costs are all valid suggestions that have come up in our community.
These shall also be addressed in the combat rebalance.
(votes = 1) 3.) Can we combine the HAR and flamer tree to make room for a launcher pistol (or alternatively an unarmed dirty move tree) that has LP only specials and additional pistol accuracy/speed bonuses? Alternatively, is there any way we could have additional pistol accuracy/speed bonuses and maybe LP only specials added to one of the existing commando trees?
We do have plans for the Launcher Pistol, althoughI cannottell you aboutthem at this time.
(votes = 0) 4.) We have been often told to wait for the "Combat Balance" and various changes will make more sense to us. Is this still the plan, or will we see various mini-publishes that solve our more pressing issues (like listed in our Top5)? Will some of the delayed Combat Balance issues relating to Commando be added in game while we wait?
Wait for the Combat Rebalance, it will address a couple of commando issues.
(votes = 2) 5.) With Unarmed being a requirement for Commando, is there anything in the works, for Commando Unarmed "Dirty" moves? *Nothing that would compete with TKA, but something like escape tactics, Stuns by hitting with the butt of the weapons, etc.* Should Commandos also derive more Melee Defenses then other Ranged Professions because of this requirement as well as the fact that all our specials only work at Melee Range? Should Commandos get, in addition to Ranged Mitigation, some level of Melee Mitigation as a result of having an Unarmed Pre-req?
That would make Commando almost as powerful as a novice TKA, and while we have considered it, it would be unbalancing.
(votes = 4) 6.) With new weapons schematics appearing, what ideas do you have for new Commando weapons, if there are any in the works at all?
I am not allowed to divulge information about any possible upcoming areas.
(votes = 1) 7.) Currently the only Skill Mods that apply to Commandos are listed as Heavy Weapons and Thrown Weapon Accuracy. Heavy Weapon Mods haven't had an effect on any Commando skill since Beta. Is there a fix or addition in the works to add Tapes and Segments into the game for Commando Weapons or make the current Heavy Weapon tapes and attachments encompass all the Commando Heavy weapons as they once did?
This may be affected in the combat rebalance. We are aware of this issue, but we care about Rifleman, Chefs, and Droid Engineers more.
(votes = 2) 8.) If other professions are gaining access to weapons that do Blast Damage, which encroaches on the Commando purpose, has our status as the "Heavy Weapon Specialists" changed in the minds of the Devs? We were led to believe that we were the specialists at taking down Turrents and ATSTs via Blast Damage, yet if other's can out Blast Damage us via speed and accuracy, our role appears reduced. Will we see a new purpose/theme for our profession coming down the road?
Those were added to keep Commandos from being the most powerful PvP and PvE profession, which it was up to this patch.
(votes = 7) 9.) Master Commando is not balanced appropriately to make the effort worthwhile. For example, there is not currently noticeable difference between fighting a Master Commando and fighting a Flame 4 Commando when it comes to using the Commando Flame Thrower (our primary weapon). Are there any plans to increase the benefit of being a Master Commando?
Combat Rebalance.
(votes = 1) 10.) Considering that Commandos are meant to be the games "Heavy Weapon Specialists", is there a reason that no Commando weapons have AP or was this just a programmer oversight?
CR. Thank you for your time, I hope you enjoy these answers.
Personally, my first 2 picks (1 of which we'd actually submit) are question 1 and 6 (in that order)...But like I said when I first took this Correspondent gig...this isn't about me...it's about our Community...so what are your 2 top choices? I'll take the question that gets the most votes to TH on Wednesday (when the top question is due to him)...
You can even re-word your favorite question a bit if you think it'll get us a better answer...
Message Edited by garvin on 04-23-2004 10:25 AM
Z1mZer
Tue Apr 27, 2004 3:18 am
#33
I want... I want.. umm all of them *cry*
Lets go with 1 then.
ZimZer
Master Commando
Curxcha
Mon May 03, 2004 8:40 am
#35
I would want a lill more "ambition" with the next question. instead of, yes we will fix your grenades or no we wont fix'em, answers. Thats details we cant expect to get becouse they aint all worked out yetb/c of the combat balance.
Forgot this thred so I posted a new one: Plz check it out and see what you think: http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=58077
nbd9k
Tue May 04, 2004 6:33 pm
#36
obviously, the combat rebalance is a big part of the game, and has a huge impact on our profession.
So, why then do they keep pushing it further and further back? Theye fixed all sorts of other professions, but nerfed this one. how bout showing a little love and releasing the damn patch!
Harvard Ferrier
Master commando, Master TK
Bria server
(i dont feel like hologrinding)
Nerj
Tue May 04, 2004 9:10 pm
#37
The one with the most votes (17)#1 answer is we are looking at this in the Combat Balance.
Question #4 with 0 votes would at leastrequire a NON-combat balance answer
Cylenthia_Tavishaun
Tue May 04, 2004 10:39 pm
#38
(votes = 17) 1.) Is the HAR working as intended? The fact that it has the same accuracy and speed level as well as the same range and delay restrictions as our Flame Thrower, yet it is fairly weaker and has no DoT doesn't appear to justify it's practical usability. Should the HAR have a DoT, longer range, no delay, etc? Various other weapons in game have AP like the DXR-6b Rifle (AP2) and the Light Lightning Cannon (AP1), yet the Heavy Acid Rifle has AP0. The HAR is the only Acid weapon in game without any AP. Is this a bug?
(votes = 0)
My vote is for issue #1.
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