Commando Archive

Thread: Correspondent Update for June of 2005

Ackehece
Thu Jun 09, 2005 7:52 am
#27






tacwraith wrote:

I do understand what the rifleman corr. and you are saying starnick. I know im a bit vocal but im 100% certain that if commando cannot stand alone in its defined role then its not worth it. Mixing our 'boosted' weapons with built in abilities with high damage modifiers from other proffessions will lead to abuse and nerfs..big big nerfs.


And as we already said... not that much different from how it is now. PF +snipershot or HAC + Advanced Critical. I really don't see it leading to nerf calls. Balance it vs a T-21 with a lower max damagegiven to 1 target by 5-10% and and everyone would be happy


It is good that thought is being given to make all our weapons 'usable'. However you must think about this: Not all weapons in the game will match or be close to master level/master cert weapons. a stryker pistol is not as good as the master cert scatter pistol, an alliance needler will never be as good as an elite mk2. Pushing our lower end heavy weapons higher is rather unfair to other proffs.


completely fair - in this post Cu world your specials would carry over and so their lower level weapons would also get a boost if they became Commandos. It is not limiting at all. If the Riflebeing wantsan e11 to perform at the CL50-54 level they would take Master Commando. If a pistoleer wants their stryker to work at that level Master Commando again. It does not limitanyone it adds to all professions.


I would rather see the non-master cert weapons increased in utility and lowered in action costs. LP be heavy bleed dot effect, acid rifle have its blind-self removed, rocket have KD+stun+dizzy, lightning have 1 minute shock and fire dot, flamers have their fire dots stick every single time, acid streamerhave 10 second armor break, grenades pumped up in damage X3 and their effectduration quadrupled (minus the dot). Master cert be our old consumable heavy weapons with a very high action cost, very high delay (10 to 12 secs) very high damage (3 to 5k vs unarmored opponent), proton rifle.. fixed.


Consumables are not likely to return- They would be to overpowered post CU they would have to have some drawback as strong as Lastditch (the devs said Last Ditch is allowed due to its drawbacks and even then they are monitering closely). Plus you would be back to where you were before. Not able to get them again as weaponsmiths find them not cost effective to produce and as a master weapons they would have to be hard to make.

Adding functionality to the weapons would probably not be taken to well by the devs. If you already have one state on a weapon they are unlikely to add another. Especially with the state fixs hitting live soon. Dots should not be 100% (if you want to be nerf'd this is the one thing that would get you nerf'd)


that will make us high utility for other proffs BUT without providing thesuper damage boost to other proffessions.. and a 'heavy' (but consumable) version of ourheavy weaponsgiving us our damage rating.. a damage rating we can dish out AS COMMANDO only not some single branchuser switching to an aoe/utility weapon and spamminghigh damage modifier attacks.









"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Cpl_Fisher
Thu Jun 09, 2005 3:07 pm
#28






Ackehece wrote:





tacwraith wrote:

I do understand what the rifleman corr. and you are saying starnick. I know im a bit vocal but im 100% certain that if commando cannot stand alone in its defined role then its not worth it. Mixing our 'boosted' weapons with built in abilities with high damage modifiers from other proffessions will lead to abuse and nerfs..big big nerfs.


And as we already said... not that much different from how it is now. PF +snipershot or HAC + Advanced Critical. I really don't see it leading to nerf calls. Balance it vs a T-21 with a lower max damagegiven to 1 target by 5-10% and and everyone would be happy


It is good that thought is being given to make all our weapons 'usable'. However you must think about this: Not all weapons in the game will match or be close to master level/master cert weapons. a stryker pistol is not as good as the master cert scatter pistol, an alliance needler will never be as good as an elite mk2. Pushing our lower end heavy weapons higher is rather unfair to other proffs.


completely fair - in this post Cu world your specials would carry over and so their lower level weapons would also get a boost if they became Commandos. It is not limiting at all. If the Riflebeing wantsan e11 to perform at the CL50-54 level they would take Master Commando. If a pistoleer wants their stryker to work at that level Master Commando again. It does not limitanyone it adds to all professions.


I would rather see the non-master cert weapons increased in utility and lowered in action costs. LP be heavy bleed dot effect, acid rifle have its blind-self removed, rocket have KD+stun+dizzy, lightning have 1 minute shock and fire dot, flamers have their fire dots stick every single time, acid streamerhave 10 second armor break, grenades pumped up in damage X3 and their effectduration quadrupled (minus the dot). Master cert be our old consumable heavy weapons with a very high action cost, very high delay (10 to 12 secs) very high damage (3 to 5k vs unarmored opponent), proton rifle.. fixed.


Consumables are not likely to return- They would be to overpowered post CU they would have to have some drawback as strong as Lastditch (the devs said Last Ditch is allowed due to its drawbacks and even then they are monitering closely). Plus you would be back to where you were before. Not able to get them again as weaponsmiths find them not cost effective to produce and as a master weapons they would have to be hard to make.

Adding functionality to the weapons would probably not be taken to well by the devs. If you already have one state on a weapon they are unlikely to add another. Especially with the state fixs hitting live soon. Dots should not be 100% (if you want to be nerf'd this is the one thing that would get you nerf'd)


that will make us high utility for other proffs BUT without providing thesuper damage boost to other proffessions.. and a 'heavy' (but consumable) version of ourheavy weaponsgiving us our damage rating.. a damage rating we can dish out AS COMMANDO only not some single branchuser switching to an aoe/utility weapon and spamminghigh damage modifier attacks.












I know this probably goes against every bone in the devs body, but I don't want to be known by my weapons. any idiot can pick up a RPG-7 and fire it, witness what's happening in Iraq right now. I want to be known by my ability to cause mass mayhem, if only for a short while. States that barely stick, when they do stick they last 5 seconds, broken aoe, ect, don't do it for me, lets fix the bugs, then see where we stand from there.



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Naedek
Thu Jun 09, 2005 11:11 pm
#29

Just thought I'd throw in my two-cents here...

I Do not want our weapon specials changed to regular specials.

In my opinion, our weapons are really the thing that set commandos apart from any other profession. I don't want to be a rifleman/pistoleer/carbineer with flamethrower animations. As I see it, the 'weapons as specials' concept is the best thing that has happened to commando since I started playing the game (three weeks after launch). Yes, it's badly implemented. No, I don't think the idea should be trashed and replaced with a generic combat template.

Commando is currently unique. Our major problems concern the fact that due to the implementation of the idea, our specials don't balance out (damage wise) with other combat professions.

(we also have some bugs (think AoE and Elemental) that are affecting this brand-new system, but that is 1. besides the point (the point being weapon specials), and 2. extremely likely to get fixed Soon(TM)).

The suggestion by Ackehece is insanely simple (concept that is), and fixes my #1 gripe about the current state of the Commando profession. It allows us to use our specials effectively. That is all I want. I do not want new specials. I do not want specials and weapons separated. For the Commando as it stands (and I love it this way), weapons ARE specials. The specials need to be fixed. Not deleted and replaced with generic combat profession specials, just fixed.

Furthermore, I see no reason why Ackehece's idea need be applied to other professions' weapons as well. Their weapons are not specials in and of themselves. Heavy Weapons are not regular weapons; they each have a unique
function (to the commando). Other professions can use any special with any weapon, and therefore have no need for each of their weapons to be equivalent in base damage output.


I would really be very disappointed to see Commando lose this unique and awesome
playstyle.



(edit for formatting)

Message Edited by Naedek on 06-09-2005 11:13 PM



>-/--|----<---==>>))))}}
Silvanus Naedek
Long-haul Master Commando

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