Commando Archive

Thread: Commando Issues Designer responses

ShaddamtheIV
Wed Aug 20, 2003 1:22 am
#378

yes but a well deserved whine, now get the hell out of here troll.



Shaddam Amydar - Bloodfin (Master Architect) (Master Artisan)
Oikaleek
Wed Aug 20, 2003 8:56 am
#379

For God's sakes PLEASE LOCK OR REMOVE THIS THREAD. It is getting unwanted and unnecessary attention from people that have jumped ship from their professions to be commando's when all ofwe commando's that have been here since day one KNOW THE TRUTH about the fate of Commando's and how HW's are soon to be fixed with their correct Range Mods and such....


LET THIS THREAD DIE or LOCK IT


jeez

Procifica
Wed Aug 20, 2003 12:43 pm
#380

Q-3PO, you and the Commando designer/developer/whatever its called, are the two stupidest people on this entire earth. And I've only read the first 3 pages of this thread, so I imagine if I read more, my comment to you two would be MUCH worse.

Grow a brain, or borrow someone else's.

You've stated that Heavy Weapons are to be extreme close range weapons.
As many have stated, and many more will state: How the HELL do you use a ROCKET LAUNCHER, ACID RIFLE, and LAUNCHER PISTOL at EXTREME CLOSE RANGE? Last I checked, Heavy Weapons that are artillery types are meant to be fired from LONG RANGE. Big guns have big range. Little guns have little range. Examples of this are the pistol, carbine, and rifle. The bigger the gun, the bigger the range. Rocket Launcher is a BIG ASS gun, it should have a BIG ASS range.

I read somewhere that the Flamethrower has a range of like 17 meters. WHY? THIS IS THE WEAPON that should have the EXTREME CLOSE RANGE on it (0.0 is just assinine, maybe 5.0 would be more realistic).

The weapons are designed to use rare resources. These are extremely powerful weapons. The Launcher should be easier with upcoming changes.

This here is a problem with ALL weapons, some servers don't have the resources to build certain weapons AT ALL PERIOD. Fix this, even if the resources to build them are all crap (Elite Carbine, DXR6, DX2, T-21 all come to mind with regard to the resources are utter crap).

And why on earth were such cutsy descriptive responses given to pure FLUFF in the pistoleer forum? Gun twirling, Holsters, Dual-Wielding? Make the 3rd best class in the game an even BETTER MORE FUN class to play? Shouldn't all classes have an equal opportunity to be at least decent?

I'm cancelling my account tonight, and I don't even play a Commando. I play a Carbineer, another broken class which got utterly DUMB responses from you Q-3PO, and a Squad Leader (a class which has yet to receive a response).

This is the worst MMORPG I've ever seen in my life, and I've played over 2 dozen of them. Even shadowbane ranks higher on my list, and I returned that game 2 days after I bought it.

I hope for all those who are Commandos or wish to play one, that the two people mentioned in the first sentence of my post will go out and BUY a brain and use it, since they have none themselves.

And while you guys are at it, remove the stupid html restrictions, having to go through and edit my entire **edit** post just to hope that it will post this time is just the lowest of the lowest stupidity.
Procifica
Wed Aug 20, 2003 12:44 pm
#381

Q-3PO, you and the Commando designer/developer/whatever its called, are the two stupidest people on this entire earth. And I've only read the first 3 pages of this thread, so I imagine if I read more, my comment to you two would be MUCH worse.


Grow a brain, or borrow someone else's.


You've stated that Heavy Weapons are to be extreme close range weapons.
As many have stated, and many more will state: How the HELL do you use a ROCKET LAUNCHER, ACID RIFLE, and LAUNCHER PISTOL at EXTREME CLOSE RANGE? Last I checked, Heavy Weapons that are artillery types are meant to be fired from LONG RANGE. Big guns have big range. Little guns have little range. Examples of this are the pistol, carbine, and rifle. The bigger the gun, the bigger the range. Rocket Launcher is a BIG ASS gun, it should have a BIG ASS range.


I read somewhere that the Flamethrower has a range of like 17 meters. WHY? THIS IS THE WEAPON that should have the EXTREME CLOSE RANGE on it (0.0 is just assinine, maybe 5.0 would be more realistic).


The weapons are designed to use rare resources. These are extremely powerful weapons. The Launcher should be easier with upcoming changes.


This here is a problem with ALL weapons, some servers don't have the resources to build certain weapons AT ALL PERIOD. Fix this, even if the resources to build them are all crap (Elite Carbine, DXR6, DX2, T-21 all come to mind with regard to the resources are utter crap).


And why on earth were such cutsy descriptive responses given to pure FLUFF in the pistoleer forum? Gun twirling, Holsters, Dual-Wielding? Make the 3rd best class in the game an even BETTER MORE FUN class to play? Shouldn't all classes have an equal opportunity to be at least decent?


I'm cancelling my account tonight, and I don't even play a Commando. I play a Carbineer, another broken class which got utterly DUMB responses from you Q-3PO, and a Squad Leader (a class which has yet to receive a response).


This is the worst MMORPG I've ever seen in my life, and I've played over 2 dozen of them. Even shadowbane ranks higher on my list, and I returned that game 2 days after I bought it.


I hope for all those who are Commandos or wish to play one, that the two people mentioned in the first sentence of my post will go out and BUY a brain and use it, since they have none themselves.


And while you guys are at it, remove the stupid html restrictions, having to go through and edit my entire **edit** post just to hope that it will post this time is just the lowest of the lowest stupidity.

Procifica
Wed Aug 20, 2003 12:45 pm
#382

A nice little message stating that your post succeeded would help too, to avoid double-posting as I've just done.
-Sadi-
Wed Aug 20, 2003 12:56 pm
#383

ill break down the whole 17 pages into somthing quick.



WHINE

Tolapumj
Wed Aug 20, 2003 1:10 pm
#384

Its funny that even the Vibro Knuckler's ideal range is 1m, while the Commando's guns are 0m ideal range. Then you have the modifiers where min range 0m gives a different modifier than ideal range 0m. This is obviously a bug.



Tolapumj Salsero
Master Commando - Novice Smuggler
Bloodfin
StegOxDarkSeeD
Fri Aug 22, 2003 8:12 am
#385

Well i guess clos range makes sence with a flamethrower, but with everything else, the devs are really screwing up this entire proffesion



Stego DarkSeeD
Gorath Server
LannKerr
Fri Aug 22, 2003 9:39 am
#386

Pardon my ignorance but here it goes. I read the intial post and like most people thought "rocket launcher = close range = ???". But then I tought about it some more and a question popped into my head. Do players recieve a "to hit bonus" for larger targets (AT-AT, AT-ST, beam cannons...etc) If so then it makes sense to me that long range penalties apply. For instance hitting a 6 ft moving target at 100m with a rocket launcher should be difficult (if you don't believe me why don't we go try), hitting a house at 100m moving at 5 km/h should be fiendishly easy.


Where am I going? Is it possible that size bonuses cancel out the ranged penalties on the weapon? i.e. hitting an AT-AT with a rocket launcger hit almost always and hitting a sprinting bothan almost always misses (remember kids rocket dont just explode they neeed to hit something). Perhaps Q just misspoke. As for the flamethrower they should be used in close quarters as area effect weapons where the area of effect should compensate for the weight and unweildy nature of the weapon(hence the penalties to hit thing far away).


Just some thoughts

Smuggler18
Fri Aug 22, 2003 10:35 pm
#387

Great post, I'm sure you served your country well. Think about it though. From looking at the Commando skill tree and weapons package the Developers...


A) Did not get a military consultant


B) Have not seen Return of the Jedi or read any of the literature conerning Commandos in the Star Wars universe, or played any games.


C) Must have looked away or shoved popcorn in their mouths during the films when Heavy or ThrownWeapons were on screen. (Acid Rifles? Lightning Canons?) What is up with the elemental weapons? Where are the E-web blasters (like the ones in Empire Strikes Back) or the Repeating Blasters?


D) Have not read these forums (Many players who post have had great ideas)


Its all very sad but apparantly the way things are.

Aleksander_Graveheart
Fri Aug 22, 2003 11:14 pm
#388

Oh and in the movies, when Leia pretended to be a bounty-hunter and entered jabba's palace to free Han...did not the entire room **edit** there pants when she pulled a thermal detonator? People laugh at us when we pull ours out...



~Ro'yaal~
~Eclipse~
Darth_Niu
Sat Aug 23, 2003 12:59 am
#389

That is the real question here. What does SOE and the developers envision Commandoes to be? I have been in the Army for nearly 19 years and I have trained with Elite forces from several countries. First and foremost, anyone that is a Commando is an Elite or "Special Operations" trooper. They specialize in going into very dangerous locals in small groups and accomplishing missions without ever being discovered. SAS, Seal Teams, Delta Force, Green Berets.....all are trained extensively in Survival and small unit tactics. They are cut off, operating alone with what they take in with them or with whatever they can find in theoperation area. Their weapons are quiet most of the time, short ranged (BUT not ZERO ranged) and designed for close quarters fighting. They may also use explosives and team members are often explosives experts. They are well trained inunarmed / close quarter melee combat. That's "Real World".


So if this class is truely going to be a Commando Class the what should it be like?Well, one of the 4 paths should deal with Stealth and Insertion (ie getting into someplace unseen or undetected...kind of like a Mask for people). Another should deal with Survival and very limited Crafting so that a Commando can improvise weapons during his missions. A third should deal with Demolitions / Explosives and finally the 4th should be a STRONG weapons program. Make a new class for "Heavy Weapons"..an Artillarist or something.


In closing, these guys should be the best "pure" combatants on the field. The testing to get into a "Real World" Commando group is incredible tough and often requires knowledge not only of that Nation's tactics and weapons but of potential Enemy Forces as well. Hundreds may apply for a handful to be accepted. Make it tough to become one. But make the class worth the effort.


Thanks,


Klatubarrada


Future Wookie Commando (I hope)


"Making the Galaxy a safer place, one corpse at a time"





"Now, Witness the Power of this fully armed and operational Battle Wookiee"

- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
ZedKelly
Sat Aug 23, 2003 8:10 am
#390

Here I am, after playing since day one and on tempest from 5 minutes after it became live, and still trying to figure out which elite class to move into. This isnt as easy as simply moving into any elite profession as the amount of exp to get any elite profession is very high and training cost is high as well which makes this decision one of importance. I have been bouncing around the various profession boards trying to figure out the best mix and finaly made my decision last night, Commando. Then today I look at the DEV response to may problems with this profession and im right back to where I started. Heavy weapons at close range is absolutly Ludicrous. Do any of the DEVs have any military experience? If not I suggest that it becomes nessissary when determining the ordinance mix on a battlefield. Yes there is a way to balance "Heavy Weapons" use and still keep them long range and high damage.
Some suggestions:
1. Give heavy weapons much higher damage in an AOE at a long range ie 2Kpts at over 65m.
2. Do not give any "special moves" they are unnessisary and kinda crazy, trying to do a "special move" with a 50cal or a 81mm moarter is gong get you a hernia, ruptured disk at the very least.
3. Make them slow, this allows the enemy the opportunity to try to recover and close distance. Because at a close distance the advantage goes to people with light weapons, or no weapons.
4. Make them available, from what I gather it is extreemly difficult to obtian these weapons. Simply make them easier or cheaper to produce so that weaponsmiths can and will produce more at a lower price.

If you DEVs need any actual military advice please do not hesitate to ask me, Medic SF 82nd Airborne Ret.



Tempest Novastorm
Adventurer Extraordinaire

" Its my dang Galaxy and Palpatine can't have any part of it! "
" The Temptresses are mine too but they will deny it, uh... don't tell my wife! "

I explained the SNAFU in detail and was told although it seemed FUBAR to me it was working as intended, which left me thinking, BOHICA.
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