Commando Archive

Thread: Commando Issues Designer responses

Smuggler18
Sat Aug 23, 2003 12:10 pm
#391

Yep! A Thermal Detonator does like 85-230 damage, that's in PVE, throw it at another player and reduce it by 75%. Maybe the Devs only saw Jabba laugh and figured players should be laughing too



TonPhannan
Sat Aug 23, 2003 11:15 pm
#392

SHEER STUPIDTY!


I'm sorry, but Q simply can't be that dumb! I mean it, there is no way he can have the game/ designing/ computer experience he has and not have a clue about this!


What am I talking about? Well, I'm a non-commando, thinking about going up the Flamethrower line. When I read the responses about an ideal range of 0 for hvy weapons b/c they are powerful, I was shocked!


Flamethower, yes, low ideal range (not 0, maybe 5 or 10m) and max range maybe only 30m. But all the others?


Acid Rifle: ever hear of splash damage? This type of weapon in a RL functionality would seriously deform its user. Ok, solve that problem by requiring the Commando to wear a special 'splash guard' suit /armour when using it, or suffer ill effects. But if you do that, be prepared to make the Acid a whole lot better! Otherwise, just increase the range!


Rocket Launchers: AOE / splash damage. These things (IRL) CAN'T be used effectively at short range. It has to be used at long range against large or multiple targets (using the splash factor). Give these things a kind of 'Hold on Target and Track' (only usable against larger, vehicle sized or more,targets) by sacrificing an attack, and let the rocket fly homing in on the target. The target can evade/dodge (for lesseer splash damage), or go behind a barrier (building / rock / hill) to avoid getting hit, but these things should be near instant death for any personnel on the field! Of coarse, these things should also be only used against things not much smaller than AT-ST's. Anyone using a Rocket Launcher at short range should be killed and their body blown back about 50m. Just plain common sense here, guys!


Ideally these types of weapons should get the - sign when you are too close. It should say that you are out of range when attemptin to use it that close. Closer than 30m on a Rocket Launcher should be suicide. Closer than 20m should be unusable for that type of weapon, since the user of that weapon should recognize that fact.


I'm sorry, but have a 'powerful weapon' have a range of 0 b/c they are powerful or heavy makes no sense what-so-ever!




Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
WOOK Former Council Secretary Elder, resigned 10/31/03,
New Rwookrrorro quarter, Alacio Island, Naboo (Bria)
(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
Dekar8686
Sun Aug 24, 2003 12:02 pm
#393

A few things I forgot to mention. We are the commando class, the hardcore, combat-trained, gun-toting badasses. Yet we get almost no defensive bonuses? Eh, comrade? So they guy over there is is really intimate with his pistol is able to take more than the big dude covered in grenades, holding a rocket launcher, with a heavy partical beam cannon across his back? Well that's ok I guess. After all, we get plenty of bonuses from being a master marksman. Wait a tick. Master MARKSMAN? Doesnt being a marksman mean that you attack from a...range. But we have to be touching our opponents to attack. Hmm...that's strange. Wouldn't it make more sense to have to master Brawler instead? So what if you have to master a bunch of weapons you are never going to use. Isnt that what the whole class is about? I mean, our weapons are only supposed to be used in "special circumstances", right Q? I mean, why do we have to have any form of ranged combat experience. Any fool can shove a rocket launcger barrel into his opponent's belly and blow himself and the opponent to smitherines. Of coarse, that's assuming that he hits and isnt stuck sitting there for 15 seconds waiting to get off his second shot. Come to think of it, with the damage as incredibly crappy as it is, the first shot is almost always going to have to be followed by the second. I sure hope we can survive for that long. Oh wait, nevermind. We have no defensive bonuses. We're scewed.

Dekoris Koe'nel
Misnomer
Sun Aug 24, 2003 6:27 pm
#394

WHAT A CROCK OF S|-||`|`
NerfedTooMuch
Sun Aug 24, 2003 7:01 pm
#395






Tailmonkey wrote:

"These are meant to be extreme close range weapons. "

I don't know about you, but I want to be as far as possible from a target when I use a rocket launcher, or anything that uses explosives.








THE DEVS DONT CARE


I read this entire post and found ZERO (as in 0) total replies to this by Q3PO. Thisclass will never be fixed. Its a glimse in the future to efflict all classes. Notice how it was "working properly" all classes will be like this. Abviously the devs think of us as losers (I dont like using profanity). I feel quite offended by this. We will be ultimatly the gateway to the death of all classes. The devs only care about money, not the few thousand people in the commando class. Infact they are going to remove all traces of the commando from the game if everyone leaves it. Less work, more money. Its okay the project managers to be told everything is working. We are just getting what they are getting. Also for all commandos, dont count on it. IMO if ou were being paid 30 dollars an hour daily, would like to do more work than you should or would you like to be doing to smallest amount of work. IMO I wish I was an SOE developer, infact any kind of dev because of the freedom. You dont have to be fixing anything, on bugs and mass complaints (like the creature handler nerf). The commandos make up maybe 1/1000 of the majority of classes, thus they wont lose a reasonable amount of customers. Even then their is a good chance you would migrate to another class, becuase you like the community. The commando class is to be removed ASAP if everyone quits. IMO this only the gospel of revaltion in SWG. All classes will be like this. The devs are making good money, and they dont care. The sold MILLIONS of copies, and 1/4 of the mountly charge is profit. Just quote Q3PO, "everything is working as intended." By the way this post is niether a flame or protest, this is just my opinion of things, and not a form a hatery.




....................................................................
Cold Geo
Tarquinas Server
Commando/Combat Medic
Hate Me, Im slavic....
Megatl20n
Mon Aug 25, 2003 6:38 pm
#396

Just the whole thing doesnt make sense..I mean what kind of heavy weapons are meant to be used up close? I mean really... I never saw any heavy weapons used up close in any war... unless your a suicide bomber... sigh everything i wanna make breaks...


Commando / Squad Leader... WooP I do nothing.


Shepher Osru


Leader of Divine Light


Squad Leader/ Commando Quiter in training




I STILL FUNCTION!!!

Megatron
Sargas3
Tue Aug 26, 2003 12:25 am
#397

"everything is working as intended." Ahhh I see!! So this class is intended to Suck? Now I get it. you make the classes that are the hardest to get the worst. That way you lose the least amount of people. Stay with me here for a minute. People dedicated to getting this far in the game are less likely to quit the game than they are to switch to another class. People that are impaticant and need to kill hard and fast right away will take the easyest route. And if they where mad about there professions than they would all leave. Unwilling to wait for a fix or change profession. So because most of us our dedicated to working harder for harder skills they figure that we wont leave. Well bitch ans switch to a class that is working. Our they will keep throwing more classes out there to lure us away to something else. Wow we have all been had.
lenjung
Tue Aug 26, 2003 10:45 am
#398

I have a gripe.I totally don not agree with the "supposed" range ofsome of these weapons


Rocket Lunchers... how many people do you know want to be standing next to, on top, in, around, between a target when you fire one? I sure don't. They are supposed to be close range support, but notthat close... C'mon... They were designed to be used from at least 20 or 30 yardsaway. Anyone would know this.How can you refer toBand of Brother's or anything of the kind? The technology in Star Wars (assumably) is supposed tobe far superior to the technology thatwe hadaround during WWII. Heck, even now, our military has shoulder fire weapons that can shoot at moving target from miles, and miles away.. and hit with pin-point accuracy I might add. They dont hit around, under, or between targets... they hit dead on... and those weapons can cut through armor like a hot knife through butter. I mean Star Wars has lasers, why can't their weapons do what our "primitive" weapons can?


Flame throwers... Ok,I agree, close range, but again, not that close range... They're meant to be used from 4, 5 yards... whatever it happens to be (I've never shot a real one, so I don't know the exact range). How many people do you know are going to let someone with a flame thrower waltz right into their bunker (or vicinity) and let them flame away? How many flame throwers are going to want to stand right next to, or on top of, their target while they barbecue it? They would get cooked right along with them.


I dunno, but I ask you, how is this fathomable? If you have any opinions on what I said, I would love to hear it (and argue it, it that happens to be the case).







Smida Retsof
Pilot/Medic
...has mastered the Pilot Profession
Choice is an illusion between those with power, and those without
Wystan
Wed Aug 27, 2003 8:57 am
#399

While healing and sampling I took the opportunity to lookm over the skill trees, and I noticed something very interesting. The only weapons that are actualy ment to be in the game at this time are pistols. After all they have the most paths to gain exp. Marksman, Pistoleer, Bounty Hunter, Smuggler, and even Commando. So the rest of the weapons must be just a diversion. Also the other skills that have multiple paths for exp lead me to believe that the only classes ment to be played are the Smuggler and Bounty Hunter. Most of the starter professions seem to give exp usefull to being one of these classes. Most of the other professions have only a single path that grants usefull exp.

DarthShitius
Wed Aug 27, 2003 10:50 am
#400

you have to train way harder than any other class to obtain. then when you finally get there your to hit bonus sucks, if you can even find a weapon crafter that will make you a weapon it will suck ( launcher pistol is decent but your skill never improves with it nor to you get any special attacks other than the ones you got from marksman). I mean come on we train master marksman and unarmed ( which really really sucks with no way to improve your damge to compete with marksman or bralwers of other focuses) and don't get any better at either one of these skills. we should get base mods to pistol, rifle, carbine (not saying they should be as good as pistoleer, rifleman etc..., but weshould get better)



defense : we train in brawler but a pistoleer has but melee defense and dodge abilites?


offense: i keep hearing crap about our weapons are hard to make because they are very powerful, but the ones i have found suck compared to the weapons i was certified in at intermediate levels of markman. my scout blaster does more damage than a heavy acid rifle, i hit way more often, better range, and special moves.



can you tell me any reason to be a commando when you can't get weapons, if you do they suck, there is nothing really hybrid about the class,there are alot easier profesions to obtain.



in short save your time i qualified for rifleman pistoleer carbineer,and bounty hunter way before this profession and those are have way better combat abilities at range and even upclose. i think the commando needs complete restructure.

Hatematron
Wed Aug 27, 2003 11:28 am
#401

SO 18 pages of info and no dev responce... and its not like any of you guys are flaming seriously were just stating the obvious issues with the class and the "official answer" is



working as designed...



yea freaking right put a little time into this profession please devs or at least tell us you will not work on it any longer its all fine and we can all drop it.

Nataki
Wed Aug 27, 2003 7:06 pm
#402

It's apparent that we're not seeing the proper use of Heavy Weapons quite like the Devs do.

This explains it so well.



What more need be said?








Nataki Or'akana

Aspiring Commando

(livin' la vida) Lowca Server
DK_CRAKER
Wed Aug 27, 2003 9:14 pm
#403

OK WHAT THE **edit** IS ALL THIS **edit** ABOUT HEAVY WEPAONS AT A ZERO RANGE!!!!???? hey take this from me im a military freak, i come from a long line of colonels, and sgts, some grunts, but mainly nco's, but anyway, i understand how flamethrowers have an ideal range, maybe bring that back to like a 5m range like they have in real **edit**ing life! next, those particle cannons or beams or what ever they are. canons were developed in the mid 1800's for ranged combat------ RANGED COMBAT! next, launcher pistols, have to be made a bit stronger, they are explosives for christ sakes. and this whole unnarmed bull **edit**, make some moves for commandos to use so that we actually have a use for it. and let us use knives and vibro knucks for unarmmed, and bring t5he freakin xp required down, unarmmed is hard as **edit** to get. thats my piece 4 now




all I know is that I don't know
all I know is that I don't know nothin'






I'm still going through Moun Gold withdrawl
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