Commando Archive

Thread: Reports to Commando Correspondent

Druzz
Fri Sep 05, 2003 12:47 pm
#40

I better add that this is not alway the case and the attack seems to range from 3000-6000



Here is a BUG I noticed:


Well I made the experience that you sometimes stand still and stop kitting when running around with a flamethrower. This doesen happen with other weapons.


You suddenly take a break when running when the following things are happening:



  • Your current target is getting killed

  • You switch weapons when having the flamethrower equipped or equipping it

This is very annoying in my eyes cause you stop running for 2 secs and usually thats you death.


MaDCoW8Me
Fri Sep 05, 2003 12:49 pm
#41






Druzz wrote:

Beeing a Grenadeer I had shocking experience.


I used Flame single 2 on a snorball for 6200 dmg per hit


Guys I am really happy but isnt that a bit much ? Everyone can one hit kill in PvP with a Flamethrower now allthough he will have to come really close to you.






6200 dmg over 8 seconds equates fairly equally to a pistoleer using 4disarm shotsover 8 seconds.



Aipest Geera
CC Extraordinaire
Ivoni
Fri Sep 05, 2003 6:51 pm
#42

Found a typo.

Pulling up the abilities and commands menu under combat.

The description of Flame Cone 2 says to type /flameCone1.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Ivoni
Sat Sep 06, 2003 7:31 am
#43

1. Grenades & radius weapons
- I haven't tested the new grenades yet but I know radius on the heavy weapons isn't working. Got to my first imp destroy mission of the day and there were 4 imps on top of each other. Since I was covert they didn't attack. I went to Ideal range, kneeled, /aim, fired. Only one was hit and no message about missing the others.

- Grenades need a revamp. They take 5 factory runs to make a crate. That's just as many as to make the flamethrower, but they are disposable.


3. AP1 on LP. This cannot be done unless we are given specials of our own and pistol specials removed. Mainly because of the large damaging specials of the pistoleer/smuggler - fanshot, stopping shot, etc. Adding the AP1 adds 25% damage to AP0 targets.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Slysestial
Sat Sep 06, 2003 9:08 am
#44

ivani is refferring to crism siliclastic ore which is the needed specific ore in proton grenades and it has also proved to be one of the most rare resources on most servers


Morlander (Master Commando of Bloodfin KGB)

BenedictAmber
Sat Sep 06, 2003 9:19 am
#45

All they need to do is switch the LLC AP1 over to the HAR, fix the range mods and acutally FIX them this time, and make grenades far cheaper or eaiser to produce than they are.


If they do these things, all will be well.

FlipCurran
Sat Sep 06, 2003 9:21 am
#46

I'll try to fill in part of the void for the munitions.


i'm working towards munitions 4 and the other column for expirmentation.


that being said i have the ability to make and use glop, cyroban, and cx2 grenades.i could make some mines but they require crism ore and the other warheads require specifics such as skevon reactive gas, hydron-3 inert gas, and thorium?? steel. thats what i know of so far.


as for the few grenades:


C22 @ 10 meters- having to dodge my own grenade and doing on average 700-900 damage. i probably hit every other time though and i've been able to consistantly take out multiple targets in range of the blast.


Cyroban @ 10 meters - same as above except i haven't had to dodge my shrapnel. the only thing i have noticed is this grenades seems to have alot lower damage than glop and c22. this could be chalked up either a low qual radioactive or a bad schem.


Glop @ 10 meters - on par w/ the c22.i've managed to get damage up over 1000 on the craft. one of my grips has beengetting the chemical dispersion mechanism has been a pain becuase i need to have someone in the firearms tree make them.



my suggestions right now would be possibly move components like the chemical dispersion mechanism to the novice weaponsmith if possible. also, thegrenade components that were in the acid line that were removed have not been put into the weaponsmith tree. i'd like to see themput into the muntions line so we can try to make ourgrenades more effective.


as soon as i get upi'll report more. if anyone wants some stats on the 4 grenades i can make i'll try to help out.





SirAuron
Galactic Liberators
Starsider
LukeHalcyon
Sat Sep 06, 2003 10:24 am
#47

I wanna see the Launcher Pistol have it's own Skill mods and special moves incorporated into the Commando tree, atm it forces us be Pistoleer's to be effective with this weapon, all Commando weapons should get better in progressing in the commando tree not another tree.


One solution to this would be to let it use Marksman Pistol Specials, but not pistoleer specials and skill mods, and then improve on them in the commando tree granting more mods and specials there.


Keep up the good work MS.

Kopmeier
Sat Sep 06, 2003 10:39 am
#48

Here's my idea for the launcher pistol special issue: Give us a special or two, but put it on the last tier. That way, dabblers can't get it unless they master the profession. Like most of you guys, I'm in this for the long haul(Although I haven't reached novice yet). I agree that we need a special attck for the LP, but it should be placed out of reach of those who don't want to commit to the profession.




Soulcrusher-soon to be novice commando on Sunrunner.




"Hell hath no fury like a woman's scorn for Sega."
Kopmeier
Sat Sep 06, 2003 10:42 am
#49

Oh, and here's an idea for a new title. Flamethrower specialist should be called "Professional Smoker."



"Hell hath no fury like a woman's scorn for Sega."
MasterSynn
Sat Sep 06, 2003 10:52 am
#50




Ivoni wrote:
1. Grenades & radius weapons
- I haven't tested the new grenades yet but I know radius on the heavy weapons isn't working. Got to my first imp destroy mission of the day and there were 4 imps on top of each other. Since I was covert they didn't attack. I went to Ideal range, kneeled, /aim, fired. Only one was hit and no message about missing the others.


3. AP1 on LP. This cannot be done unless we are given specials of our own and pistol specials removed. Mainly because of the large damaging specials of the pistoleer/smuggler - fanshot, stopping shot, etc. Adding the AP1 adds 25% damage to AP0 targets.




1. I haven't tested the grenades extensively but from what I've seen, the damage radius isn't working on them either. Same circumstances as you- several opponents stacked together. Bam! Grenade goes off but only the target creature damaged.


3. First, I truly think the LP should be AP1. At this point, how is it different from any other pistol? What makes it a heavy weapon? Making it AP1 would answer those questions. Second, I just don't believe that the DEVs are going to make a drastic change with the specials on this. I will submit that request if everyone seems to think it's a good idea, though.


Personally, I don't think it's the way to go. With the improved damage on our longarms, I don't see the LP being used as often, at least at the higher commando levels, especially if we can get the range and recovery time of the specials improved. Also, not everyone is going to level as a pistoleer. I took novice pistoleer, for instance, to get healthshot 2 but that's it. I also took swordsman for better melee attacks and rifleman to eventually use the T-21. Some commandos keep novice medic to be able to use stimpacks.


I plan on submitting a fairly long list of changes to the DEVs. I believe that they are more likely to make changes that are simple, rather than drastic, so keep that in mind. Also, I am taking note of everyone's thoughts on the different issues, so please don't feel like I'm not listening if I have a different opinion. You know what they say about opinions....






~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
Xytroncore
Sat Sep 06, 2003 3:48 pm
#51

Don't let them nerf us into the ground



_________________________________________________________
Manimal : Gunslinger
Corran_3
Sat Sep 06, 2003 5:20 pm
#52

Does anyone else think the faction point loss on death is a little extreme for us I mean I'm losing 30 on average now. I realize we are quite strong now but still in a major pvp event around AH I might die 10+ times and spells 300 some faction lost.



Jinnt Keterrik
Master Commando, Master Teras Kasi
Page 4 of 11