Commando Archive

Thread: Updated list of Commando Issues

Bugboy321
Thu Jun 02, 2005 9:45 am
#40


I'm new to commando and I have to say I didn't come by it honestly as I respec'd into it. I like it a lot but I like seeing what damage I'm doing, maybe I'm blind but I don't see any flying damage text.


Thespecials on the other profs I have seem to work well using the plasma flame thrower, ie. I've been using concussion shot with the PFT and it stops the mob almost 9 out of 10 times. Fan shot does some serious damage, but since there doesn't appear to be any flying damage text I can't really tell.

Message Edited by Bugboy321 on 06-02-2005 12:46 PM



IGN Ahazi:
_____________________________________________________
Norjykk, Mayor of Numanjii (Jedi Chump/Elder Creature Handler)
Norjy, Armor Hanger (Disabled Commando)
Norj, Oxymoron (Null Trader)

NGE Money Quote: "We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves." - Nancy MacIntyre, SWG Senior Director, LucasArts


Vokuhyl
Sun Jun 05, 2005 11:42 am
#41

Hiyas all


i have a short question !


my Proton Rifle isn't working... everytime i want to shot with it i hear a "klonk"-sound and it wont shot at all.


anyone else have that issue ?


and yes i am a master commando with level 80 and i've tried out all my specials
Katalepsis
Mon Jun 06, 2005 8:41 am
#42

1) Still 0 dmg using Launcher Pistol (not just a cosmetic combat tab chat bug either...getting literally zero damage to nearby targets unless I use a true cone effect attack like Fan Shot).

2) Still getting terribly low dmg (period) using an elite Launcher Pistol with virtually the higest possible ratings for both speed and damage. The Launcher Pistol is currently flat out gimped.

3) Novice Commandos still forced to use said gimped Launcher Pistol to somehow magically grind out tens of thousands of Heavy Weapons XP to advance high enough to use other, better Heavy Weapons XP devices.

4) See 1-3 above and do something about them.

5) Repeat step 4 over and over until resolution is achieved.





__________________________________________________________________________
Sako Stormrider - FS M.Smuggler/M.Secret - Radiant
[pronounced "seiko" as in the timepiece]
_______________________________________________________________
Bahn Sei'Kadi - FS Rodian MBH/M.Rifleman - Bria alternate
[I make Jedi go die die]
__________________________________________________
il est moi
[enjoy]
TsothaLanti
Fri Jun 10, 2005 2:23 am
#43

I believe we'll all see a great boost to the damage we deliver after the elemental damage fix at the Test Center hits live server.

At least I hope so...



Tsotha Lanti - Officer.
Khemsa Lanti - Shipwright.

Governor Tarkin: "The Jedi are extinct. You my friend are all that remains of their religion."
Lord Vader: "You don't get out much, do you?"
Varousk
Sat Jun 18, 2005 6:32 am
#44




Some issues with recent patch changes: Radiant, Inoquee, All planets - combat related, Reported in game


I posted this in live, but wanted to share with the commando comunity too. Just some of my observations


First: Elemental damage is kinda working. Before commando weapon area hit targets were getting no damage, now they are ONLY getting hit with the elemental damage. The primary target (dude you have selected) its about a 90/10% split on Regular/Elemental damage. BUT you only get one OR the other, not the addition of the two as you should.


Second: Rocketlauncher should work area if used with an area attack ability IE: Fan Shot


Third: Area weapons with an Area attack move should gain an additional damage bonus not seen with a single target weapon. Essentially you are whacking everything with your combat move, and the weapon is doing its thing too.


Fourth: Plasma Flame Throwers are intermittantly forgetting they are an area effect weapon


Fifth: Please re-evaluate the re-use time on grenades. I need to check the other types but Protons are at 4+ minutes between uses! I'm sorry but realistically, short of nuclear grenades, this sort of cool down timer is silly. I understand people were abusing grenades before, you reduced their damage around 75% and with this cool down timer they are just silly. There is pretty much no reason to expend cash on them. They take time away from your primary attack and do no damage bonus over your primary attack if you are using the weapons you get in the command tree. The only use they have is to increase the ratio of combat xp a little, since the grenades still do combat xp damage. But if you are out grinding, the cool down makes it so you can only use it once every few targets. IF anything grenades as an item are designed to be pull/press and throw, generally taking less time to use than say an aimed shot at a target. And I know protons are costly for a WS to make, using 4 sub-components. To just break even at resource cost the price runs 35-40k a crate of protons(for good quality ones). Grenades should be a desired item, that gives that extra oomph when you need it, now they are all but useless. Ideas to help -> re-evaluate damage, give us back 10-20% at least on the commando only nades. Fix the loot component for crafting so all nades can use acklay venom. Have certain nades drop states like blind, knockdown, dizzy, stun. I mean an explosion easily can have these side-effects. reduce the cool down time to under a minute. A cool idea - give us a grenade throw attack moves that enhances damage, reduces cool down, throws states, OR allow commandos to equip a nade pack like a weapon and thereby use his/her attack moves with the nade. Either of these would instantly seperate commando from joe-public on effective use of a nade.


Sixth : no cool-down animation over the nades to show you where you are on being able to use them again, you have to try and use them and watch for the system message telling x seconds to use again




Message Edited by Varousk on 06-18-2005 06:32 AM

Message Edited by Varousk on 06-18-2005 06:33 AM



-={Where is your BOOM Stick?!}=-
Kameckobe
Sat Jun 18, 2005 3:04 pm
#45

Dont think this is a bug, more of a "Uhh..." moment.


At novice commando, I can't use my flamer! Shouldn't we get certed for it? (man, i hate the new weapon certs)


Not to mention my wookiee isnt certed for bowcasters anymore...






-----
"But what about the poor creature handlers? Well, they might have to consider themselves among the most shafted of player segments in MMO history."
- GameSpy.com, Nov. 8, 2005

CANCELLED.
StarNick
Sat Jun 18, 2005 4:21 pm
#46

The bowcaster requires a certain CL and a wookiee hand to use. The Flamethrower is certed at Incidinary weapons III (0/0/3/0), with the Plasma Flamethrower at Master Commando.

A word of caution with the normal FT, it requires both a CL and the 0/0/3/0 box. The CL is somewhere around 40-50, dont remember exactly.



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

StarNick
Sun Jun 19, 2005 12:51 am
#47

"Third: Area weapons with an Area attack move should gain an additional damage bonus not seen with a single target weapon. Essentially you are whacking everything with your combat move, and the weapon is doing its thing too."

What do you mean exactly? Ive noticed using my carbine with AoE specials, I see a 300 or so damage increase on the damage being done to radius targets. For example, I hit a stormtrooper for 800 damage, but the splash damage says 1100 for his buddies. Not sure if this is intended or not, but if it is heh...our weapons will rock!

Btw ill update the issues thread soon (tm), been busy IRL...



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

SunRIsE_GNU
Wed Jun 22, 2005 10:59 am
#48

I'm having same issue with the PROTON Rifle... making a "klonk" sound but i can't fire it... im lv 80 and Master Commando... anyone know whats going on with this? Sky'a Lightwing



Cronic Stupidity Should Be Fatal
Varousk
Sat Jun 25, 2005 7:42 am
#49






StarNick wrote:
"Third: Area weapons with an Area attack move should gain an additional damage bonus not seen with a single target weapon. Essentially you are whacking everything with your combat move, and the weapon is doing its thing too."

What do you mean exactly? Ive noticed using my carbine with AoE specials, I see a 300 or so damage increase on the damage being done to radius targets. For example, I hit a stormtrooper for 800 damage, but the splash damage says 1100 for his buddies. Not sure if this is intended or not, but if it is heh...our weapons will rock!

Btw ill update the issues thread soon (tm), been busy IRL...





I dunnot about the carbineer specials. But Fan Shot with a pistol I do the same dmg # to all targets it catches


When I use a commando gun it reverts the the commando gun's area effects. I am saying if you use and AoE gun with an AoE skill you should see stronger results than either used sepeartly. So say the skill does 500 dmg with a normal gun, the AoE gun does 300dmg. use both together should see something like 700dmg.



Radiant.Varousk





-={Where is your BOOM Stick?!}=-
BadTouchKrotchy
Sun Jun 26, 2005 6:35 pm
#50


I'm having same issue with the PROTON Rifle... making a "klonk" sound but i can't fire it... im lv 80 and Master Commando... anyone know whats going on with this? Sky'a Lightwing




Ok the Proton Rifle is bugged guy, apparently it was working fine before publish 17, and post pub 17, and 18 and all the update patches it still hasn't been fixed. I got one, and got a nice slice on it too. I would like to see this fixed at some point. but I remember when my Bwing was broken post a patch and it took a while ( couple months) to fix the S foils on it. So baracade yourselfs for a possible long wait before this bad-apple gets a new lease on life.


Just remember:



Message Edited by BadTouchKrotchy on 06-26-200506:39 PM

Message Edited by BadTouchKrotchy on 06-26-2005 06:39 PM

AltharXXX
Sun Jun 26, 2005 10:42 pm
#51

great list StarNick - kudos!


I would still like to seeat least one IV box get single target attacks for commandos. That is an attack which no mater what weapon you are using you will only hit 1 target. Even if the attack is for 50% of damage it'll beat trying to switch weapons - which is borked. (Not completely sure why when I try to switch weapons with commando ones equiped the 'hotkey' is ignored - and their is no visual que that the weapon swap is pending.)


Your #1 issue hopefully will be fixed ... it's really embarrasing to do a scatter shot with a commando weapon. Would be very cool if it actually worked.





Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
AltharXXX
Sun Jun 26, 2005 10:46 pm
#52


I forgot this. Look at the control-c page. Equip a true heavy weapon. Then equip a pistol or some ranged weapon you have lesser skills in. I don't see any difference in the numbers. But *I think* there is a difference in actual combat (I think I'm getting hit harder and more often when I'm using a pistol --I lacking any pistol skills.) Anyway maybe it's just a cosmetic issue for the character sheet, not sure.





Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
Page 4 of 4