Commando Archive
Thread: After reading the post on tomorrows Update, I had enough.. e' finito
Ouch Garth. Harsh but true
I'm sorry to see the Commando rep go as well. I too aspired to be a commando before I realized how broken it was. Ever since then I've been in BH vs Carbineer limbo. Perhaps when they get this profession working in a year I may try it on another server. Until them good luck Commando's. You will need it.
I cannot understand why this profession hasn't been directly addressed by the devs. It is the most broken unbalanced class in the game (yes even more so than the BE).
The wepons for novice can only be made by a Master Weaponsmith and the uber commando weapons can be made by a novice artisan. That's a stretch but you see my point.
Do they truly expect you to get millions of heavy weapons xp using a launcher pistol? If these weapons are supposed to be special event weapons and are not intended to be primary weapons then WHY require hundreds of thousands of Heavy Weapons XP per skill box, and make them limited use? Once the ammo is gone the weapon is worthless 50K down the drain (or whatever a weaponsmith chooses to charge). Add in the ultra rarity of the resources and yeah commando's are borked. That has not been addressed in this patch and that is probably why your rep is leaving.
you know it was nice when they had the group bonuses in beta, people actually grouped and went out of their way to find more group members.
Now you only see small elite groups of friends out playing because people bitched about the 20 member teams out tearing up the countryside with no real objectives.
Personally I'd take the 20 man teams if it meant good experience so I could get to the PvP.
They could at least tier the experience by the number of people in the group.
Thanks for trying Garb. The commando community will be miss you and your help.
Hope to see you in the next game
Ginseng
Bloodguard
The saddest part of all this is the lack of response/communication by Dev/CSR etc
This guy was selected to respond to issues and his emails went un answered. I am willing to bet there wont be a response to his departure.
In fact, I am wondering how they are gonna select a new correspondent. Dear Commando Community, We ignored your last correspondent, indicated big fixes in the Big patch and only did timi things that should have been done week one, BUT How would you like to be the next corresponent. We promise to offer him the same prompt response and attention we showed your last one!
Nukra Vol
Ex-Commando - flurry
I mean, they took the time to nerf baz nitches which was 2 minutes of code work. Social = on, aggro = on.
How many of the commando issues are simple code fixes?
Let's see. Simple things that should have been fixed first week
1. Broken certs
2. Horrid 0.0 Ideal Ranges
3. Horrid Range modifiers. I mean -58 at ideal range?
4. Flamethrower viewed as melee weapon by Npc
5. Initial Acid Rifle accuracy not stacking with Acid rifle accuracy column bonuses
6. Incorrect con system with flamethrower. Dark blue, light blue and many white cons give only 1 combat xp
7. Master Weaponsmith for guns we use as novice and yet Expert Weapons for guns we need heavy weapons 1 or higher
I can understand the things that take looking into
1. Lack of knockdown - Feeling that our knockdown is misplaced to BH carbine 3. Description reads
Fire Knockdown: This ranged attack blasts the target with a quick rush of flame aimed at their upper body, which can cause them bowled over by the sheer force directed at them, causing them to be dizzy as well
2. No unarmed skills - unarmed prereq makes no sense
3. No specials with pistol launcher. Why must we train pistoleer to do damage with this gun?
4. Incredible shortage of resources
5. Incredible problems with grenades. Only 5 charges, difficulty in creation, why we make parts to give to weaponsmith to finish product.
6. Beta Titles for Trees
Field Tactics: Artilleryman
Heavy Support Weapon: Expert Commando
Flamethrower Specialization: Grenadeer
Acid Rifle Specialization: Ordnance Manufacturer
7. Lack of specials. Flame and Acid have exact same specials. We get a Dot > enhanced dot, and then aoe dot > enhanced aoe dot. Supposedly these are more powerful justifying the guns abysmal damage output.
8. Definition of class. Nothing describes what is expected of our class
9. No Defensive bonuses. Why must we train in other classes to have these?
10. Horrid Accuracy/Speed. Why are we in last place by a huge margin compared to other classes?
11. Horrid cost for rocket launcher via faction.
12. Pathetic damage of all charged items. If it's consumable it should be amazing. If not, then not consumable.
There ya go.
Im droppin the class if they dont do anything soon. Most of you have read my lengthy well thought out posts as I have read yours, sad thing is, the devs have not.
Sorry to see you go, but it looks like you have a mass group headin your direction soon. Ive always appreciated the conversations and quick fixes we came up with at in the beggining and how you handle the forum noobs...
*sigh* There goes one reliable kick ass poster on this board.
oh crap... now what do I do...
I've been eyeing this prof as I was going to take it for my second elite. I can't even think of where to go now...
On the thought of a replacement, would it be such a crazy idea for all of usto refuse the post until SOMETHING MORE IS DONE (in protest)?
Just a silly thought...
Hmm, I am sorry to see you go--I thought you were doing a good job of raising concerns for us to address.
I fear that you may have overestimated the speed with which we can address issues, though. Remember that correspondents were selected very shortly before this update was locked down--that's how long it's been in testing internally. So really, most of the stuff you escalated as issues came too late to make it into this update.
Stuff like the much decried baz nitch fix was done as a "hotfix." A hotfix is a fix that is extremely targeted, makes minimal alternations to the code, gets fairly limited testing, and is pushed to the players outside of the normal update cycle. We try to limit hotfixes to critical exploit fixes (as in the baz nitch example), major bugs that damage players somehow (item loss, for example), stability and performance fixes, and things that are top CS calls (so that we can improve the responsiveness of CS). Most of the stuff you've outlined in this and other threads is a bit more wide ranging than that, and we would want to make sure that it underwent more significant testing than a hotfix.
We're committed to listening to the correspondents and making the changes that seem appropriate to everyone (devs and players working together). But if we want the changes to be good ones, we have to make sure we implement them carefully and test them carefully.
As far as testing on TC--yes, it's woefully underpopulated. The folks playing there are trying as hard as they can and doing a good job, but we'd love to see more of you over there so that stuff gets better testing and broader input. It's going to take more players on TC to make that happen.
A hotfix to make our weapons USEABLE would be deemed most acceptable.
There isn't any other class that takes nearly as long to reach master due to these BUGS.
See my post as to what we viewed as acceptable to wait on for testing and what we viewed as simple needing fixed, oh say the day you shipped this Beta game.
So you don't want people to just blow up the lair and collect 10k.
Wow, how about making the lair have enough hitpoints it's impossible to blow up until you kill all the Baz's.
I only say this as this was the ONLY mission I got decent XP for with a friend.
Now I hunt snorbals for sad amounts of xp on Lok for sad amounts of cash.
I go take Nuna missions for cash. I mean, boom boom boom 2k. Boom boom boom 2k. Go get more.
Oh yeah, and it's so much fun getting 1 combat xp fighting something that solo will kill me. THANKS.