Commando Archive

Thread: 10 Questions for the Devs

LordSeckmoth
Tue Feb 03, 2004 3:02 pm
#40

Daker,


1.) I like it, good additon.


2.) I cannot comment on at this time.


3.) Another good one. This is true based on current numbers.


Combining the 3 into one would leave room for #1, and another. I could add 3 to their definiton of Commando Questions.


maddogs
Tue Feb 03, 2004 3:21 pm
#41

2.) I cannot comment on at this time.


HUM you most know then hehe its master commando use only right plzs say yes i think only master commandos should be abel to use the flame extingesur



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Daniel' Judson-Leonheart

Daker-Naritus
Tue Feb 03, 2004 3:37 pm
#42

Actually though, I just noticed that my question about the launcher omits the issue of additional pistol speed/accuracy that your questions mentioned.


I think the speed/accuracy was a very important point, so I think it needs to be addressed either in the launcher tree question or it's own question.


TechnoHic
Tue Feb 03, 2004 3:45 pm
#43

I dont know if we should omit the ability of using pistoleer with the LP ourselves but leave that to them. I do want know if we will have our own mods and specials for it though.

Did you add ina beam rifle question after you mentioned it?



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TechnoHic
Tue Feb 03, 2004 3:48 pm
#44

Oh and forgot. You are asking for a brawler type dirty fighting for us from having unarmed 4, I would instead ask for TK style defenses instead to represent that pre-req.



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Aidn
Tue Feb 03, 2004 4:18 pm
#45







Nighthelm wrote:

LordS, just one change I might recommend. The entire commando community is in favor of not just fixing the mods on the HAR, but actually having it removed from the game entirely and replaced with some sort of assault rifle. That and many commandos are concerned that the devswill not factor in our HUGE skill point investment when the combat rebalance comes. So perhaps the following could be placed in there.


1. Will commandos recieve a replacement for the HAR (not to sound mean, but this is by far the dumbest weapon in the game, EVERYONE hates it), possibly the new DC17 assault rifle being featured in the upcoming Star Wars game Republic Commando?


2. Will our massive amount of skill points invested be factored in the new combat redesign (note: not uberness, but rather content and just flat out coolness factor), if not, why?





Agreed. I hate the HAR, I'm sorry to say. I didn't see anything mentioned in any posts about an E-Web either. Did this idea ever come through, or was it rejected? I really like the idea of E-Web, it would be perfect for raids and base defense in PvP.




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tacwraith
Tue Feb 03, 2004 4:41 pm
#46

yeah you forgot the beam rifle. they should add it to the commando arsenal as a stun damage weapon..we have no heavy weapon thats stun damage.




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maddogs
Tue Feb 03, 2004 4:43 pm
#47

tac i want it to be like the llc (a carbin copy same speed dam and specails) but have ap 2 and do blast dam then we have some thing to kill atst with and deal out some decint dam



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Daniel' Judson-Leonheart

TechnoHic
Tue Feb 03, 2004 5:01 pm
#48

Nah, we dont need a LLC carbin copy. That would be more of a special heavy weapon agin over what we already got for AT-STs assuming that HWs are made more useable.


We need a ranged weapon thats non consumable and I agree with Tac that unlike evey other ranged profession, except BHs maybe, we dont have a stun damage weapon, and untill stun resist can be made a bit more prevalent in armor, that is a big disadvantage to not be able to use back.





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TechnoHic
Tue Feb 03, 2004 5:02 pm
#49

Dam I want an edit button! lol


And I would say from the damage Ive seen for beam rifles as far as min/max its at about the right range for stun damage.





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LordSeckmoth
Wed Feb 04, 2004 1:26 am
#50

Oops, thought I floated it hehe, well now it is. Okay guys, I want to try and get timely answers, so if we're good by say like 6pm EST today, that's when I'd bring it to TH. *Just trying to cover grounds before my absence*
Jazuhl
Wed Feb 04, 2004 1:51 am
#51


tacwraith wrote:

good questions. but if you see the responses given to other proffessions, plus all the responses to the '5 issues' from the past few months, you KNOW SOE will just pull their generic answer generator out and plug in the answers





No kidding. I've now heard Thunderheart say "This will be addressed in the upcoming combat balance" more times than I've heard Arnold Schwarzenegger say "I'll be back."
Daker-Naritus
Wed Feb 04, 2004 1:54 am
#52


LordS,


I think we should go ahead and ask the following questions that have really been plauging us lately (these answer many of the rantings that have been hapopening lately):


(1) Commandos (novice through master) spend twice the skill points of other classes to get to equal places in their respective professions... Additionally Commandos have no added status effects other than the flame dot, nodefensive mods,and no added crafting/healing abilities. Do developers view commando's extra skill point investment as justification for increased combat power? What do developers view this combat advantage to be?


(2) How, exactly, are the proposed fire extinguishers going to work? Who is going to get to use them? How are developers going to compensate for the fact that commandos' dot is now going to be easier to heal than the dots of other classes (water and extinguishers)?


(3) According to the most current numbers, less than 25% of players are factional, and even less are overt. Most of the upcoming suggestions about commandos' "role" have to do with taking out AT-STs, AT-ATs, or turrets. Given the very limited opportunity that commandos have to actually use these abilities to fight AT-STs, AT-ATs,and turrets, what actions are the developers taking to make sure that commando is a well rounded, feasible profession.



I also noticed that you have3 questions relating to the HAR, launcher/melee pistol specials, and the launcher pistol/meleetree. I would suggest combining these 3 questions into one:


Have the developers considered combining the HAR and Flamethrower trees into a single "heavy weapon tree," making room for launcher pistol/melee specials? If so, what specials are being considered. If not, why not?



Message Edited by Daker-Naritus on 02-03-2004 12:56 PM

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