Commando Archive
Thread: 10 Questions for the Devs
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.
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.
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.
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?
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.
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.
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."
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