Commando Archive

Thread: Correspondent Report Submitted 9-10-03

SteveB0
Thu Sep 11, 2003 8:15 am
#40

Obviously our correspondant has NOT been reading the boards


It seems like you want the secret cheap code to activate GOD mode like in Quake.


I would be happy with Defense Modes, better aim, possibly some unarmed moves to coinside with the Master Unarmed branch, resources, range and certs.





Stilgar Vladimir
Leader of Furor [FUROR]
********************************
Zaraa Vladimir
Master Chef / Merchant
Furor Trade Bureau - Offers Architecture, Armor, Chef products, and Resources
Braxis, Naboo (1670 5990)

Holocron #1 - Master Creature Handler (Finished)
Holocron #2 - Teras Kasi Master (Finished)
Holocron #3 - Master Dancer (Yea right I will wait for quest)
Mister_Heavy
Thu Sep 11, 2003 8:17 am
#41

Sorry, but I completely disagree with points 3 and 4. The specials should be short range and long delay. It's the only way to keep them balanced.


If you want long-range damage, get yourself a HPBC or a RL.


I'd have highlighted the pistol issues. It'd take a while, but they should really combine FT and HAR trees and give us a LP tree. Make it so that it doesn't use any of the pistol accuracy or speed bonuses and doesn't use any of the pistol specials. They'd have to give us a big boost to LP speed & accuracy at novice though, so it would remain a competitive weapon.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Wolve44
Thu Sep 11, 2003 8:18 am
#42

I am so close to master Commando I can taste it...here are my 2 cents



- We need to tone down damage a bit on our weapons. I am hitting Mobs for 15000+ with flamesingle 2


Stat on my flamer 501-1000 4.9 sec (sliced of course)


= We need to get our HW fixed so they are no longer regarded as melee weapons. The downside is we no longer benefit from the melee advantage we get with that. This one fix will make a HUGE difference to the Commando Prof..


- We need to get our titles fixed.


- Leave specials range and recovery times as is. They are fine, anyone who disagrees just wants god mode.


- We need to look at the Launcher pistol and either have it removed or get it's own line of specials.


- (this is not a priority and the commando line will not suffer if not fixed)


Remove Grenades all together from the game and revamp the field tactics tree, maybe put the launcher pistol specials here. Or allow Commandos with field tactics to place hidden charges instead, like booby traps and such. Grenades do not work and will never work.



As for Master Commando, yups agreed that title is weak as was pointed out in several posts before mine and needs to be tweaked. Adding in a launcher pistol special, maybe a ranged defense of +10 and 1 other bonus in addition to theexisting ones may provide a little more inscentive (reward) for making Master Commando.

Iraea
Thu Sep 11, 2003 8:35 am
#43

I think the list is very comprehensive. I wouldn't have a problem with a slight range extension on our specials, but I think that speeding them up is a bit much. Maybe a good way to differentiate and improve the HAR relative to the flamethrower would be to give the HAR 25-ish meter specials, instead of AP1. Consider that my HAR would do 438-887 base damage unsliced against acid vulnerable/AR 0 targets with AP1.

It seems like the flamethrower specials get faster with more +speed, while the HAR doesn't. This is just anecdotal, has anyone tested it?

I disagree with folding the HAR and FT into one weapons line, rather I think we should (and will)get more types of heavy rifle and more "thrower" weapons in the future to flesh out both lines with additional certs.

I think the launcher pistol issue is a tricky one - it's the only weapon that we have which builds on our marksman skills in a meaningful way, and is the "key" to open up what used to be horribly gated heavy weapons exp advancement, but it also means that we're strongly encouraged to dabble in pistoleer or smuggler, and they are strongly encouraged to dabble in commando. Giving us pistol specials and bonuses would only make our profession even more attractive to "pistol specialist"dabblers, while further diluting the value of the already highly-diluted pistoleer profession. As it stands I think the current launcher situation is effectively the "lesser evil." To throw an "out of the box" idea around - what if it were the "launcher carbine" or "launcher rifle" instead of a pistol? Really, we should have several weapons that build on our Marksman skills, not just one.




Evelyn
Bloodfin
MAUSer
Thu Sep 11, 2003 8:45 am
#44

I agree that we should have one weapon for each marksman skill line we worked so hard to get. For instance, as Iraea put it, a "Launcher Carbine" and "Launcher Rifle" would be great. As that would not give us added godlickl accuracy to our existing weapons, but at least give us options to use at range or in other situational combat.



I am a rifleman. I dont like pistols. I have never liked pistols. Why should i have to sacrifice all my rifle skills becuase pistoleer is the only prof that the devs seem to want to prepegate umongst us?




______________________________________
Skulletor - Sniper 4 2 2 3 / Novice Commando 3 2 3 1 - Eclipse
Proud to be Pre-Patch!
Corran_3
Thu Sep 11, 2003 8:46 am
#45

I didn't think we were the tanks I thought we were the Damage dealers, who have to be protected or they will die quick.



Jinnt Keterrik
Master Commando, Master Teras Kasi
MaDCoW8Me
Thu Sep 11, 2003 9:04 am
#46

Remove points 3-8 as those changes would extremely overpower the class.


FT also hasAP 0 as well.


I would agree more incentive is needed to be master commando.




Aipest Geera
CC Extraordinaire
MaDCoW8Me
Thu Sep 11, 2003 9:12 am
#47

Oh and where is the issue with melee modifier for npc's and pc's carrying rifles? That needs to be addressed as its a serious imbalance issue.



Aipest Geera
CC Extraordinaire
-Krillin-
Thu Sep 11, 2003 9:12 am
#48

Okay...about "too much dmg" I really don't agree. Look at pistoleer...my wife is one and she's doing 1k dmg every 2 seconds with doubletap and a decent dx2. She's got fanshot to look forward to and that'll give her more. No down time....able to stim whenever she needs it....lots of range options....lots of inherent defenses and a lot of extra skill points to use. The damage is fine if they remove the melee consideration for rifleman. Remember other classes do less/move, but ours are slower and keep up from even stiming during the cool down. Also remember that the LLC is also considered melee and can be spammed while prone and blows our dmg away, but without a DOT. You guys sound like you wanna go back to the old bad days when we were having to use LPs and pistoleer to do dmg.


Also, MasterSynn is trying to rep all the commandos. His post acknowledges that the recs don't meet everyone's demands. He asked for a fix for the melee issue. I know, with almost 100% certainty, that we won't get increases in the range of specials. Fix the HAR to be a middle range dmg weapon with some utility and I'd be very happy. Add some utility to grenades besides getting combat exp and I'd be over-joyed.


He's not asking for God mode.....and we won't be getting it.




-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
ShonRiyan
Thu Sep 11, 2003 9:19 am
#49

Beam Rifle cert. con Riflespecials


That is all


(please don't respond saying we have a HPB cert, it's something diferent)

MasterSynn
Thu Sep 11, 2003 10:12 am
#50

I haven't read all of the posts yet but encourage you all to be polite, to me and to each other. We all know what opinions are like... Let's just say everyone has one. As I said in my first post in this thread, you will all like SOME of the submissions but none of you will like ALL of them.


Also, you know that the DEVs are not going to make all of the changes requested. I doubt that even half of them will be changed, at least for some time. When they do make changes, they'll be tested on TC first for balance. My point? Relax a bit. No big changes are going to happen overnight and many won't happen at all. Have fun with the game, share your (polite) opinions and give the DEVs a chance to respond to these.




~~~~~ Andro Synn ~~~~~
Courage is not defined by those who fought and did not fall,
but by those who fought, fell, and rose again.
Stelonous
Thu Sep 11, 2003 10:54 am
#51

Agree with most of what you have said except the range the delay.


Do NOT change the range and delay. I DO NOT WANT TO BE GOD HERE! I like my damage, I like my DOT. DO NOT change the range or delay or EVERYONE and their freaking fish will declare Commando overkill and it will be nerfed.


Everything else is fine.




Mecra Von'Stelonous
Xytroncore
Thu Sep 11, 2003 12:27 pm
#52

3. The range of our specials is extremely short. The profession may be designed for close combat but the current range of 16 meters is prohibitive. Could the range be extended?


4. Recovery from our special attacks is very long with reports of up to 15 seconds. Could recovery time be reduced a bit?



Okay with these 2 it just seems like you want your cake and eat it too? This is too much, we want damage, but we're going to have to pay for it with the close range and slow speeds....we must deal with it.




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Manimal : Gunslinger
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