Commando Archive

Thread: Top 3

Knightcrest
Wed Jun 01, 2005 5:50 pm
#40







tacwraith wrote:

You who speak against consumables dont understand this:



IF CONSUMABLES ARE BROUGHT BACK THEY MUST BE MADE EASY TO CRAFT.



Thats the only way they will work.









The problem with the insane crafting requirements has always been a problem, and I can forsee this to follow along with the inability to add in a Master level weapon for us that is not a flamer or a CL92 random loot drop in the belly of the longest trek of brain creatures I could imagine... oh and grenade stacks were supposed to have been increased but not to the level that they were on TC (which makes sense).


The problem with what you are saying is it requires a LOT MORE redevelopment rather than tweaking current IN GAME weaponry. Melee prof animations are extremely dumbed down... the Dev's won't put them back in... how receptive will they be to something that will require the animations of our old Consumables? Oh just don't use them? We see how easy it is to get the Underslung Carbines animations done... Look for a solution in what we have to work with, not something that will put us in line for a complete revamp. You've been around as long as I have, so you know where this road to complete overhauls will lead. Do we want to lose more commandos quitting because they had rather quit than have to wait for a revamp that just happened and revamped us into juggernauts with popguns?


TH and Tiggs seem to be not communicating with their correspondents... and even allow some to be forum banned when a logical idea was placed. They are going their own direction, and if that is the case they need to be feeding their ideas down to correspondents to selectively discuss ideas and prod for opinions in a gentle manner.


Asking for armor break... it is in game. Asking to fix our AoE... it is in game. Asking for something that would take complete new design? That will introduce more bugs, take more time than many are willing to give, be more of a pain in the arse to have to buy equipment so frequently. Just let us play the game like any other prof but with our heavy weapons dealing out high damage like a T21 is capable of... I don't see pistoleers requiring clips, I don't see carbines and rifles needing cartridges or shells. This is a MMORPG, not a FPS where I want to have to run around and pick up (even if it is finding vendors to get ammo rather than picking it up off the ground) ammo. Wanna put a handicap on us? Bam in PvP you run out of your ammo... whoops it can't be healed, it can't be repaired, you can't just run to the nearest Star Wars Mart and buy more while that rifleman is bearing down on you. If THAT is what we require to do our "mass damage"... that sounds bad to me.


Not flaming you at all mate... you have good opinions all across the board. I just really am against consumables for the reasons listed above.

Message Edited by Knightcrest on 06-01-2005 07:52 PM



Colonel Valdan Nightwind
Captain of the Wrath of Night
Elder Smuggler/Master Pilot
Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
Raptor2k1
Wed Jun 01, 2005 6:15 pm
#41

Even if they were cheaper and easier to get, I'd still prefer not to return to consumables. There was no way around some of the issues they had, and I'd rather have a normal weapon over a stack that could get used up at the worst moment (potentially) any day. It's the same deal with me and space ordanance/CM's.I hate them. Every time I use a pack I have to land and re-equip from my reserves, and when I'm out, I have to scour the entire galaxy looking for more.


If charges are going to be upped and complexity dropped, then you might as well just add master level weapons for all of the ones we have, give them crazy damage, and make them incompatable with anything but ranged shot. I know the coding for that much is there at least, since some carbine attacks need automatics.


But frankly, that rather undermines profession stacking, since part of the fun of combining x-profession skills is that you can blind someone with a rocket launcher or knock them down with a rifle. Returning to consumables and giving them heavy damage is also a sure-fire way to make commando a FotM class, since there will be nothing to them but clicking the use button and blasting someone into a crater. There was a complete lack of skill involved in the damage dealing process of the old guns, and there would be one still if they are brought back in any incarnation. Specials are what add a lot of tactical elements to the game.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


VitoGenovese
Wed Jun 01, 2005 7:32 pm
#42

I'm going to have to agree with the "no consumables" crowd. Its the sort of thing that runs out exactly when you need it not to. Well, that and I'm broke...lol



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WTS
Thu Jun 02, 2005 12:47 am
#43

if our weapons are our specials, then we really only have 3 specials: AOE, blind and KD... (and the blind lasts like 2 seconds...and applies to ourselves with the HAR.)

it seems like we are asking for armor break as a traditional special... when we really should do is simply ask for it to be attached to a weapon like our other "specials". i think the particle cannon would be a good candidate to do armor break.



Arandis
Master Smuggler (Imperial FP for 125 credits each)
Agathon
12 point MDE, 12 point MAS, 14 point Master Artisan

Vendors at -3979 3643 Naboo, outside Theed

tacwraith
Thu Jun 02, 2005 6:15 am
#44

You still dont get it lol.


Consumables would be at master box. you would not be losing the non-consumables.


The very reason for consumables is that they do not need to be equipped (VERY IMPORTANT) to use. They are very high damage (2k 3k damage per shot) and yes, they would be weapons we 'pay' for in cash. Youarefighting with your rifle equipped..600 damage 600 damage 500 damage 800 damage *click consumable rocket launcher* *SMACK 2k damage* 500 damage 600 damage. Voila! our rating of 5 in damage dealing is right there on the *smack*


Pre-CU the only heavy weapon worth snot was the rocket launcher. It was an incredible weapon in pvp and in pve when well crafted. If a rocket hit in pre-cu it would take out half the life of a jedi knight defender. think about that for a moment.


The issue was, as someone above said, you had to scour the galaxy to get a couple of 'em.


The reason why wepsmiths didnt make consumables (and still barely make grenades) is because they take too much time, too many named resources and their end result is no better than a nonconsumable weapon of good stats. Yes,I have been weaponsmith.


If SOE reduces the crafting to non-specific namedresources and reduces the craft-time in factories by half,then making crates of consumable heavy weaponsis affordableby both the commando and by the weaponsmith.



Its not a matter of asking for a revamp. Its a matter of receiving back what we had. SOE put us in 5 rating for damage and we all know that we are really only a 2 rating in damage. The 5 rating would be true if we had the hard hitting consumables.. AND we SHOULD NOT HAVE hard hitting5 damage rating NONCONSUMABLE weapons in our inventory because that would only mean other ranged proffessions need just take commando to get the weapon and then they can use their much higher damage modifier weapons to become demigods in damage and guess who will receive the nerf bat after that? COMMANDO.


Consumables as our 5 damage rating is the *only* solution.


Armor break would be nice but unfortunately it makes commando proffession, by itself, still be a 2 damage rating proffession.


Commando NEEDS to be able to STAND BY ITSELF as a 5 damage rating proffession. consumable heavy weapons cannot use other proffession specials... therefore they are the ideal, the ONLY weapons that will give commando its 5 damage rating without incurring future nerfs because of other proffessions.




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DarkonSlayer
Thu Jun 02, 2005 7:51 am
#45

Great List of Info Starnick we can only hope the devs read this and do something now!



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Smuggler/Politician/Pilot
LINA' INVERSE
Commando/Pilot
FLURRY SERVER

WTS
Thu Jun 02, 2005 8:34 am
#46

i have a different take on things.....

i think commandos can do more damage than other professions. but it comes in a manner you don't expect. (i'm assuming our AOE bug will be fixed.)

when a pistoleer does fanshot instead of bodyshot, a sacrifice is made. fanshot has a smaller damage modifier. and thus, the pistoleer is choosing to either do decent damage to one target, or smaller damage to many targets. however, a commando/pistoleer doesn't have to make a sacrifice. the commando can use bodyshot with a flamethrower and get both the higher damage modifier as well as AOE. this also applies to KD and blind. the specials in other professions generally sacrifice damage in order to apply these states. a commando doesn't have to sacrifice damage, since adding states and doing damage can be done at the same time by combining built in weapon specials with professional specials.

in fact, the plasma flame thrower in combination with other professions is allowing commandos to do things other professions can't. carbineers have been asking for their /chargeshot2 back. (AOE knockdown)... commandos have that by combining /chargeshot with a rocket launcher. what about an area root? a commando with concussionshot or stoppingshot has that also.

so where are we falling short? (other than the broken aoe) there are two things missing....
1. we only have 4 specials built into our weapons (aoe, blind, KD, DOT).
2. blind and KD are built into weapons that are lower certifications and do poor damage.

what we need are more weapons with more built-in specials. a weapon with armor break built in would be great. other specials like stun or dizzy or intimidate would be good too (probably not all.. since then we'll be come more of a crowd control/mez type profession).... the other thing is that we need more lvl 54 master commando weapons. an advanced rocket launcher and advanced HAR are good examples.

i'm undecided on consumables. big damage for 10 shots a hunt doesn't sound like something i would really want..... 1000 shots maybe.. but then that's hardly a consumable anymore... (i never use missiles as a pilot.)



Arandis
Master Smuggler (Imperial FP for 125 credits each)
Agathon
12 point MDE, 12 point MAS, 14 point Master Artisan

Vendors at -3979 3643 Naboo, outside Theed

Shaundo
Thu Jun 02, 2005 3:01 pm
#47

Why haven't you been told anything about what they're working on for a month Starnick? You've done all kinds of leg-work taking this to the other correspondents and imho doing Sony's job getting stuff approved by the rest of the player community. We've bugged the crap out of every issue we've had and busted butt since before CU Beta getting them all the information they need and we can't even get a timeframe on when we can expect core profession deficiencies to be addressed? At least smugglers know their revamp is coming and what it entails. For a hardworking, ready to offer suggestions, thoroughly testing community I feel like commando is being left out in the cold. I may not have 1,000 forum posts because I don't like forums, but I've been a commando since October 2003 and it's the profession I love. I know there's a lot of us old guys out there that have made commando work no matter what the setbacks and will continue to do so, but I dream of the day when we won't have to worry about setbacks that gimp us as a profession and false promises (grenade stack count increase for example) that we have had with no explanation of why it has taken so long to get what we were promised (Including a 5 star damage rating).


erConte
Fri Jun 03, 2005 2:04 pm
#48

"asking where the profession is heading and what the internal team wants us to become"



I'm afraid they want us to simply disappear
We are broken since july 2003... they promised us fix, add on, new special, or more simply they promised us to hear us...
Nothing happened... months were flowing, no fix and no top 3-5-10 big iussue was solved... we became a Jedi-grind class thanks to granades and they did nothing about.


Then they promised us some very very big news with the upcoming Combat Revamp... weeks flowed and CR became CU...


CU was announced, beta tested and putted live, our profession was destroyed and rebuilded: no special, many more weapons with "specials" built in!
WOWOWOWOWOW, a Commando revamp!


Then... then... it's all broken
Our profession was entirely changed, and our bugs too, just to outfit our new design...


That is why I'm saying they want us to disappear!
It seems like they don't know what they can do with Commando in SWG, but they can't announce to the World that they cancelled a profession, because after two yers from going live they noticed that this prof is unusefull/too bugged to be "revamped"...
So, they are simply hoping we disappear (I guess )


But we are hard to kill, WE ARE COMMANDOS AND WE NEVER SURREND!




LeXahndros Snow a Rebel Commando

- I support the CURB, the Devs and the attempt to make SWG a better game! - You can too!
Draycan
Fri Jun 03, 2005 4:34 pm
#49






erConte wrote:

"asking where the profession is heading and what the internal team wants us to become"



I'm afraid they want us to simply disappear
We are broken since july 2003... they promised us fix, add on, new special, or more simply they promised us to hear us...
Nothing happened... months were flowing, no fix and no top 3-5-10 big iussue was solved... we became a Jedi-grind class thanks to granades and they did nothing about.


Then they promised us some very very big news with the upcoming Combat Revamp... weeks flowed and CR became CU...


CU was announced, beta tested and putted live, our profession was destroyed and rebuilded: no special, many more weapons with "specials" built in!
WOWOWOWOWOW, a Commando revamp!


Then... then... it's all broken
Our profession was entirely changed, and our bugs too, just to outfit our new design...


That is why I'm saying they want us to disappear!
It seems like they don't know what they can do with Commando in SWG, but they can't announce to the World that they cancelled a profession, because after two yers from going live they noticed that this prof is unusefull/too bugged to be "revamped"...
So, they are simply hoping we disappear (I guess )


But we are hard to kill, WE ARE COMMANDOS AND WE NEVER SURREND!






its already in red...someone get this man a beer



Draycan, Zadok Thickskull, Vylla VonBek
Master Commando Since August 2003
-| Wraith Squadron : Wraith Leader |-
In brightest day, in blackest night, no enemy shall escape my sight
Let those who worship evil's might, beware my Flame Thrower...Commando's Might! - Commando's Creed
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