Commando Archive
Thread: Um, Hey guys, I got a 2nd response to my response to their Week 1 Response...
Good, I'm glad that there is progress in fixing Commando.
One thing though, how about the issue concerning the "charged" weapons Rocket Launcher and Particle Beam Cannon. I wonder if anything will be done with these weapons costing 20k+ yet be used up in 5 or so uses. My suggestion is this. Relegate those weapons to not be charged... just be like all the other weapons. The change is by making ammunition to represent the charges that those weapons would use, and make the ammo much easier to make. So instead of a Rocket Launcher that cost me 20k to get be used up after 5 shots (4k a shot ouch), I only have to spend big money on 1 Launcher and just have to repeatedly buy Rockets (200 a piece) for it to shoot. Then if you want you could use different types of ammuntion (i.e. High Explosive, Armor Piercing, etc).
Just a suggestion, but I think it would help the Commando community to actually USE these weapons. As the system stands now I doubt anyone will get a Rocket Launcher knowing how expensive they are and that they have to get another super expensive Rocket Launcher after 5 uses. Either that or make Rocket Launcher/Particle Cannonseasy as hell to make so they're not so expensive.
Launcher Pistol using Pistol moves is kinda like a bad idea. I don't know that stats of a launcher pistol but izit more powerful then the best pistolweapon ?
If it is, we'll prolly get alot of pistolers getting novice commando JUST to be able to get a cert for the launcher pistol. And oh my, if it fires at the speed of a master pistoler, things will look verybad. Do a stopping shot with a launcher pistol, I think another cry for nerf will come soon if this happens.
A couple of quick things.
1st, I think the Beam Rilfe is a dead issue. They keep gloosying over it. I have it in the 2nd weeks report, and maybe we'll get clarification on it when they get to that list. My gut tells me, its being taken out of the game, but depending on what they say, it may stay, and if it does I'm sure they'll model it after the launch pistol, which would use rifle skills and give HW exp. But right now, I don't know. It has been brought to their attention though.
2nd. The cannons have over 150 charges. I got a heavy part beam 2 other day, and fired it 3 times before the roll back. This is definitely a group weapon. It did 671, 697, miss. And I think it gave hw exp as I did not get a 2nd combat exp line as with grenades. As for building them, I can put in the 3rd week's letter to take alook at em, but in Beta, they said no. It's not a weapon you fire alot, so 155 useages really is a long time. As for the Rocket Launcher, I think it has 25 usages, andis a total waste of credits, unless they fixed it, and it does like 4000pts of damage. In beta, it never did more than 300. One of us will have to bite the bullet, buy a RL for 50K and let us know how it works, otherwise we'll never know. But wait a few weeks.
3rd. Graphics, I can bring it up in the 3rd weeks letter.
Ill be the guinea pig and buy a rocket launcher to test with, that is if the resources to make them ever show up on Starsider. If anyone on Starsider sees one somewhere or knows a weaponsmith that can make them, send me a mail in game and Ill check it out. However, if it is much over 20k I wil have second thoughts about buying it because I feel higher than that is simply price gouging on the part of the weaponsmsith. So far none of the master weaponsmiths I know have been able to find the resources for the rocket launcher anywhere on the servers, but that might change in the next couple days after people finish their sweep of the planets after the resource shift.
Also, in reference to people going pistoleer then simply Novice Commando to get access to our launcher pistol, I am a little worried about that as well. However, I do not believe it will be a widespread phenomenon. Too many people still want to be a BH or smuggler or master in their own profession first. Besides, if they didn't already, the pistoleeers will have to master marksman and get 40000 more combat xp just to get to where we are. I am not as familiar with the higher end pistols which pistoleers get certified for, but I believe they are not that much weaker, if at all weaker, than the launcher pistol. I can see going pistoleer if you are already a Commando though. But really, after they fix the xp problem with getting pistol xp with the launcher pistol, I really wouldnt want to use another pistol instead of gaining HW xp with it to boost my skill tree. So going pistoleer isnt really my bag. I went Smuggler/Rifleman instead and figured out I could fill up two trees of both and keep exploration 4, even with Mastering Commando (which reamins to be seen if I will actually do). I figured it wold be nice to be able to slice these overpriced weapons we are being force fed, or not fed in some cases, on my own.
Halcyon Battousai
Starsider: Novice Commando/Smuggler/Rifleman
I obtained a Rocket launcher from the rebel recruiter about a week ago. I did not accurately record its damage output as I should have, but did test it out on several mobs and spawns.
From what I remember, the stats were something like this.
25 charges, damage was 50(something)-300(something) range mods were -xx/15/-xx, I dont recall a armor rating.
one shot used on a Master TKA friend causing about 220 damage
one shot to a blue ragtag outside of Coronet for around 750 damage
one shot to a Imperial Staff Sergeants spawn for about 250
one shot to a Pirate spawn on Lok for 320
Please note that inbetween these shots are about one to two misses
the balance were used on Dathromir firing at Giant Baz Nitches approximate hit ratio was 30% at optimal range. Average damage was 275-325. Average delay was about 10 seconds between shots.
All in all, nothing special, in fact downright disappointing. As a First Tier TKA i can unarmed that kind of damage without specials. The 750 was great but against a mob thats practically considered a newbie mob it doesnt say alot.
I hope this info sheds some light into the Rocket launcher, working on faction to get another and record some real data, but as it needs 5k faction, the patch might well come before i get that.
I don't think you guys should tolerate these "limited use weapons"... I don't think you should tolerate it AT ALL. 155 charges is ridiculous even if you fire slowly and use it rarely. You'll still burn through that weapon in no time flat.
Instead suggest that the weapons have a limited number of shots that they slowly recharge (1 shot a half hour or something) up to the maximum. That way it's still limited use, but you don't just have to throw it away after only a small amount of playing.
A combination of requiring rare resources and then having disposible weapons is just unacceptable. It has to be one or the other, not both, for your profession to be viable. This is coming from an outside observer, too, so I'm not trying to get you guys overpowered. Do not take a half-fix for an answer, and do not just accept the Dev's "vision", if it happens to be completely wrong (like in this case). Tell them that the weapons eitherNEED to be changed so they slowly recharge, or they need to be easy to make.
Otherwise the vast majority of people willkiss your class good-bye and the rest will be running around gimped without weapons 80% of the time.
Yes, they basically are all on par. If one has higher base damage, then there is also higher base speed. The only difference is when you get a max slice for speed (35+), which makes the biggest difference on any weapon.
Well, my post was about the different pistols, looks like too many posting at one time.
Garibaldi_di_Alia :
Maybe I'm in the minority but I'm upset that the Flamethrower and Acid Rifle are going to be secondary weapons. If I wanted to specialize in Pistol I would be just like all the other people that went that route. I have no desire to go Pistoleer nor do I think we should be forced to. If I don't go Pistoleer I loose out on all the defensive mods and tons of special moves. What Commando in the right mind can pass those up?. I will be stuck doing BS1 and HS1 for the rest of my career and looking for the right time to use my HAR and Flamethrower. Not very rewarding or exciting imho.
I just don't like the way the class is headed if this is the solution. I will wait and see the changes and hope I'm wrong but from the responses you got this doesn't make me happy. Like I have said before Im very pleased they are fixing some stuff and for you guys out there going Pistoleer this is a huge boost to you.. thats great. However,some of us arn't looking to go that route and I for one don't think we should have to.
I compare us to a BH as we are both elite classes. They can use their rifle to kill things if they feel like it with some distance or the carbine or even the pistol. However, there is no primary weapon for them. They all are viable and can be used depending non who you approach the situation. Sure they need some balances to some of them but the concept is there. We should fight for the same and be unique.
Either way thanks for your efforts so far and I'm pleased to see some attention finally.