Commando Archive
Thread: My template was master commando/master rifleman, but now wondering...
Psykeman420-HS wrote:
vonbloodworth- beileve me commando is pretty bad off too, they have 1 weapon that works right, take it from pike bretheren commando need a full revamp too
i'm right there with ya psyke. luckily i have tka to fall back on one of my toons. my other....well, lets just say i'm working on him still. its just too bad that i'm going to have to invest a ton of skill points into other melee classes to make my pikeman worthwhile.
Thunderheart wrote:
collateral wrote:
Thunderheart wrote:
No combat DoTs will stack anymore because some players were using them in PvP exploits and Combat Experience exploits. Players would run up, stack 3 or 4 fire dots on a MOB or another player and run away while the fire burned - - because there is no way to extinguish the fire. Then they would run back and fire a quick shot from a blaster and finish the kill. It was never intended to work that way.
Oh man and here I was thinking I never have and never will use exploits. It appears I used exploits in helping my friends level with the flame thrower on rancors. Please don't ban me
.
No worries. Its one of those examples of "if something players can do for more combat advantage they will". Its not the players fault - - heck, I was guilty of it too until I find out (Im a commando). Its a great example though. Fighting a Rancor should be a scary and daunting task. With a decent skill level, a sliced FT and a Combat medic, its absolutely no trouble at all - - because its wildly out of balance.
Its also being severely abused in PvP. Its a GCW Top 5 issue and rightly so. When I play on live with my friends, I went commando because of all the damage it does. With that being said, the other heavy weapons do need to be addressed and they are.
This is just one of those quirks that comes up when thousands and thousands of players try to "game the system" for the best combat advantages. Stacking DoTs that way is just way powerful.
One thing to keep in mind, is that all of the balancing that is going on is against the combat numbers for the way things will be not as they are. I mentioned there would be some pain over the distance of the combat balance and this is it.
Does DoT stacking include any of the marksman bleeds? You can stack the 2 action dots, 2 health dots and 2 mind dots from the marksman line and any novice elite ranged class. They will also stack with ANY melee bleeds which are found higher up in the elite melee trees.
My suggestion for these bleeds is to remove the DoT 1 from marksman and put it at novice elite ranged weapon, then move that dot found there to higher up in the tree, in any Tier IV box. Set it up just like melee.
As for Rancors, they're pretty easy with a good group of 4 using no bleeds, dots or diseases. It doesn't take min/maxers to take these out. The way the game is setup, anyone can have decent medic skills and great combat skills. This allows people to fight and heal at the same time. That is how you take out Rancors. The only thing people can't take out in this game are mobs that will 1 hit incap/kill you since you can't heal death. Or those that take the mind out and there's no combat medic around.
I use to be a commando, but then realized how little damage that class can do. I can do more damage with a rifle than I can with a flamethrower. If there is any fix to the flamedot, it must be solely in a doctor's or combat medic's skill line.
Someone mentioned that docs can cure dizzy, you can't cure dizzy from yourself when you're on the ground. You have to stand up first. So any cure to flames needs to be the same way. Someone that's lying on the ground, should not be able to click their hotkey and instantly extinguish the flames. Right now, at Master Doctor, I can only cure 300 points of bleed at a time. Same thing needs to be included in the flamedot fix. Like someone can only put out 500 points of the flame damage with each use.
Does this mean that Combat Medics are going to be looked at as well? Since they can stack a single target poison and an area poison, then stack a single target disease and an area disease? Sounds about the same thing as the Commando's flame dots to me.
Thunderheart wrote:
It doesnt get in the way of my fun though. Last night JustG and I were on TC. We are both master Commandos and we dueled to test the FT damage numbers and DoTs - - of course he didnt tell me he had a dev invulnerability script on...heh heh...he torched me in a cantina (The DoT's stacked and from a fresh healthy state, I incapped, came out, incapped, came out and incapped and died because the DoTs kept burning - - thats the PvP exploit. 2 or 3 commandos will run up, stack the dots and players and mobs in PvE alike just burn burn burn...its just not fair).
One change that I could never figure out why they did it was leaving the Dots in affect when you get incap'd. Once upon a time, forgot when, might've been in beta, once you were incap'd, any state affect on you disappeared. It was then decided this shouldn't be, and they were left active. First week of this resulted in many incap dances where everytime you stood up, you would get knocked back down from the bleed. Then there was a delay added that when you did get back up, the dot wouldn't affect you for a certain amount of time. Last I checked it was for over a minute. Long enough to prevent the incap dance from anything.
So, TH says he had 4 flamedots stacked on him, then died from 3 incaps in a row. If they had the delay on them like Dots are suppose to (or did they change this without saying anything), it would be fairly easy to find some water somewhere, cept for tatooine.
Thunderheart wrote:
collateral wrote:Thunderheart wrote:
No combat DoTs will stack anymore because some players were using them in PvP exploits and Combat Experience exploits. Players would run up, stack 3 or 4 fire dots on a MOB or another player and run away while the fire burned - - because there is no way to extinguish the fire. Then they would run back and fire a quick shot from a blaster and finish the kill. It was never intended to work that way.Oh man and here I was thinking I never have and never will use exploits. It appears I used exploits in helping my friends level with the flame thrower on rancors. Please don't ban me.
No worries. Its one of those examples of "if something players can do for more combat advantage they will". Its not the players fault - - heck, I was guilty of it too until I find out (Im a commando). Its a great example though. Fighting a Rancor should be a scary and daunting task. With a decent skill level, a sliced FT and a Combat medic, its absolutely no trouble at all - - because its wildly out of balance.
Its also being severely abused in PvP. Its a GCW Top 5 issue and rightly so. When I play on live with my friends, I went commando because of all the damage it does. With that being said, the other heavy weapons do need to be addressed and they are.
This is just one of those quirks that comes up when thousands and thousands of players try to "game the system" for the best combat advantages. Stacking DoTs that way is just way powerful.
One thing to keep in mind, is that all of the balancing that is going on is against the combat numbers for the way things will be not as they are. I mentioned there would be some pain over the distance of the combat balance and this is it.
Hate to tell you this, but that puts a lot of profs "out of balance." Before I got the holo disease, I was "soloing" them no problem with a boar ravager or graul and master pistoleer. Just sic the pet, run up and kd, /healthshot2;/healthshot1, then run back about 25m and spam /stoppingshot for about 35 seconds. Dead rancor.
The ironic thing is that the commando is not that great. I am a master commando and a master pistoleer and I dueled a master bounty hunter. We were both buffed to the hilt and pounding on each other. I landed 3 burns on him (exploit, agh). All he had to do was use is basic medic skills to heal the damage that the burn ticks did, eventually they wore off and I would try and burn again. It was finally my launcher pistol using fanshot that knocked him out, and of all things it was the mind pool. So, when you say the flamethrower is powerfull, yes it is, against an unarmored, unbuffed opponent (and when was the last time you saw one of those?). But against a heavily armored, buffed opponent, even 4 burns stacked exploit style can't take down a health buffed adversary with minor healing ability. Sure they'll be black barred when their buffs wear out, but when your dead and gone, what do they care.
The stacking dots of a commando is what made them feared, what gave them power and made the class actually usable since all the other weapons are worthless. I liked what another poster said . . "this patch makes the commando a one weapon, one special attack class". And that just makes me sad. I have enjoyed playing a commando, and I get owned about 50% of the time in PVP and I have the best gear (90% armor, krayt launcher, krayt FT) and now my class is going to be the laughing stock of the galaxy (along with pikemen, poor guys).
I came into this game with a clear idea of what I wanted to do and how I wanted to play. I don't grab the latest cookie cutter template to be the best at PVE or PVP. I play the way I want to play. When the inequities don't keep up with the rewards, thats when I loose faith in the system and wonder why I am still playing this game. You want to remove the stacking dots, fine, give us specials on our laucher pistol that can attack other pools, fix the grenades so they are actually worth using, I've never even fired a rocket launcher-veryfew makethem because they're too expensive and take weird resources/a long timeto craft and I can never find them. So please, look at the bigger picture before tearing apart an already fractured class just to put a little oil on a few squeeky wheels. The idea of nerf first, fix bugs later is just contrary to the way I would think you'd want to approach things.
A great way to mitigate a lot of damage would be to fix the shield generators eh, make them a little more durable and fix the shifting stats? They're cheap to make and provide that extra level of protection (poor wookies). Wouldn't this create more balance without the need for a nerf, plus give the AS's out there a reason to make them? So a possible nerf turns into a win-win situation for both the PVP'ers, PVE'ers armorsmiths, (master artisans(they make the advanced componoents)), resource collectors, and merchants.
My question is: Why don't you fix the classes first, make all the weapons/skills work and then do a balance pass? Currently pistoleer is so busted as well, whats going to happen when those skills are fixed (eg:disarming shot), will it be to overpowered and then destined for a nerf? Why not fix all the classes and then do a balance pass? Seems logical to me.
Xenothaulus wrote:
Hate to tell you this, but that puts a lot of profs "out of balance." Before I got the holo disease, I was "soloing" them no problem with a boar ravager or graul and master pistoleer. Just sic the pet, run up and kd, /healthshot2;/healthshot1, then run back about 25m and spam /stoppingshot for about 35 seconds. Dead rancor.
Thunderheart wrote:
It doesnt get in the way of my fun though. Last night JustG and I were on TC. We are both master Commandos and we dueled to test the FT damage numbers and DoTs - - of course he didnt tell me he had a dev invulnerability script on...heh heh...he torched me in a cantina (The DoT's stacked and from a fresh healthy state, I incapped, came out, incapped, came out and incapped and died because the DoTs kept burning - - thats the PvP exploit. 2 or 3 commandos will run up, stack the dots and players and mobs in PvE alike just burn burn burn...its just not fair).
If you combine combat medic poison and disease, it does this exact same thing.
Hopefully he'll read this post this deep in, there are no places to discuss this junk anymore though. sigh.. I've already stopped leveling my Commando, he's fun and all but there is simply no point to playing him now. It's sad really.
Thunderheart wrote:
- Yes there will be a fire suppression tool for Fire DoTs. It only makes sense that if you have a weapon, you have a counter measure. Currently, you need water to put out a fire DoT and there are none, which is why many players have asked that there be one.