Commando Archive
Thread: Our Next Question For TH...Time to start picking...
Wish ya luck Garvin, and we (commandos) know your doing everything you can.
And you might not get alot of support, or you might, I don't know really. I just want to say, thanks for backing commandos they way you do, and keep up the good work.
First off I would like to thank Garvin to the extremely, bordering on obsessive, hard work he has put into bettering the commando profession, /clap. Secondly as many people have been saying we MUST ask TH a question he cannot respond in any way shape or form containing the words "Combat Balance" It is my opinon that this can be done by asking him a technical/ semi-crafting question. I would ask him a shortened combination of Garvin's question 2, 5, and 6, i would state it something like this..... "With revamp of many of the "technical" aspects, referring to weapons and skills, how is this going to fairly balanced to include the commando profession. Simply giving us another weapon with a gut wrenching amount of bugs would be crual and unusual punishment. Why not work with what has already been programmed into the game.. our unarmed prerequisite, Launcher Pistol, and Heavy acid rifle. At the moment none of these three items are functioning in a fashion that makes commando worth the skill points it costs. It has been stated that Star Wars was designed to be realistic, to an extent of course, if this tue what is with commando? The commadno profession uses none of its unarmed prereq's while all other skills prereq's tie in somewhere along the line. What is the point of giving us the launcher pistol if we cant get any better with it? I have spent a lot of time meditation, lol that was a joke, and cannot find the answer to this enigma. Then we bring in the HAR, since when can acid not metal through metal? If i remeber chem correctly, glass was one of the few materials that severly impeded the flow of acid. Then what is with the AR 0 of the HAR, what happened to the HAR's ability to decay armor as was stated early on. This may seen like two very seperate issues, but they are as can be. The HAR is in sense take up a "space" that could be used instead for the LP. The Flammer and HAR have the same skills, same mods, and look pretty much identical, why not combine them into one tree. This would be a quite simple progress of change a relativley small bit of code in order to solve one the largest problems in the commando community. I personally think that this would encourage more cross classing, what pistoleer wouldn't want to have a killer blast pistol. In closing, instead of spending all that time of planning and designing something new for the commandos, why not use what you havve already made. Both of these weapons have huge potential, it just simple needs to be unlocked." Whew! Sorry gotta a little heated and got carried away, but maybe that is what we need to do. If TH sees the entire commando community vehimatley, passionatley, united for one goal, how can they refuse us? Welp thanks in advanced for reading through my giant post. Long live free thinking!
P.S. If anyone has a desire to correspond with me, im Tiu on corbantis or you can email me at [email protected], no viruses or spam please. Dont be childish
What are question SHOULD be is:
what have we done to deserve such horrible horrible nerfs?
They weren't so much nerfs as fixes: an 8000 burn on a 100% Heat Resist creature was stupid.
However: The fact that nothing was fixes which wasn't working about the profession to compensate for the burn reduction etc. gave the impression of a nerf.
Sad, I know : /
RazerWolf wrote:
Quick Answer:
They weren't so much nerfs as fixes: an 8000 burn on a 100% Heat Resist creature was stupid.
However: The fact that nothing was fixes which wasn't working about the profession to compensate for the burn reduction etc. gave the impression of a nerf.
Sad, I know : /
You hit the nail on the head...what we might call NERFs the Devs felt were fixes and that's how they would answer...they'd also include that we "should be patient as things will make more sense after the Combat Balance"...of course that doesn't say much since we don't know any details yet, but that's what they'd tell us...
garvin wrote:
You hit the nail on the head...what we might call NERFs the Devs felt were fixes and that's how they would answer...they'd also include that we "should be patient as things will make more sense after the Combat Balance"...of course that doesn't say much since we don't know any details yet, but that's what they'd tell us...
Message Edited by EnilzhaRufi on 05-12-2004 05:04 AM
#5
Melee Mitigation & Melee defense +50 & Dizzy+Stun pistol whip.
NiveusSWG wrote:
As soon as I saw 5 I didn't bother reading through the rest because this has been "burning" me for a long time now
#5
Melee Mitigation & Melee defense +50 & Dizzy+Stun pistol whip.
Bah didn't relize this was answered already