Commando Archive
Thread: Updated List of our Current Issues
WeissHengst wrote:
Haha, what are you guys so happy about? That Document hasn't changed in a year. Nice work? haha... sure copy and paste... You guys are saying good work for "current issues document" that already exists?
How about you retards say good work when there is a f*cking fix.
Message Edited by WeissHengst on 10-08-2004 09:42 PM
Have ANY ranged proffesions benn fixed? Of course not! Everyone knows the Devs hate ranged proff.
garvin wrote:
Let me know if there any other Current Issues that are currently pressing for Commandos...just trying to make sure I have the an updated current list...You should notice that the first 5 match our Top 5 issue thread, but not in as much detail...Going into the Sandbox/Revamp (whenever that will be) I want to make sure we get our major issues addressed...
10/8/04 Update on Current Commando Issues:
Issue 1) Commandos are out-damaged when it comes to DPS by various other professions. Professions should be capable via DPS dependent on skill points spent in Combat related professions. Currently Commandos can out damage many professions (not all) when compared shot for shot. Commandos cannot out damage most combat professions when 12 seconds worth of shots are considered.
Issue 2) Heavy Acid Rifle is a Weaker Clone of the Flamethrower but with higher costs and lack of benefits. The HAR is weaker then FT, has no DoT, no AP, and suffers same restrictions as the FT yet costs more XP to grind the Acid Tree and has greater HAM costs on its specials. HAM cost on HAR specials is also much great then the FT specials. Needs to be revamped or replaced.
Issue 3) Lack of Melee Defense for the only Ranged profession which has all of its specials restricted to Melee Range. Commandos have the highest Combat related pre-req cost of all profession in game which includes both Melee and Ranged pre-reqs, yet comparatively, it has one of the lowest levels of defenses (based on cost comparison to Master Level). One suggestion that has come up is a form of "Heavy Weapon Toughness" be added.
Issue 4) Grenades damage the user if caught in the blast radius and come with a very high HAM cost. These two factors make Grenades non-productive in combat and strategically rarely used by the average Commando.
Issue 5) Consumable Heavy Weapons need to be Revamped. They are often out-damaged due to poor speed and very poor accuracy. They are hard to find due to crafting difficulty. They put the Commando in a very vulnerable position when they must stop motion to use them. And they are not worth the price when you balance cost vs. accuracy (not enough shots connect to make them worth the average cost).
Issue 6) Lootable Heavy Weapon Mods non-functional. This is due to Commandos not having generic Heavy Weapon skill mods since Beta. This has been reported to be fixed with the Combat Revamp.
Issue 7) Commando Kill XP capped at 3K. Commandos are still suffering from having their XP capped at around 3K per kill. Other less XP costing professions like Rifleman and TK have their XP capped at around 5K. This was never a very huge issue (mostly a pet peeve) until the FS XP Exchange program was instituted in the new Jedi System. This Cap unfairly and unjustly puts Commandos at a disadvantage. The impression that it gives is that Commandos are being penalized because they cost more skill points and require more XP then other profession. Commandos are further excluded from the Force Sensitive content in game due to FS Ranged mods not currently working with our Heavy Weapons.
Issue 8) Weapon Delay is Unbalanced for Multi Weapon Type Professions. Commandos and Bounty Hunters suffer the Weapon Delay far worse then other professions because of our certifications for different weapon types. Other same weapon type professions have a wide variety of strategic specials to use with their weapons where as Commandos and Bounty Hunters are forced to switch weapons to utilize all of their abilities (which causing serious combat queue delay).
Issue 9) Imbalance of power per skill point cost. Profession balances should be based on skill point expenditures where an all combat focused 169 pt template is very competable with another 169 pt all combat template, making strategy and tactics determine the winner. This is where the SWG Combat System most fails the player.
Issue 10) Cone Specials do not touch non-aggro'd secondary targets in Cone range. On the initial attack, the cone specials will only hit the initial target, yet it will cause all near the initial target to aggro. Cone should hit all targets in cone range. This is apparently a known bug.
Issue 11) Commandos need a weapon or specials that utilize the Unarmed Pre-Requisite.
Issue 12) FS Ranged mods do not work with Heavy Weapons. Currently The Force Sensitive mods for Ranged weapons have no effect on the Commando Consumable weapons (also reported to have no effect on other ranged weapons in game as well).
Issue 13) Lack of Ranged Specials beyond Marksman. Considered to the Weapon specialist of the game but Commandos lack ranged specials for their own weapons. All of the Commando specials are restricted to 16m.
Issue 14) Lack of skill mods or specials for the Launcher Pistol beyond Marksman. Commando is the only profession that does not gain any bonuses for a weapon certed to them within their own profession.
Issue 15) No benefit for Groups to include Commandos in their ranks. Commandos are often told that they cause too much lag and are to slow to be grouped with.
Issue 16) High end content with Very High Heat/Acid resists. Commandos are feeling excluded from much of the new high end content that has been added (with the exception of the Death Watch bunker) due to NPCs having 90 to 100% Heat/Acid resists which makes our main weapons useless.
Issue 17) Grenades are short stacked. To be useful, Grenades should come more then 5 per pack otherwise they fill up the inventory and the F-Buttons.
Issue 18) Rocket Launcher not reloadable. The Commando consumable weapons are the only sliceable weapons in game that are not "repairable" making slicing them less worthwhile.
Issue 19) Lack of variety in Commando Specials. Commandos have 2 unique specials per their two Non-Consumable weapons. Other professions have at least 6 to 9 unique specials per weapon.
Issue 20) Weak to being Knockdown/Dizzy even thoughwe are obviously meant to fight in Melee Range. Due to the slowness of our specials and our poor accuracy, when facing an opponent with Knockdown abilities, the Commando most often guaranteed to lose. Adding in a KD Counter or upping our Defense Vs. KD would help with this difficulty.
Issue 21) Commandos would like to be certified for Bomb Droids especially since they are capable of higher blast damage then even a Rocket Launcher.
Issue 22) Grenade speed is bugged and will not allow grenade throws faster than 9 seconds, regardless of grenade speed or speed modifier.
Issue 23) DoT damage is not tracked for XP/Loot rights
Message Edited by garvin on 10-11-2004 11:25 AM
Message Edited by garvin on 10-11-2004 11:26 AM
Alot of stuff My main quark is only with a couple the DoT out damaging me in my own right when i'm downed really did stink. I was hunting solo style a lurking angler and flamed him caught him on fire and then was promptly n caped I wasn't worried about being DB ed since it said in the creatures specs DB= NO but what shocked me was he turned his rage on my speederbike promptly destroying it and with 30 seconds I couldn't do much
- In order to make the skill points invested in Master Marksman actually worth something to the profession, a new Carbine and Rifle could be added with a Novice Commando cert level - say, the CZ-11 carbine used by the Rebels on Endor and a "Grenade rifle" of some sort, for example. (Just brainstorming here.) This would serve two purposes -
- Allows Commandos to make use of the Rifle and Carbine skills that we are forced to invest SP in, and
- Gives Commandos some playstyle variety and "elite soldier" feel without unbalancing Commando against the Carbineer and Rifleman professions. These two remain "specialists" in their respective fields.
- Rocket launchers themselves could be made as a weapon rather than a consumable, which is loaded with consumable rockets with various "payloads" (explosive, proton beam, acid, electricity, etc). We know the system can do this... the code already exists for JtL ordnance. I doubt it would take much work to convert this concept to ground use. Benefits include not having to replace expensive "disposable" launchers, not having to keep getting slices for replacement launchers, while retaining balance (though powerful, launchers are still slow, and must still be loaded with expensiveconsumeable ammo)
I often see the Devs (or at least TH) ask players of a prof undergoing revamp how they would envision the ability tree- here's my brainstorm.
Tree 1 - Field Tactics: In general, I like this skill the way it is. I think it more or less fits the"Commando concept." The only thing it likely needs is some number tuning and thereworking Gav has already suggested for Grenades
Tree 2 - Small Arms: Special Attacks and skill mods for the Launcher pistol and my proposed carbine and rifle could go here.
Tree 3 - Heavy Weapons: Good ole' Rockets,Flamethrowers, and the(not so good ole) Heavy Acid Rifle. The lasttwo are essentially the same weapon anyway
They both have similar stats and use nearly identical specials, and in essense represent the exact same playstyle and combat role. As such, put them under the same skillset - Heavy Weapon Accuracy, Heavy Weapon Speed, and Heavy specials (i.e. "Heavy Single 1," "Heavy Cone 2," etc). This is already done with every other weapon class in the game, so why not ours? *An alternative thought regarding this is that rockets could be certed under Field Tactics along with grenades, although under my proposal of making them a reloadable weapon it would make more sense to consider them an expensiveHeavy Weapon that simply can't use specials.*
and finally, Tree 4 - Close Combat: Hold on - don't click that flame button just yet ^_^ Before you start to think"this would infringe upon TK territory,"that's not what I have in mind. TK is all-out melee combat.Commando style close combat would be more along the lines of stealthy "firststrike" attacks. Use this tree togive ussome melee attacks and some much needed Melee defense, but not enough to unbalance us. I'm not suggesting that a Commando should be able to hold his own against the Star Wars equivalent of a Kung-Fu master, but he shouldn't be completely defenseless either. Perhaps commandos could be given specials here that temporarilyincrease their defenses against certain types of melee, or against certain States. Perhaps they could be given an Unarmed attack that does more damage if we are behind the enemy (neck snap, anyone?), or attacks that temporarily reduce certain enemy attributes (an Eye Gouge that reduce ranged accuracy, or anElbow Lock/Knee Kickthat reduces melee speed, etc). The Devs force us to pick up Unarmed 4, and our specials are all limited to Melee range, so obviously they expect us fighting inclose quarters. If it's possible to add a Commando carbine and rifle without "squatting" on Carbineer and Rifleman territory, it's possible to do with Unarmed combat too. We have to buy the skill anyway... so why not give us a reason to actually fight unarmed?
Theconcept I'm approaching is that a commando is someone you would expect to beskilled with many different forms of combat, someone trained to operate behind enemy lines.He is not as skilled with a rifle as a trained sniper, nor as skilled with a carbineor pistol as a specialist of either weapon would be, but he is proficient with all of them. The heavy weapons/demolitions skill fits the concept as well, as a commando's missions often involve the destruction ofenemy assets. I think thisis entirely possiblein the system we have now. Do I think it'll happen? No, lol, "but it'd sure be nice." I hope this makes it to the Devs' ears and that it will be helpful to them... wouldn't expect to see all my ideas become a reality, but it'd sure feel cool to know they helped shape a better Commando prof. Till then I'll be waiting along with the rest of you.
Thanks for all your hard work, Garv!
Elan_Nossirah wrote:I've been a Master Commando (in title) for about 5 months now. I've learned a lot about this profession from this forum and am continually dismayed at finding how much is off kilter with this profession.Still, there is something special about being a Commando. I just get that vibe from the community. There is so much broke yet there is not much whining about it. There is a lot of productive discourse about what's wrong and what needs to be fixed. I have a sense of hope for the future with the CU and I will definitely be sticking it out for the long run.We are like the underdogs. Soon we will have our day...and the galaxy shall fear and respect us.Commandos Unite!
HOO-RAH!
AythenGallo wrote:
I've heard something about grenades used to grind FS but haven't heard how it's actually being done o.O
toss grenades at baz nitches and etc and it gives them massive amounts of combat EXP, kinda cheap...