Commando Archive

Thread: Updated List of our Current Issues

Merc93
Thu Oct 28, 2004 12:01 am
#40

i gotta say, I've seen you around Garvin, and man, I'm glad your batting for us. I had no idea this profession was THAT broken. I haven't been playing it long, because I haven't been playing much lately, but, I mean..DAMN! That's a bigger list than most other professions I've seen. I have a couple of suggestions:


1. Launcher Pistols's Blast damage has no blast radius. You use the thing and create these pretty spectacular explosions that engulf everything in their range, and well...everyting keeps walking around like their uneffected because, well, they are uneffected.


2. In some of those specials, I would like to see the ability to infiltrate. Like some kind of stealth that turns off the sounds while walking and takes you off radar as well. maybe allows to slip past NPC's into bases and dungeons. Something like a /movesilently, or /stealth comes to mind here.


3. I would like to see the ability to /setexplosives <time> to allow us to place these in a location and leave with the blast on a timer. Of course, this should havea real effect on structures and their contents, including players and NPC's.


Other than that, I would be all for fixing those issues you've listed...all of them


Jareg Dresari

Eclipse



"To overcome others armies without fighting is the best of skills. The superior militarist foils enemies plots. Next best is to ruin their alliances. Next after that, is to attack their armed forces. Worst, is to besiege their cities.” -Sun Tzu: The Art of War
Azagthoth23
Thu Nov 11, 2004 4:32 am
#41

i think i am missing sthg. here that i pers. condider more imporant

than i special i would likta make with me launcher :


-a heavy armor cert. for commandos

-and the heavy armor itself of course


am i wrong ?


cheers, azag





-----------------
I want more ROCKETS, more NAPALM and more BEER !
BloodMonk
Thu Nov 11, 2004 9:00 am
#42

Please verify and add following:


Grenade/consumable "target locking"



Target anthing, shoot one round or throw one nade. select other target and shoot/throw you'll see all you nades/consumables keep going to your first target untill it's dead. VERY VERY VERY ANNOYING (especially in pvp).


Haven't tested yet if fire a round with a carbine/pistol/whatever breaks it though.




Sly



Proud Member of -BLOOD-

I HATE GRINDING)

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Managing the Bloodmonks Weapon Facility (aka Sly's Slavepit), Producer of fine specialty weapons.
Cpl_Fisher
Mon Nov 15, 2004 5:27 am
#43






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.



Member of the Rock alliance.
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"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Amana
Mon Nov 15, 2004 5:08 pm
#44






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 . After that the bugger died and I was unable to harvest his chared little body for a guild mates friend who desperately needed the meat. I posted up a couple unique weapon ideas in the WS forum (I will post a link) about new commando weaponry. The one thing I thought would be interesting is basically giving us a standard rocket launcher like tube and like the JTL ships it will change when certain items are put into it like Rocket Launcher Pods (RLPs) and other numerous add ins that can modify it and "Morph" it into the consumables we use. Rocket Launcher are very hard on WS to create cause it need 6 or 8 Projectile Feed Mechanisms some odd blaster powerhandlers and atleast 5-10 identical proton grenades. Hopefully with a tube like system it can lessen the burden on WS and make it more err economically wise for commandos to buy. I used my heavy partical beam cannon on an angler and did a whooping 7k damage but the HPBC was bought off the bazaar and I believe it may have been because the WS was going out of buisness or getting rid of his stock.



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AythenGallo
Mon Feb 07, 2005 4:58 am
#45


/mourn


So true, Garv! An excellent list, I hope we get some much-needed "Dev Love" in the CURB. Commando's the one prof I affiliate myself (or at least my character) with, I absolutely love the concept from a roleplaying standpoint... yet I'm considering not coming back to it because it's so broken. The fire DoTs are our strongest weapon IMHO, yet they don't even count towards Exp or loot, and in order to use them we have to A) be within Melee range and B) suffer huge delays to our combat actions.


I think the worst part is that Commando, as it stands, doesn't even fit its name. A "Commando" is an elite operative, often a covert one, trained in stealth and death-dealing. When I think of a commando in the Star Wars universe I think of the Alliance "SpecForce" troops on Endor, not some guy that waltzes into the middle of the fight with the heaviest armor and the biggest, slowest gun he can find. A commando's idea of a perfectly-executed mission is one in which the enemy never even knows they're there... until they start shooting!


I'd feel more like a "commando" as a carbineer with a smattering of scout/ranger and TK skills, and that's actuallythetemplate I'm experimenting with on the web character builder sites. At least I'll still be a Commando at heart!^_^ In my humble opinion Commando doesn't just need to be fixed, it needs to be rebuilt from the ground up, if they want it to live up to its name. However, in the interest of being constructive and of recognizing that MY vision of what Commando "means" isn't the only one, thought I'd throw in my two cents on helpful changes the Devs could make.



  • 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 -



    1. Allows Commandos to make use of the Rifle and Carbine skills that we are forced to invest SP in, and

    2. 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!




    -Aythen Gallo, Tarquinas galaxy, Rebel ex-Squad Leader
    -Come visit Shady Sands, Tarquinas's oldest Player City and home of Tattooine's most inebriated PA!

    - I support a rollback and keeping & balancing the old combat system. Your voice counts!

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    Elan_Nossirah
    Mon Feb 07, 2005 4:48 pm
    #46

    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!




    E-Lan Nossir'ah

    "The knack [ to flying ] is learning to throw yourself at the ground and miss."
    AythenGallo
    Mon Feb 07, 2005 8:00 pm
    #47



    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!



    -Aythen Gallo, Tarquinas galaxy, Rebel ex-Squad Leader
    -Come visit Shady Sands, Tarquinas's oldest Player City and home of Tattooine's most inebriated PA!

    - I support a rollback and keeping & balancing the old combat system. Your voice counts!

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    nerfherder321
    Mon Feb 07, 2005 8:58 pm
    #48

    get rid of the fake "Jedi Grind Grenades" commandos, PLEASE... its giving us a bad name




    Cheat Fetto
    AythenGallo
    Mon Feb 07, 2005 9:22 pm
    #49

    I've heard something about grenades used to grind FS but haven't heard how it's actually being done o.O



    -Aythen Gallo, Tarquinas galaxy, Rebel ex-Squad Leader
    -Come visit Shady Sands, Tarquinas's oldest Player City and home of Tattooine's most inebriated PA!

    - I support a rollback and keeping & balancing the old combat system. Your voice counts!

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    nerfherder321
    Mon Feb 07, 2005 9:30 pm
    #50






    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...




    Cheat Fetto
    AythenGallo
    Tue Feb 08, 2005 6:19 am
    #51

    Apologies for the mini-hijack :3 Btw, comments and critique on my long-ass previous post are most welcome.



    -Aythen Gallo, Tarquinas galaxy, Rebel ex-Squad Leader
    -Come visit Shady Sands, Tarquinas's oldest Player City and home of Tattooine's most inebriated PA!

    - I support a rollback and keeping & balancing the old combat system. Your voice counts!

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