Commando Archive

Thread: Welcome to Commando Summary of 9/5 changes READ THIS NEW FOLKS!!

Tilor_
Fri Sep 05, 2003 3:27 pm
#40

*agree fetei* One shot kills...should not be ok in any circumstances. (and there's no reason for there not to be ANY defenses in the commando line. That should be changed if that's true)




Tilor

Master Smuggler/Master Pistoleer/TKA 0,0,0,2Scout 0,0,2,0/Novice Medic (GAT Defense Contractor 'Prime')
Favorite Star Wars Quote: Punch it Chewie
Favorite SWG Forums Quote: Dood wrote - "Holy crap! I've turned British!

Xeromancy
Fri Sep 05, 2003 10:23 pm
#41

First, JediWarHawk, all professions should be balanced because its what people are paying for. The variety is vital to the game, but having one class stink and another class rule all but eliminates that variety-- because no one wants to suck if they don't have to.. (Except those old hardcore commandos. Kudos to you.)


But, Thats not why I'm posting. It's because I just soloed two stormtroopers back to back with my new flamethrower. I dont have any points in commando... that is, Commando : 0/0/0/0. And my FT really does rule pretty well They had 15% heat resist(not special effectiveness). But it was done without specials and without healing in between. And really, I think thats pretty neat. Its not out of line with other professions/skill point requirements, as far as I can tell, so it seems pretty balanced for killing mobs. I do miss a heck of a lot, I think I got pretty lucky with not missing too much vs. the Stormies. Avg. damage against them was about 850, which doesnt make any sense to me applying the multipliers and resists I've been hearing about, since my min was about 700 and max about 1000. (My FT is 330-830 3.6)(i think, that 330 may be 430 or so)


Anyhow... Commandos, rejoice! And everyone else.... so far, it really doesn't seem out of balance to me. With all the missing we do against mobile targets, PvP doesn't seem out of balance at all to me. Also, please don't respond with regard to one hit kills because, a) this post is not regarding them since i have no specials nor do I have any experience with one hit PvP kills, more's the pity.... and b)I totally agree, just like KD spamming (fixed ) one shot kills are a detriment to the game, and need to be fixed for all classes, somehow.


Anyway, good evening ladies and gents. See you in SWG.


Athein


Tarquinas: Novice Commando, Novice Pistoleer, Master Marksman, Novice Smuggler




"The cromulence of your speechitude embiggens us all."
-Capt.Morgan on the finer points of proofreading before you post.

Master Indecision Artist
XaviorSilva
Fri Sep 05, 2003 11:39 pm
#42

I am just a bit confused about this 3x damage multiplier for the flame thrower. The game countsthe flame throweras melee, but where does it say anywhere that riflemen or anyone for that matter take 3x damage from melee attacks? Before reading this thread I had not heard of this at all.



Respectfully,

Xavior Silva
Shaemus
Sat Sep 06, 2003 12:32 am
#43

Great post. I hope they fix the flamethrower being seen as a melee soon, before people misunderstand then problem.
Chut
Sat Sep 06, 2003 12:37 am
#44

good work Ivoni,


I offer any help with testing any crafting needs being a commando and a master weaponsmith.


Able to product everything but the crism siliclastic ore based nades, mines and RL. (everything else I can make now)


cheers,


Chutster




Chut
GM Sabacc Legends SL
Corbantis Server
EQII - Shadow Legends Najena Server
http://shadowlegends.eq2guilds.org
Ivoni
Sat Sep 06, 2003 12:55 am
#45

We are still short data of what all the new grenades look like.

Although we are told they aren't that great.

Kinda backs up the line of thought grenades need a revamp.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Shredder991
Sat Sep 06, 2003 12:57 am
#46

the flamethrower was intentially made melee believe it or not... think about it.
gobhigh
Sat Sep 06, 2003 1:57 am
#47

I got a couple stacks of the New Frag Grenades doing 350-1350 blast damage have 7 AOE radius and attack rate 3-8seconds. I haven't seen the Cryobans, Glop, Protons, etc but I am optimistic.
PyscoJuggalo
Sat Sep 06, 2003 5:32 am
#48

From a rifleman, namely myself:


Sniper, what does a sniper do?


Shoots someone in the head and their dead, no in PVP we were not overpowered, that is what we done. So guys love it while it lasts cause the Nerf is coming for you too, at least you guys can get exp to advance in your proffession until they nerf you, in my proffession we never could(get XP),were only gods at master.


4.9spd 400-1000dmg- easy to get experience with


6.0spd 12-350dmg pretty dam hard to get experience with


hell I'll make the speeds equal and its the same.


BTW, I dont want ya nerfed I just want to one shot head shot people like a sniper should.




I am the Mad Rifleman, Writer of the Riflenomican. I understand the secrets of the Dark Ancient Developer ones and their Evil. (Maniacal Laughter) He he he he he, Ha ha ha ha ha, Aha ha ha ha!
CM's are like nukes. You have them just incase you need them, but as soon as you start using yours the other guys start using theirs and everything goes to hell-PyschoticChipmunk -The First line of the Riflenomican.
RueKursk
Sat Sep 06, 2003 5:49 am
#49

Ok, ok, I admit it, watching the crazy weapon stats on your weapons had me going," **edit**??!! Nerf Now!"


I read this post and I went, "ooooooohh...."


And I stroked my chin, can't forget that part.


Now if they'd hurry up and fix the melee damage thing. You guys are roasting us riflemen




Rue Kursk
MoS Eisley Syndicate
MeS Complaints Department Officer
Lauden
Sat Sep 06, 2003 8:20 am
#50

I can see how an acid weapon could do damage to an AT-ST, but flame attacks should be heavily reduced against the heavy armor of the AT-ST. Being able to one hit kill an AT-ST is crazy. What do you think you are? Ewoks with lots of rope and lumber?
Torv
Sat Sep 06, 2003 12:02 pm
#51

what are the range modifiers for all the various heavy weapons now?
Ivoni
Sat Sep 06, 2003 12:08 pm
#52

They are all screwy except the rocket launcher

7. Screwed up ideal ranges. None of them make sense. Don't have new stats on rocket launcher on release. Can't comment. Nor on new grenades.

Flame Thrower: +11@0m/-55@50m/0@64m. I can shoot it at 64 with no problem? Ideal should be 16m

Heavy Acid Rifle: +16@0m/-13@35m/-116@64m Same story.

Acid Stream Launcher:+1@0/+26@16m/-120@64m This reads like what the flamethrower and HaR should be.

Heavy Particle Beam Cannon: -120@0/+14@48m/-122@64m. This is exceptionally harsh. In 16m you go from +14 to -122.

Lightning Beam Cannon: -43@0m/+11@32m/-120@64m. Better but still harsh.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
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