Commando Archive

Thread: The Launcher Pistol *What 3-5 Special Attacks would you like to see?*

Imspaced
Sun Dec 07, 2003 3:52 pm
#40

I agree with something on par with torso shot and a AOE shot or a shot that can go around obstacle's and such..



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SWG Community Relations Manager

sarnsereg
Sun Dec 07, 2003 4:12 pm
#41

1. multi hit shot - like fanshot where your gun hits the target more than one time.


2. a knockdown


3. a delay shot


4. an confusion shot


5. some kind of AOE


thats about it. of coarse i know this is out of teh question to get all those, but those are the ones i'd like to see






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Imspaced
Sun Dec 07, 2003 4:31 pm
#42

Heres another idea, combine the heavy weapons and field tactics line and create a line that would have


+10 speed and +10 accuracy for lvl 1 - a type of low dmg KD attack


+10 speed and +10 accuracy for lvl 2 - a type of dizzy attack, AOE


+20 speed and +20 accuracy for lvl 3 - no new moves


+10 speed and +10 accuracy for lvl 4- a shot on par with torso


Could place BH and commando in line with each other......




Kevin "Q-3PO" O'Hara
SOE Associate Producer
SWG Community Relations Manager

Jolle-_-
Sun Dec 07, 2003 10:58 pm
#43

None. I think its an ugly weapon and i never use it. Make the existing trees better instead of adding a launcher pistol one.



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Daker-Naritus
Sun Dec 07, 2003 11:58 pm
#44

(1) We HAVE to have ranged knockdown (missile blast makes sense that it would knock people down)


(2) We HAVE to have a shot that adds damage, similar to stopping shot.


(3) We HAVE to have a shot with a status effect...I would prefer blind and intimidate/stun (the launcher pistol already creates a big cloud of smoke...makes sense that the player wouldn't be able to attack as well until the smoke clears)


I would also like to see us have a brawler move or 2 added in, like (1) headbutt for dizzy effect, and (2) maybe knee to stomach to lower position (standing to kneeling, kneeling to prone...gives us more damage to whtaever shots we use after that and prevents the mob from moving). These would round about the above package.



The shots you propose are ok, but I don't think they go in the right direction...


We don't need to be more accurate with the launcher pistol...it has a 0 accuracy modifer, and we already rarely miss. Any special that added accuracy would be worthless and redundant of the /aim command that we already have. It also does so little damage (bonus is speed) that a "slightly higher" damage bonus on a single shot would be too little to be noticable. (In other words, I would rather keep stopping shot is this were what we were going to get)


I also don't think we need any more area of effect commands. We already have (1) flamethrower area of effect, (2) acid rifle area of effect, and (3) grenade area of effect. Why do we need any more area of effect weapons? Why waste more specials on area of effect?


We need status effects and one shot that gives us 3X damage or so...that is it. Our flamethrower is our damage machine...the launcher should be our utility weapon (status effects). I throw in the 3x damage "stopping shot" for use on AT-STs and things where we need blast damage over heat damage.


NOTE: We DO NOT need any more bleed or burn effects. We are arguably (but NOT REALLY) overpowered and we do not need any more reason for people to call for nerfs.

Daker-Naritus
Mon Dec 08, 2003 12:04 am
#45






LordSeckmoth wrote:

Oh I talk as well, no worries about that, but I need to tally to keep every idea in order. That way when I post to the Dev's I have actual numbers to give them


I also take variables, etc. into account. It's just my way of being able to go to the dev's with something they can "grasp" a little more than ideas. But no worries; I plan on debating right along with everyone here. Hey I have ideas too







May I make a suggestion? This is kinda a ragtag thread with people voicing ideas, all of which some of us may not have thought about.


Why don't you collect data from this thread and post a list of all the ideas...having commandos vote on the top 3 to 5 specials they would like to see from the full list. That way everyone gets to vote among the same list, and you have something credible to offer the devs...

Daker-Naritus
Mon Dec 08, 2003 12:10 am
#46

Let me repeat this just because it was buried in my previous thread. We DO NOT need a "lock-on" special for the launcher pistol.


(1) We already have an /aim command that gives us an increased chance of hitting


(2) The strength of the launcher is speed, and it doesn't do a great deal of damage per shot. 100% accuracy for one shot is ridiculous, because that shot doesn;t do very much damage and chances are you will hit on the next 5 shots in the next 5 seconds.



Also, please no more AOE and multiple targets...we have 3 weapons with AOE and so many other specials that we could be asking for...

OnlyMaestro
Mon Dec 08, 2003 2:30 am
#47

How about a magical shot that nerfs the class of whatever target we hit?


Gotta be realistic people, everyone thinks were overpowered because sometimes the few Masters do hit hard. We're a good, balanced class and deserve pistol specials for our specific pistols weapon...


...so...


How'z about disabling shots?




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TechnoHic
Mon Dec 08, 2003 6:59 am
#48






OnlyMaestro wrote:

How about a magical shot that nerfs the class of whatever target we hit?


Gotta be realistic people, everyone thinks were overpowered because sometimes the few Masters do hit hard. We're a good, balanced class and deserve pistol specials for our specific pistols weapon...


...so...


How'z about disabling shots?







Too true. We dont need anymore damage, we need range IMO. I thought maybe in acid rifle, but would be happy if the LP had it too. I dont want to be kited like a one-line brawler class.


Maybe makes them stutter step to where we cath up to em quick while bombarding em with the LP?




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Lurax
Mon Dec 08, 2003 7:50 am
#49

Ranged knockdown would be really cool, and make a lot of sense is the realism aspect,but it's readily available from the smuggler tree (which we already have all the requirements for). Personally I'd be happy with just one stun or dizzy special (which also makes sense in the realism aspect), one good damage special, and some decent pistol speed mods. Launcher pistols aren't fast where pistols are concerned, sorry to say, especially now that they're unkraytable.



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Xodarap777
Mon Dec 08, 2003 1:22 pm
#50






ChewGoBack wrote:

1. ranged knockdown.


2. dizzy/stun/blind.


3. weak burn.




I third!



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LordSeckmoth
Mon Dec 08, 2003 11:38 pm
#51



May I make a suggestion? This is kinda a ragtag thread with people voicing ideas, all of which some of us may not have thought about.

Why don't you collect data from this thread and post a list of all the ideas...having commandos vote on the top 3 to 5 specials they would like to see from the full list. That way everyone gets to vote among the same list, and you have something credible to offer the devs...




This is something I'm actually wokring on right now


I wanted to get a nice grouping and then present that as a final vote *same with Unarmed issue* and take the overall of the situation. (Within reason, there are some things the Dev's will just not do, mainly because the coding for it would be hell )

Varashan
Tue Dec 09, 2003 6:08 am
#52

I have to aggree strongly with changing the blast graphic for the LP, the effect is way to big for what the gun actually is. I can go for this kind of graphic for a RL, but the LP fires at a stupidly faster rate. I play with a lot of melee in my group (they really are the best tanks, they can think for themselves!) - If i'm firing in with my LP, after about 2 secs all they see if flame smoke a chaos (not to mention lag). This makes me put it away and use a different weapon (which isn't right either, but I like my friends).


I suggest that the graphic be toned down alot, and maybe go slightly bigger for 1 or 2 of the specials being suggested. However much I like being a Commando, and seeing explosions etc.. The graphic for the LP is just too over the top IMO.


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