Commando Archive

Thread: Quick Comment for Lord Seckmoth

Daker-Naritus
Thu Dec 18, 2003 1:05 pm
#40

Tac,3 quickcomments:







Quote:


Read lordS's post about the difference between the bleed's time for the first tick, and its damage, to the time the first fire dot tick, and its damage. Its not 'the same as other classes' bleeds' in no way or form. Its much,much,much better.






No. It starts ticking a couple of seconds earlier, and then ticks at the same rate. This is not much, much, better. It is a slight advantage at best. We get an advantage on the first tick and NO advantage thereafter. If our dot did the same damage as other dots and always ticked twice as fast, that would be an advantage.


If the flame dot gets nerfed at all, this advantage is nearly nonexistant.







Quote:


ermm.. no dot, no bleed, no poison, no disease is subject to any resist or armor type.




This is wrong. Most other dots are based on the damage caused by the initial shot. If the initial shot is 50% resisted, the dot is as well. Consequently all other dots (with the exception of poison...I have no idea how it works) ARE subject to resistances.







Quote:


I do have a question for you though, what do you think is to be appropiate to differentiate the grenadeers from master title holders? Currently both do the exact same damage via flamsingle2 dot. And the cone attack version hardly, hardly is a noticable perk for a master box.






The perk needed for masters is extra speed/accuracy. This can be accomplished by either just adding speed/accuracy mods, or by redistributing the current boxes over 5 boxes (4 grenadeer + master) instead of 4.


The dot does not need to be changed at all, the dotadvantage is in stacking and accuracy. Masterswould stack the dots much faster (because of speed mods), at the same time as hitting for much more damage (over time because of speed). Non masters would also have a greater chance of missing, thereby further slowing down their ability to stack. This gives the master greater dot capabilities, and the ability to deal damage faster (because of faster shots and less misses).


This is alsoa perfect solution for the devs to implement because it is easy...all you change are the mod numbers. You don't have to reinvent the whole flame special and dot system.

LordSeckmoth
Thu Dec 18, 2003 1:31 pm
#41

Okay follow-up on this:


I will say that my top 5 is written... and I used what everyone had to say *excluding outlandish ideas (IE: Make HW damage 100k a shot and 500 uses, stuff like that)*. No more about the Top 5's for any profession can be said at this time.


Now for Tac,


Master has Flame Cone 2; and I think that perk is great. I know in many situations, before I was Master, I was just waiting for that skill. Though with all the dabbling, the quick fix for now would be to move FS2 to Master as well... it would just hurt those that truly want to fully be Commando though, a nasty double-edged sword. Also with all the changes coming, I would rather see what happens, then make a judgement after the fact.


Now I talked with Daker in PM, and I do apologize for taking it as an attack, the tone was just getting harsh... and that can be expected with a topic such as this. Now I want to make it 100% clear on where i am. I do feel the Flame DoT is overpowered; BUT I feel the rest of our tree's need to be fixed first or else we are sunk. The fix for the DoT AFTER our trees get fixed, that I would like to see, is resists effect ALL DoT's in the game. This would reduce the hit and run away while they die tactic, and prolong fights a bit. But I also think whatever the Armor is resisting on Bleed and Fire DoTs should be taken from the Armor it's self. I mean that much heat would definetly hurt the thing. (Just make Armor Repairs better, to avoid people from griefing)


Daker,


Yes my FT was sliced, but it was a damage not speed slice, 24% actually.


Today I just got a new FT *my old one broke*


Damage 840-1120


Speed 3.2 *post slice*


Now I do realise that people like pure numbers from straight weapons; but the fact is almost ALL players have a sliced weapon. It is part of the game, and therefore should be part of the calculation. *I actually reduced my damage numbers by around 4% because average slice is 20% these days*


I'm hoping I'm not forgetting something here, 60 hours no sleep so far *No I can't go to bed, I have a case of insomnia I have to see a "Master Doc" about lol * If ya need me to add something just ask, and I'll be happy to provide a repsonse.

PanzerGR
Thu Dec 18, 2003 8:55 pm
#42






Daker-Naritus wrote:

In the past 2 weeks, I have seen you post at least a dozen times that you "are in favor of a reduction of the fire dot."I have also read posts from you that you are talking to the devs about reducing the fire dot. While I do value your opinion, I do not think this is the sort of thing you should be posting on the boards. The main reason for this is that as correspondant, what you say is given a lot of weight. Also, as of yet I have not seen you host any discussion of the subject where a majority of commandos considered the issue and said a reduction of the fire dot is appropriate.Ivoni has several posts on these boards where he ran actualnumbers and showed that our damage/dot is NOT unbalanced. If you are going to represent us, please do not advocate issues like reducing the fire dot that will adversely affect the class without checking with us first.



Now, I also think that a reduction of the fire dot is the one thing you should be telling the devs NOT to nerf. Consider the following:


(1) The flamethrower can do 4k to 5k damage per hit with flame single. HOWEVER, this has a 10 to 15 second delay. This means that we can do, at a maximum, 300 to 500 damage per second. There are TONS of combat classes that also get dots,AND which can do well over 500 damage per second (pistoleer can do over 1000; as a master pikeman, I have done between 3k and 4k damageconsistently every3 seconds). Their damage + their dot> our damage + our dot.


In other words, if the fire dot is reduced in line with all other dots, we are confined to doing the same OR LESS damage than almost every other combat class, despite the fact that it takes twice as many skill points to master commando. This is not acceptable.


In fact, as it currently stands, I often get outdamaged by teras kasi, pikeman, and pistoleers. It is simply not acceptable for the devs to even CONSIDER dropping our damage any more than it currently is. Q and Holocron themselves have said that they believe the flamethrower and fire dot are currently balanced.


(2) There ARE lots of nerf calls on commandos. HOWEVER, all of those nerf calls come from 2 classes of players:


(a) Those that complain every time any class beats them in pvp, and should be ignored; and


(b) Those that are complaining about commando (1) one shot kills, or (2) wounds (NOT DAMAGE) from the flame dot. A lot of players complain about commandos doing over 1000 damage in pvp (one shot kill), or about commandos blackening their ham bars. However, NO ONE is complaining that the damage from our flame dot is unbalancing. I don't see any justification for us to nerf ourselves by reducing the effective of the flame dot outside of wounds inflicted.


(3) ALL dots cause a GREAT DEAL of wounds. The ONLY difference between the flame dot and other dots is that you can see the effects of the flame dot on the ham bar visible on screen. Try this: Have a pistoleer/carbineer/rifleman dot you, and let the dot run its course. Then open your stats screen and look at your secondary stats. You will notice that the health/action/mind dot just caused a huge amount of wounds to you secondary stats. The ONLY difference between commando flames and other dots is that commando wounds affect the visible ham bar, not secondary stats, and this is the ONLY reason people complain.



I personally feel, as do many other commandos, that we are currently balanced...damage, dot, and all.If we are having ourdamage reduced in ANY way, it has to be accompanied by acorresponding reduction in delay on specials or burn times (the time betweenburn damages over time). If the devs are considering reducing our damage,I SERIOUSLY hope that you are having them run actual, in game damage numbers, and making sure that we are not reduced to the same state as before they fixed the flame thrower.


I have played a pre-fix commando, and I REFUSE to go back. Please help us!







your joking right?


you are seriously comparing a flamethrower.....which does MASSIVE wounds as well as damage, despite most armor, to pistols and such?


please tlel me you jest.



i can not do 1k damage per second to an armored opponent with ANY of my pistols.....your freaking mad. Not only that but i also cant cause 400 wounds with my pistole ither


get a clue and quit whining.


i love commandos, but this post is th ebiggest crock of crap ive read in a while.





"Honor is a virtue of the truly strong"

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Nydeliw
Fri Dec 19, 2003 10:03 am
#43

I'm agree that we dont need reduce dot damage, maybe a bit wound damage only.


Atm the only weapon that works on commando its flamethrower if nerf it commando = joke.


I understand that a lot of dabblers get just flame 4. So put fire2 to master, and make other commando trees better so we will see more real commandos instead of dabblers. Commando that isnt master never should get max advantage of any weapon. Just some knowledge of it, with the exception maybe of the LP.



PS: Would be nice we have more resist and kd+dizzy style, after all we are the experts of combat.

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