Commando Archive

Thread: Some Friendly Testing Advice for TH and other Devs...You'll quickly change your mind!

Hellshot
Tue Jan 27, 2004 10:07 am
#40




Some things to keep in mind:


1. There is a combat balance underway / spamming will mostly be a thing of the past


2. There is a PvP balance coming up next


3. Mind Bleeds / other Dots have been balanced


4. HAM costs changing


Have to wait and see on the above issues.


5. Versus any ranged profession = no dice. Professions are neither "classes" nor is any one class supposed to have "everything"


So why spend the massive skill pts to master commando if we dont get a disinct advantage. I could just as easily master rifleman/pistoleer and be better at near and far combat. Our class desperately needs to have definition. Right now, rifleman own long range, tka and fencer/pistoleer own short range. We need to have a role on the field.


6. I see Commandos drop Pistoleers all the time. The Pistoleers fret over the fact that they arent as powerful as other elite profession.


Umm, then they need to learn to stay more than 16m away.


Fire DoTs arean unstoppable DoT.


Unstoppable how, in that in penetatres through armor. Well yes, since you are on fire, you are going to rapidly heat up, even more so in a suit of metal. Unstoppable as unavoidable, no. You can stay just out of range (even a tka can do this) and keep moving, thereby disrupting our accuarcy.


Anything that can be done and NOT un-done is unfair.


Alright, so tat doesnt have water (for the most part, there is a oasis south of ah and west of mos epsa). That means a commando has, gosh, a tactical advantage. God forbid someone use their brain in a fight. And this is what, 1 planet out of 10. The problem with the dot incap thing is that the timer is not restarting, which is a bug, not the dot itself.


When you consider combat items, try to think of them as they will be and not as they are.


This would be difficult for 2 reasons. Most of us, if not all, dont know how things will be. Second, when your proffession is busted at launch, after 6 months only 1/4 of the trees work properly/ at all, and then you are told the one working thing is being nerfed, you tend not to be forgiving.






Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
Gellor
Tue Jan 27, 2004 10:07 am
#41


Well being that I have one of these commandos that are defense stacked (209 melee D, 181 Ranged D) I still get beat easily when playing against someone that knows what they are doing. Intimidate, Stun both lower my defenses and make me just as easy to hit. KD+Dizzy still has the same effect on me that it does on everyone else. A good Combat Medic can take me out quickly too. This commando template is tough no doubt but Im begining to think that people aren't wanting to learn how to pvp, but would rather use their strongest attack to take people and figure that they should drop.


I actually love fighting the pistoleer/fencer combos or other defensive combos..it really makes for fun combat so it isn't over in 2 seconds.


As for putting out fires I think it is needed but putting this out before the commando is fixed is just a plain stupid idea. Now I do believe that fires should subside when you get incapped though, that should be the fix that is going in until commandos actually have more than one tree that is useful.


Gellor, Naritus

collateral
Tue Jan 27, 2004 10:08 am
#42


new profession!!!!! firefighters!!!!!




_______________________________

Colonel Ivanto BlowStuffUp
Jedi Wannabe
_______________________________

Formica
Tue Jan 27, 2004 10:09 am
#43


Morlach wrote:


Thunderheart wrote:

Anything that can be done and NOT un-done is unfair.




you mean like mind damage?
/smirk



Oh, snap.



- Formica
Kallisti Goldenapple - Gorath
Waiting for JTL
Hellshot
Tue Jan 27, 2004 10:09 am
#44






Krayvex wrote:

I could clear the dark trooper base on Naboo just by showing up there.




No you can't, nades and hw dont work indoors.



Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
Test Center - Ahab Crestingrunner Master Commando and stuff

First player to wear Mandalorian armor
TechnoHic
Tue Jan 27, 2004 10:11 am
#45

OK TH,


I know a lot of people have made it so you can not hit them hardly at all through defense stacking, and how commandos are not meant to be invulnerable to every class, but what if we know we have a weakness and want to cover it up a little bit? Wouldnt it be easier to just put a cap on the ammount of defenses you could stack?


And are you aware that accuracy is not the only problem with HWs? Weaponsmith can tell you about crafting RLs.



CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Krayvex
Tue Jan 27, 2004 10:14 am
#46

i just used the lp and thrower indoors. the rockets were for the group of rebs i always found medding and healing at the entrance.



Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



0smspiff0
Tue Jan 27, 2004 10:16 am
#47






Thunderheart wrote:


Anything that can be done and NOT un-done is unfair.








you mean like mind damage?

/smirk"


Nope - combat medic can fix that. If you say that you "what if a combat medic is not around" I'll ask you what should I do if I get poisoned and there is no doc around.



No Sig for now... stay tuned
crispy806
Tue Jan 27, 2004 10:17 am
#48


It takes 170 skill points to be a Master Commando. Being a TKM, Master Pistoleer or Master Rifleman cost only 92 skill points. It takes us longer and we need more trainingto be this. Master Commandos should be the most powerful in PvP.


Dakccoathania
Tue Jan 27, 2004 10:17 am
#49



Thunderheart wrote:

Also, Commandos arent supposed to be invulnerable to all other professions. A lot of the fun of PvP in this game is picking your team.

(And I play PvP on 2 different live servers...)







As a Master Commando I have NEVER EVER won a pvp match (granted I have not pvp'd much). Every signle time it has been a TKM that dizzy-knocked me and pummeled me while they burned. Their burn stopped and I died.

Yes I know I suck.
Yes I am a pathetic unarmored wookiee.
Yes they were wearing armor.
Yes I was buffed (doctor and food/spice) each time.
Yes they were too.
Yes I know to compete I need to reroll as a unpersecuted species (that can wear armor)
No I won't do it because I've mastered 11 professions for holocrons and if I have to reroll it will be in a different game.



Dak'ccoanthia
I am no slave to time. There is day and there is night.

TKWarrior
Tue Jan 27, 2004 10:18 am
#50






Thunderheart wrote:






Kiashia wrote:


fire dots not unstoppable, stand in water and fight a commando, now you have a new story.




Where would I do that on Tatooine?


And how many places are hundreds of meters away from water?










Please refrain from flamming people on these boards.



I OWN THIS THREAD
Go away or I will replace you with a very small shell script. -ThinkGeek.com

Tanks
Tue Jan 27, 2004 10:21 am
#51

JesterOp6 said:

... realize that pistoleer should not have to dabble in another profession to be strong, and i dont believe they have to as any pistoleer who is smart will most times whallop a commando. Master pistoleer with dirty fighting 4, however, takes 28 less skill points than master commando. For spending 28 less points, im sure most will agree they are a much stronger pvp presence than any commando.


Welcome to my world .



Bounty Hunter Correspondant 2003 - 2005
Master Bounty Hunter
Dark Jedi (Pre-Pub 9)
Telakyte
Tue Jan 27, 2004 10:23 am
#52

TH, I've been wondering, with the PVP would you give some possible outcomes from it? (like what we can expect to see, etc.)


It seems to me that as it stands EVERY profession claims being hampered, and for that I'm truely sorry since it'll make your day chaotic just trying to show that everyone can't be in godmode.

I've thought of something and I've posted it several times, but I'd like your honest opinion:

What about the concept of NO radar/tabbing of pvp targets? Wouldn't that seriously decrease the need for overhauls in so many aspects? A pistoleer would have his range since he can hide, TKAs could ambush, rifleman would actually be able to snipe from a hill, etc. etc. Heck even Tailors would see a surge in business since camo clothing would be useful. I've been on every planet and tried various color blends, and believe you me, a person can easily be invisible with the right clothing, especially in the dark. You'd even have a reason to turn on your personal light...to see those hidden people behind a tree.


Commandos would be able to survive fights by setting up ambushing points for their flamethrowers, rockets, etc. Combinations in classes would change so it wouldn't be what was the easiest to spam. Novices would even have a chance at taking someone down since they don't have to worry about being simply targeted on the HUD and charged by 2 or 3 masters. Crafters would be able to dabble in a combat profession, and while not as powerful, could actually set up something of a challenge. You would add a key element to the game...tactics. Hide behind mountains/hills/buildings, take whole raiding parties by various routes and stage effective attacks....the list is endless. Anyways, just a thought. Please TH give me your opinion. Even if it can't be done I'd like to see what you think of it. Thanks!



"When life throws a curve ball, don't duck...you just might miss something"
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