Commando Archive

Thread: Commando Assignment #5: Current Commando Top5 (8/24/04) for Review

Narf9900
Thu Sep 02, 2004 3:41 pm
#53

nice job dude good luck with the ideas.

just one more thing wht about the special commando missions? just a thought.


gl again dude.


narf-r treck'n

master comm for a wars now

live short die much and nuke something while doing that!



Narf-r Trek'n
Narly Commandude

FLAME ON! I'm a commando, i can take the heat
IdrisTycho
Mon Sep 13, 2004 1:13 pm
#54






garvin wrote:




Issue 4) Grenades: Currently Grenades damage the user when caught in it's blast radius. Grenades also have a higher then normal HAM cost when compared to other weapons/specials of similar damage/range capabilities. Other Profession thrown/detonated weapons introduced in game come with lower or no HAM cost and specifically DO NOT damage the user when caught in the blast radius. This includes Combat Medic thrown items and Bounty Hunter/Smuggler Bomb Droids. Both of the previously mentioned items also have greater ranges and greater blast areas. It has been confirmed that occasionally the "ideal" range of a grenade is within the blast radius which translates into "if you want to best use your grenade, you HAVE TO take the same damage yourself PLUS deal with the high HAM cost (this is why they are called Suicide Bombs).


Suggested Solutions: Grenades need be revamped and readjusted. This should include increasing the range and radius, adding status effects, increasing the pack load (to 25 at least per pack) as well as making it so that the blast does not hurt the user.





There is one more issue that absolutely should (maybe MUST) be addressed as soon as possible.


Grenade speed, speed modifier skills, and speed powerups are BROKEN.


All grenades are thrown at the same speed (8-9 seconds) regardless of what you do in an attempt to increase that speed.



  • Commando 4-x-x-x: no effect

  • 32% speed powerup: no effect

  • Speed sliced C22 fragmentation grenades: no effect

I have heard that this was working in previous patches but to be honest I don't think I ever remember throwing a grenade faster than 8-9 seconds. We need this fixed, this alone could go a LONG way towards fixing grenades.


Creature_Empath
Wed Sep 15, 2004 10:43 am
#55






Brilyn wrote:

< We did have one WS compare the creation process of the RL to the T21 and come to the conclusion that the RL was about twice as hard to create. >


The RL is quite different to all the other Heavy Weaponry, in every regard.


It takes a scope, the others don't. It doesn't take a stock, the others do. There's a heap of other differences.




As for 'twice as hard'...... that's pretty subjective.


Given that neither the RL nor any of it's subcomponents need *specific* materials, it's a piece of cake to make. Compare that to being *completely* unable to make T21s for over 8 weeks as a specific resource was neither in spawn, nor for sale *anywhere* I looked on Starsider.


The only issue with the RL, from a manufacturing perspective, is that I need to do a run of Protons before I can make *any* Rocket Launchers.


It's a minor blip on the annoyance radar for me. Other people have lower tolerances.






As a former Master Weaponsmith on Bloodfin there are noticeable differences between making a rifle like the T-21 and making a RL. Yes, I know that the T-21 takes special 'by name' resources.

But the price and shortage of Consumable Heavy weapons falls on the shoulders of both the WS and the Commando. As previously stated, most Commandos don't think it is worth the money to buy a RL because of the speed and accuraccy mods. Well, I for one use fully range experimentedadvanced scopes, each with range modifiers of +75(it takes 2 factory created scopesfor RL, btw) and still the accuracy on these suck.

For the Commandos out there who look for them (I am a Novice Commando) the creation of the RL is not so much hard but very time consuming for the WS. You need to factory produce the mechanisms to make the proton grenades (each RL takes 5 identical Protons). Once those components are made, you have to factory run all the grenades themselves. You also have to do factory runs of scopes as well, 2 per RL. When thats done, you have to make the schem and run them in the factory. Now all the actual time aside, the RL by far takes more raw resources than any other weapon to produce think speeder bike when its all done.

Add that to the fact that Commandos don't want to buy consumable weapons because of skill mods sucking and the fact that most WS can make 5 crates of Laser Rifles and stillsave time and resourcescompared to 1 crate of RL and then you start to see why vendors aren't flooded with Rocket Launchers, HARs, and LBCs.

For a time I made them and they sold for 100K each easy just because Commandos couldnt believe that anyone made them at all. You can still find them on Bloodfin incertain places and most of thos elocations are kept quiet by the lucky Commando who finds them.

Just some thoughts from a future Master Commando



Gavemade Gravehart
Master Smuggler (retired); Master Creature Handler (retired); Master Swordsman (retired), Master Brawler (retired), Master Fencer (retired); TKM (retired); Master Marksman (retired); Master Commando (retired), Master Bounty Hunter, Master Rifleman, Carbineer 0/4/0/4
cornbredx
Wed Sep 15, 2004 6:25 pm
#56

First off, u dont have the time, then dont play simple enough. I dont ever use Macros to play other than for a recruiting Advertisement i do once a week for the guild. I dont need to be lazy tho and I can do without it be recursive.


Second, why r u posting this here?







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(And I wasnt even Grinding Jedi)

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NewJedi
Sat Sep 18, 2004 8:55 pm
#57

My alt is a 1030 Commando, and I need a morale boost: my skill points are withering away, and I see TKMs and Swordsmen around me who seem stronger while using fewer skill points. What do you all think the prospects for improvement are in the Combat Rebalance?
BravenIrish
Sun Sep 19, 2004 5:41 am
#58






NewJedi wrote:

My alt is a 1030 Commando, and I need a morale boost: my skill points are withering away, and I see TKMs and Swordsmen around me who seem stronger while using fewer skill points. What do you all think the prospects for improvement are in the Combat Rebalance?







Garvin seems to be pretty happy with the prospects. So far, from what we know, Commando should be quite well off. Pound for pound we are lacking right now and hopefully that changes. With your 1030 Commando, you should be able to run good missions on some of the tougher planets...in a group...with melee members in it. Just don't initiate combat and remember we get killed defencivly inside...that's gonna change!


Welcome to our humbleranks BTW!


Slainte'

Message Edited by BravenIrish on 09-19-2004 07:42 AM




§BravenIrish§
Loyal Commando for 18 months
Proud member of Test Center: Commando PA
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M
Tenfo
Fri Sep 24, 2004 11:03 am
#59

It depends who makes the weapons and the slices you get as well Garvin.


I personally have made 1.9s 930 max and 2.5s 1181 max flamethrowers which dish out fast dmg with specials.



l Tofeity Edeiso - MBH / Rifleman l l Tazon - Elder Jedi l
jairok
Fri Oct 22, 2004 6:18 am
#60


Excellent list and alot of great comments but as far as i can see no one has said.

Grenades with knockdown, dizzy and stun.

even lower its damage but make the things accurate,

throwing a grenade into a room and them all falling down thats what i want to see.

just a thought.


Jairok

Master commando

Message Edited by jairok on 10-22-2004 02:20 PM

IdrisTycho
Sat Oct 23, 2004 4:17 pm
#61

Speed man! We need speed. Above all else we need our speed modifiers to work.
DonnieDarko123
Tue Nov 23, 2004 5:11 pm
#62



Brilyn wrote:
As a non-Commando, I don't have a heck ofa lot to offer to your first 3 issues.
With regards Issue 4, I offer the explanation that "badly made" grenades are the cause of the low Ideal Range and accuracy issues. See this thread for info.
With regards issue 5, "They are hard to find due to crafting difficulty" is inaccurate. Heavy Weapons are some of the easiest to make. They only require general Steel, Iron, Metal, Chrystalline Gemstone and Carbonate Ore, and all the same quantities of each. Compare this to the monster that is the T21, and you'll see that Heavy Weapons are unbelieveably simple to manufacture as a Weaponsmith. Why do Weaponsmiths whine about them? That, I don't know.
Regarding the accuracy issue, I'd also like to submit this thread for info. Again, I think "badly made" is the reason for some of the problems you all have with these weapons.
I certainly do not meant to downplay the issues you guys have, and you have some stuff that genuinely needs fixing.
But I think some stuff is just down to bad crafting.
(Feel free to disagree. )





I'm sure someone replied to this already, but I don't have the time to read through it all atm.

Rocket launchers, the only really useful heavy weapon are insanely difficult to make. A good rocket launcher will cost about 75k if you can find a weaponsmith to make them. It takes several factory runs.

Grenades also are way too difficult to make, proton grenades take 5 factory runs! Their accuracy needs improvement and they need more charges per pack.



Donnie' Darko
VBDotNetRulz
Sun Dec 05, 2004 2:50 pm
#63

Just thought I'd add this post I was reading on the WS forums. I feel it is a more... err... accurate post than than the ones hereseing as most of us who read this forum are concerned with commando things and know less about WS than actual WS's do.




AriesMercwar wrote:



Hello all and Greetings Developers.


Normally I do not gripe about the Weaponsmith crafting process but I have come across a serious issue and bottlekneck for my business as of late.


Here is my gripe.


Thermal detonators require 1 Warhead Stabilizing device, 1 Warhead Fusing Mechanism, and 1 Medium Warhead. My gripe is the time it takes my factories to produce these items. You see I use 6 factories to run mass amounts of orders at one time, but even doing so and crafting these three components alla t one time, they still typically take 280 seconds per item to make.... Not to mention once they have been created it takes 288 seconds to create each Thermal Detonator..... What this translates into when I am trying to make a 40 crate run is it takes me 2 weeks to run 40 crates of thermal detonators.


As many of my fellow Weaponsmith know, Jedi grinders have been requesting Thermal Detonators in massive amounts, and because of the time it takes to craft them We Weaponsmiths simply cannot keep up with the Demand for this Item.


I propose to the developers that they reduce Munitions crafting time in the factories to 60 seconds per Item, and 60 seconds per thermal detonator so that making this Item is will be beneficial to us, because as is they are simply to much of a pain in the ass for me and many other Weaponsmiths to deal with, hence why most of us simply refuse to craft them.


I have been a Master Weaponsmith for nearly 11 months now and I must say Munitions are by far the biggest thorn in our side, along with Rocket Launchers.


Anyway, any feedback that anyone has to offer on this topic is more than appreciated and welcomed.


Regards,



AriesMercwar

Master Weaponsmith - Bria server







I hope that helps some on the debate about the consumable weapon stuff.


Edit: Oops. Hope I'm not bringing back too old of a debate. Just now noticed the dates.

Message Edited by VBDotNetRulz on 12-05-2004 03:51 PM

StarNick
Sun Dec 05, 2004 4:29 pm
#64

Agreed...Post-CURB, the consumeables definately need a revamp...not so much in dmg/dmg types/etc etc...


But of use and craftability. Grenades and Hvy Weapons are fairly hard to find and/or expensive...why? Due to the amount it takes to craft them AND to such a specific small group.


This itself needs a revamp....combine all the Hvy Weapons into one "tube" which uses ammo packs...and these ammo packs either could be used as grenades or there would be grenades and just simple loadable ammo packs.


But by making the ammo in the from of the grenades, and the Hvy Weapon Consumeable basically would be a grenade launcher...or ballistic launching tube, that would be pretty neat.



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Cpl_Fisher
Mon Dec 06, 2004 12:58 am
#65

As for the grenade/heavy weapons debate let me say this, if it was not for having a guild weaponsmith who absolutly thinks I walk on water, the is NO WAY I could ever be able to use these. Please explain to me also, why i can take a At-st down faster as a rifleman than a commando?



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