Commando Archive
Thread: Pre-Combat Balance Change Suggestions
garvin
Thu Jul 22, 2004 10:27 am
#53
Giving this a little bump because we some of the things mentioned in this thread have the possibility of making into the mini publishes or Publish 10...
If you have other ideas for "fixes" that we need that are not mentioned in this thread, please post them...and remember, the simplier the fix, the more likely we are to get it...so try to stay away from thing that involve new artwork or animations (like new specials might), or things that completely revamp one or more Commando trees...
The Devs, as far as I can tell, want to know what quick fixes they can make to our Profession that would make our wait more bearable getting to the Combat Revamp...
Syzygy-Gorath
Thu Jul 22, 2004 11:26 am
#54
In talking with StGabe last night we got to discussing what could be done to help commandos. Gabe suggested a revamp of the speed code—it may not be that big a deal to change it from:
actual_delay = weapon_delay * attack_delay * ((100 - personal_speed) / 100)
to:
actual_delay = weapon_delay * attack_delay * (100 / (100 + personal_speed))
It's an interesting idea, and I thought I'd throw it out there. For the record, I've only run the calculations for a few professions (rifleman, commando, swordsman, pistoleer) on autoattack with an average, unsliced weapon—so I'm not entirely sure how much of a balancing effect this would have. But it's something to consider.
garvin
Thu Jul 22, 2004 11:34 am
#55
I've discussed that with him too (he's a smart one he is)...The problem is I think there are already speed code fixes planned for the Combat Revamp...the odds of it getting fixed in time for Publish 10 may be tough...Gabe recently made another suggestion to me that I think is a good one...while we wait for a speed code fix, up the Commando FT speed from 45 to at least 70...this would bring us closer in line with other professions and just about double our DPS...I posted about it in the "Timer Delay Removal" thread...
Syzygy-Gorath wrote:
In talking with StGabe last night we got to discussing what could be done to help commandos. Gabe suggested a revamp of the speed code—it may not be that big a deal to change it from:
actual_delay = weapon_delay * attack_delay * ((100 - personal_speed) / 100)
to:
actual_delay = weapon_delay * attack_delay * (100 / (100 + personal_speed))
It's an interesting idea, and I thought I'd throw it out there. For the record, I've only run the calculations for a few professions (rifleman, commando, swordsman, pistoleer) on autoattack with an average, unsliced weapon—so I'm not entirely sure how much of a balancing effect this would have. But it's something to consider.
Syzygy-Gorath
Thu Jul 22, 2004 11:53 am
#56
Heh. That's pretty much what I said to him—no way they're changing speed now. But I thought I'd bring it up anywa. (Still running as full calculations on that suggestion as I can using current weapon/profession speeds to see who falls out where…I'll post when I have something intelligeable done on it.)
garvin wrote:
I've discussed that with him too (he's a smart one he is)...The problem is I think there are already speed code fixes planned for the Combat Revamp...the odds of it getting fixed in time for Publish 10 may be tough...Gabe recently made another suggestion to me that I think is a good one...while we wait for a speed code fix, up the Commando FT speed from 45 to at least 70...this would bring us closer in line with other professions and just about double our DPS...I posted about it in the "Timer Delay Removal" thread...
Syzygy-Gorath wrote:
In talking with StGabe last night we got to discussing what could be done to help commandos. Gabe suggested a revamp of the speed code—it may not be that big a deal to change it from:
actual_delay = weapon_delay * attack_delay * ((100 - personal_speed) / 100)
to:
actual_delay = weapon_delay * attack_delay * (100 / (100 + personal_speed))
It's an interesting idea, and I thought I'd throw it out there. For the record, I've only run the calculations for a few professions (rifleman, commando, swordsman, pistoleer) on autoattack with an average, unsliced weapon—so I'm not entirely sure how much of a balancing effect this would have. But it's something to consider.
Latenighter
Thu Jul 22, 2004 11:56 am
#57
Brilliant math here. This would go a HUGE distance toward fixing the game wide speed issues. At least give the formula to the Dev's so that for this one problem they don't have to try to figure it out themselves. It sounds like they can use all the help they can get.
I've always thought that if they put in a VERY crude fix, such as profession based minimum caps (Pistol 1 second, Carbines 1.5 seconds, Rifles 3 seconds, etc) it would go a LONG way toward correcting some of the game problems. But there are enough people howling now as it is with the Revamp delay, so having the Rifleman going ballistic over having their damage cut 2/3's is not likely to happen right now.
RIEN
Master Commando - Corbantis
I've always thought that if they put in a VERY crude fix, such as profession based minimum caps (Pistol 1 second, Carbines 1.5 seconds, Rifles 3 seconds, etc) it would go a LONG way toward correcting some of the game problems. But there are enough people howling now as it is with the Revamp delay, so having the Rifleman going ballistic over having their damage cut 2/3's is not likely to happen right now.
RIEN
Master Commando - Corbantis
pjmchem
Thu Jul 22, 2004 2:29 pm
#58
Since they want simple down and dirty fixes to keep us happy, I say give us lots more speed and higher AP across the board.
I would then be a much happier Commando.
I would then be a much happier Commando.
Oslock
Fri Jul 23, 2004 6:23 am
#59
there are some really awesome ideas here. Grenades need to act more like actual grenades (knock people down, stun them, larger AE, etc.). Thats all i know. Im just trying to support this thread, we really need some fixes so we can compete in the GCW/PVP. Push some fixes SOE, and make them pre-JTL/Combat revamp.
Tripping
Fri Jul 23, 2004 10:40 am
#60
1. Remove the delay from our specials or have modifiers the reduce the time between specials as you move up th FT and AR trees with no delay at master.
2. AP1 for the LP and some specials, FT AP2, HAR AP3
3. +45 thrown weapon accuracy at master
Tripping Billies
-RancorOwner-
Fri Jul 23, 2004 6:41 pm
#61
extend HAR special range to 64m and/or give it a blast raduis (tweak damage as nessisary)
make nades like traps so they give states ( a 20mraduis posture down would be nice
uppyface
for lp, make a "airburst" special that gives it a damage raduis or 10m or so. no new animations is nessisary at all, just make the player point up and fire
Kolpo
Tue Jul 27, 2004 4:09 am
#62
Issue:
the price/charge ratio ofour consumable weapons is too high.
Solution:
temporary increase the number of charges of consumables with factor 10 until consumables are reworked at the CB. This seems me a more realistic and easyquick fixthen a whole new ammo pack system
JohboBocal
Tue Jul 27, 2004 8:27 am
#64
StarNick wrote:
More so a huge area to get fixed quickly, as gernades seem to be the #1 way to kill jedi!
Just think...commandos..will have a purpose!!
JEDI KILLERS!!
Could you explain this a bit furthur. How are nades the #1 way to kill Jedi?
birdinga
Tue Jul 27, 2004 8:56 am
#65
This list looks great Garvin. The only thingsI would add would be;
1. Remove the 2.5x accuracy bonus melee attacks haveagainst us while we are using our FT and HAR. We have the unarmed pre-req and we can only use specials in melee range, why should we be punished for using our weapon in melee range where it is intended to be used?
2. Giveour FT and HAR aSecondary Defense likeDodge, Block, Counter-Attack, or DefensiveAccuity. We have the most points put into combat pre-reqs of any profession in this game but we are the only class that does not have a Secondary Defense.
In my opinion these changes would be fairly easy and would add a lot more survivability to our class.Changesto our weapons would help boost our DPSbut DPS means nothing if you only last 10 seconds in battle.We were given almost no defenses because we were supposed to be the big damage dealing class butagainst medium to high level mobs or in PvPCommandois on the low end of the DPSscale. I don't see any reason why would should not be given defenses now seeing as we are outgunned by several other combat classes.