Commando Archive

Thread: More on the commando change

RomanaCorvus
Fri Oct 10, 2003 10:30 pm
#53

Actually, we already have this essentially. All weapons take a big accuracy hit if you're moving, ever since the september patch IIRC. Pretty much the other combat professions have accuracy while moving mods to counteract this effect. We don't. So in that regard I'd say this is already in-game and functioning as intended.


I know it's enough of an effect that I won't move while firing a special or an expendable. Should it be even more of a penalty? I don't think it's really neccessary, but I wouldn't be opposed to it.




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Dragonsmacker
Fri Oct 10, 2003 11:32 pm
#54

Are you nuts?!? of course we didnt expect to start taking extra meele damage. Other than unarmed, we are pretty much in meele range (creatures anyway).


I remember hearing about losing some defensive stuff but i thought it was the paltry sums in the field tactics tree (i.e. +5 ranged defense) not getting a meele damage vulnerability.


Seriously, change it back, the only thing that was wrong with commandos were titles, grenades, HAR, and rewards for master (maybe that mean rifle i keep hearing about but whatever).


As you may notice, thats not a whole lot of stuff wrong, Change 2 words, add more accuracy to 'nades, ummmm.. ok Fix the HAR thats a bigger one, and make the mods for a master a bit more rewarding.


Thats nothing compared to other classes problems.


Meele vulnerabilities are stupid for close range people who HAD to train brawler and personally i think for anyone.

Holocron
Sat Oct 11, 2003 12:24 am
#55

OK, bear with me a bit here because I am still ramping up on exactly what the issue is (I don't play a commando myself).


The way things are at the moment, post-patch:



  • Commando weapons operate at up to 64m. The default loop is slow but pretty powerful in terms of raw damage per hit. (I don't know how they are in terms of DPS--?)

  • Commando weapon specials are limited to <16m.

  • The commando weapons take pretty significant accuracy hits when used <16m.

  • But the commando specials have significant accuracy bonuses which make them very accurate at <16m.

  • Commandos take ranged weapon defensive penalties when fighting vs melee, resulting in 2x damage to them.

The way you thought things were going to be:



  • Commando weapons would operate at up to 64m, but their strength is at short range for both specials AND default attack.

  • Commandoswould not do extra damage to ranged weapon wielders.

  • Commandos would not take defensive penalties versus melee

Is that accurate? I just need solid info so I can discuss this with the combat designer.




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Fetei
Sat Oct 11, 2003 12:28 am
#56

i dont think commands with flame throwers are taking 2x dam from melees since flamethrower is recognized as a melee weapon(which is not right)



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insecure
Sat Oct 11, 2003 12:32 am
#57



Fetei wrote:
i dont think commands with flame throwers are taking 2x dam from melees since flamethrower is recognized as a melee weapon(which is not right)




not true, that was fixed in the update, so the people say.
which is where the problem started (in a way)

theres plenty of posts explaining it & im sure this one will get a lengthy reply soon here

I would comment on it, but I havent used the FT much since the patch yet, been working on other things so I am not qualified to present an good answer at the time



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MrValentine
Sat Oct 11, 2003 12:32 am
#58

Yes Holo. standard attack out to 64m and inaccurate. within 16m accurate and special attacks.


Also. I by no means speak for every commando. But if its possible to reduce the amount of wounds that our DOT produces it migh sqelch some of the "nerf commando" crys. But please wait for other commando's opinions on this before mentioning it to anyone. Just mentioning something seems to cause hell.



AgentClark
Sat Oct 11, 2003 12:33 am
#59

Commando weapons would operate at up to 64m, but their strength is at short range for both specials AND default attack.

I would also say accuracy. As the range increases the DMG and acc decreases. It also dosent seem right that we take such a hit vs meele since we have to study unarmed as well. That just dosent make sence to me...My 2 credits...but yes Holo, that is atleast how I see it.
Vaashna
Sat Oct 11, 2003 12:34 am
#60

I think that a penalty vs melee is acceptable, but as it stands now, it's excessive. You cannot compare commando to rifleman or any ther "ranged" for that matter.


In order to use our flame specials, which is our bread and butter, you must be in close. I can tell you from hunting on Dantooine, it's hard as hell to get off a special when you're being one or two-hit killed, even through composite armor.


Here's my routine: charge a piket, flame cone, incapped in 2 seconds (even through composite armor), hope pikets stay in range while my fire DoT kills them so I can get xp, alt-tab, complain on the message board, alt-tab back in, rinse and repeat.


Is that really want you want commando to be?




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Corran_3
Sat Oct 11, 2003 12:34 am
#61

The latter is accurate Holo we thought we wouldn't do extra damge to "true" ranged users but we also wouldnt suffer melee penalties since they are close range weapons.



Jinnt Keterrik
Master Commando, Master Teras Kasi
Vaashna
Sat Oct 11, 2003 12:37 am
#62

P.S. Since armor is fixed now, change that1-2 hit incapped to 4-5 hit incapped. The point is still that commando is most effective at close range yet we're being penalized for trying to get in close.



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Fleaswallow
Sat Oct 11, 2003 12:37 am
#63

Well i don't know about Melee against Commando's because MELEE CAN'T STAND UP AGAINST ANY RANGED CLASS!!!!!!


Oh what about the attack distance for us melee guys? Any new info?



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Nasock
Sat Oct 11, 2003 12:37 am
#64

My ideas:


Keep flamethrower as this:


  • Commando weapons would operate at up to 64m, but their strength is at short range for both specials AND default attack.
  • Commandoswould not do extra damage to ranged weapon wielders.
  • Commandos would not take defensive penalties versus melee

  • Change acid rifle to this:


  • Commando weapons operate at up to 64m. The default loop is slow but pretty powerful in terms of raw damage per hit. (I don't know how they are in terms of DPS--?)
  • Commando weapon specials are limited to <16m.
  • The commando weapons take pretty significant accuracy hits when used <16m.
  • But the commando specials have significant accuracy bonuses which make them very accurate at <16m.
  • Commandos take ranged weapon defensive penalties when fighting vs melee, resulting in 2x damage to them.

  • That way we have varied firepower, and the weapons live up to their names

    mason2002
    Sat Oct 11, 2003 12:37 am
    #65

    First Holo there is nothing heavy about SWG heavy weapons. All of our regular use weapons are AP0.


    With that said commandos should be up close and personal mob control weapon specialists.


    We go through an entire trees of fighting skills that do not propigate to the commando class once novice is achieved.


    Our unarmed training (29 skill points) does support our increased damage penalty. We trained in the unarmed fighting arts but we are helpless against it. We are forced to go into melee lunge range (not accounting for warping or huge mobs) to do one our front loaded specials. We do not have a significant DPS over other elite/hybreed classes. The difference is we do our damage then get pounded for 8-16 seconds.


    You gave us limited ranged support abilities but not the accuracy bonuses. We are given one ranged weapon with viable specials .... the launcher pistol. We gain no specials with the launcher pistol. We gain no further accuracy with the LP either.


    I thought the front loaded damage was offset with the total lack of defensive bonuses other classes gain.


    Our grenades and other disposable weapons are either rare, insanely expensive due to multiple factory requirements or rare resources (worse now with misson payout).


    The changes cripple us in PvE. Everything defaults to melee combat when in range. We have to go into range to use a special.


    Supression fire and warning shot with a HAR (worthless weapon) or FT is not compensation for suicide specials. Our proton grenade ideal range is in its AoE !!


    Commandos needed one change: Removal of the revenge TEF that caused so much greifing. Now you have changed the effected people from the RTEF victoms to the commando itself.




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