Commando Archive

Thread: 10 Questions for the Devs

TheReborn
Wed Feb 04, 2004 3:55 pm
#53

Awesome job on the 10 questions, but I would really like to see something about Commando Titles in there...



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Wavelighter-X
Imperial Colonel
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tacwraith
Wed Feb 04, 2004 4:04 pm
#54

LordS, just look at the 10 answers in the Pikeman Forum.


TH said the pikemen were a HYBRID proffession. (i guess that makes us... a diluted proffession?)


and of course, the usual answer with no answer given. Anyone familiar with hispanic TV would understand this:



TH=Cantinflas.


*sigh*






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LordSeckmoth
Wed Feb 04, 2004 4:19 pm
#55






Here they are:


1.) What changes for the HAR are in the upcoming Combat Balance Patches? *Ie: Animation changes, Speed and Accuracy Mods being fixed, AP added, etc.*


2.) Will grenades be getting status effects added to them, to balance the cost and few uses per stack? If not; is this a possible addition to grenades?


3.) Has there been any proposed ideas, for the LP, to be made a Commando specific weapon? *By this I mean, it does not use Pistol Accuracy and Speed, but gains it's own Mods and Specials for Commandos*


4.) With creatures HAM's being changed, and the Heavy HAM's/Status Barsseen in the GCW, what changes have been proposed for HW's? *Ie: More Damage, easier to produce, reloadable ammo, etc.* This includes adding the HAR to the Flame Tree and making one "Chemical Weapons" type of tree. leaving room for the LP or Unarmed "Dirty Moves".


5.) What changes to grenades, besides possible status effects, are in the works? *Ie: More accuracy bonus, better ideal range, longer maximum range, etc.*


6.) The Beam Rifle is currently a craftable weapon in SWG, yet it has no certs for it, and looks just like the HAR. Is this designed to be a Commando Weapon, or will you be adding it to Commando? If so what are you proposing to make this a Commando styled weapon?


7.) With Unarmed being a requirement for Commando, is there anything in the works, for Commando Unarmed "Dirty" moves? *Nothing that would compete with TKA, but something like escape tactics, Stuns by hitting with the butt of the weapons, etc.*


8.) With new weapons schematics appearing, what ideas do you have for new Commando weapons, if there are any in the works at all?


9.) Currently the only Skill Mods that apply to Commandos are listed as Heavy Weapon, and as it stands these do not work, causing us to have no Mods. Is there a fix or addition in the works to add Tapes and Segments into the game for Commando Weapons?


10.)


a.) What role do the developers see the Commandos playing within the whole of SWG? *This will give us an idea of where you see us stand, so we can show our view in response to that, and find a true placement of our profession* This also includes addressing how we fit, considering that we spend more skill points *around twice as much* as Elite Professions, yet have less of a DPS. *In other words we have few Defense Mods, no healing capabilities, no crafting abilities either. What future role do you see us having; seeing as our Point Cost is greater while we reamain outdamaged*


b.) With the above, there has been a lot of talk about Commandos and AT-ST's, AT-AT's, and Turrets. What role do you see Commando playing in the overall sense, because currently *approximatly* 25% of players are in the GCW, and more needs to be addressed on our PvE role.


c.) Will you hire me into the Dev Team? *Okay I just had to add that in there, why I broke 10 into a and b lol *




Okay this is the final list I have; give it a once over and see if there is anything major not in there. *Also to address the Commando Titles, yes I know these aren't that great, but it's not a priority compared to Weapons and Fixing our trees*
Aidn
Wed Feb 04, 2004 4:33 pm
#56

It looks good to me, but I'm still left wondering what happened to the E-web. Was it ever proposed as being added into the game, or did the idea die away?



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Jeren_Sehn
Wed Feb 04, 2004 4:45 pm
#57



The following is more for clarity and sharpness, but I would tweak the questions like this:


--Q 2: please change "cost" to "HAM cost" to differentiate it from the cost to buy the grenades.


--Q 3: Change "Has" to "Have"


--(You might as well exchange the places of Questions 3 and 5, so that both questions about grenades follow one another).


--Q 6: I would reword the question slightly,as follows:


"6.) The Beam Rifle is currently a craftable weapon in SWG, yet it has no certs for it, and it physically looks just like the HARbut has a much lower damage range. Is this designed to be a Commando Weapon, or will you be adding it to Commando? If so, what are you proposing to make this a Commando styled weapon?"


--Q 9: Consider adding "(armor attachments and clothing attachments)" after "Skill Mods".


--I would reword 10(a) as follows:


"a.) What role do the developers see the Commandos playing within the whole of SWG and what future role to you see for us? *This will give us an idea of where our profession fits into the game from your point of view, and allow us to tailor our future responsesand our views of the profession in light of that* We believe this question also includes an explanation as to whetheryou believe that the relatively large investment of skill points that a Commando must make (as compared to the other Elite combat professions) should leave the Commando "roughly equal" in combat ability to these other professions. We note here that Master Commandos spend about twice as many skill points achievingtheir position as do masters in other Elite Professions, yet havea lowerof a DPS, very limited defenses, and specials that only work whenthey are within 16 m of our targets (exposing us to even greater harm)."


-- I would re word 10(b) as follows:


b.) Also related to the above,there has been a lot of talk about Commandos and AT-ST's, AT-AT's, and Turrets. What role do you see Commando playing in the overall sense,seeing ascurrently only *approximately* 25% of players are in the GCW,far fewer still are overt and two of those three targets are not targets at all to an Imperial Commando? Do you plan on expanding our roles from specialized "three target" killers to having an expanded PvE role as well?


Edit: Sorry, I had to edit my grammar and typos a bit.



Message Edited by Jeren_Sehn on 02-04-2004 06:50 PM




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Aidn
Wed Feb 04, 2004 5:57 pm
#58






Nighthelm wrote:
It was an idea thrown out there wayback in beta, but for whatever reason, the devs never brought it up after that. We've posted about in on the inconcept thread many times, I suggest you do the same. I don't think the devs will actually consider anything on there (I imagine we're going to be the worst combat proff after the rebalance instead of second worst now), but it can't hurt to try.






Thanks for the info!



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Aidn of Shadowfire
Master Commando-Teräs Kasi Artist
Unguilded
No current residence

vonbloodworth
Wed Feb 04, 2004 6:17 pm
#59


....dont bother....its a wast of time....dont belive me.....look at the answers he gave to all the "first" classes he did

Message Edited by vonbloodworth on 02-04-2004 05:18 PM





Trucegore vonbloodworth,wonderhome
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Othoc
Wed Feb 04, 2004 6:48 pm
#60

I didnt read all through this and i know a lot was covered but with this new change to be able to put out flames make it just like poison/disease you have to be a specific level to cure/put it out.. maybe give it to combat medics at like a level III on one of their trees i think that is fair or if not give everyone the same ability to cure disease/poison



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TechnoHic
Wed Feb 04, 2004 6:52 pm
#61

I still think we dont need unarmed moves to represent the unarmed pre-req but rather some defenses that we are lacking.



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Rothin
Wed Feb 04, 2004 7:08 pm
#62






vonbloodworth wrote:


....dont bother....its a wast of time....dont belive me.....look at the answers he gave to all the "first" classes he did






Vonbloodworth, while some people may wish to down the developers at every opportunity, most of us in this forum aren't. A lot of positive changes have come about over the recent months and more will come. We just have to be patient. Great changes don't come over night and it takes time. Even the smallest change can destroy the balance so all decisions must be carefully considered.


If you were here during the pre-beta forums, you'd realize how much of the game was actually decided and voted on by the community that supports it. The developers had a vision and so did the community. There have been many compromises along the way and players have got a lot of what they have asked for, but not everything can be done.


Give it time, the best way to make changes is to keep your patience and give new ideas and ways to solve a problem rather then just posting unconstructive messages.


It's just my opinion, but take it as you will. I think the game will only get better over time and I for one, will be here to see it when it happens.



Rothin Skyshrine

Retired Galactic Senator
Former Player Association Correspondent
"A people that values its privileges above its principles soon loses both."

LordSeckmoth
Wed Feb 04, 2004 8:43 pm
#63

Okay I have all that I think can be represented. Techno, Unarmed or Defense Mods seem good? Also for cost on grenades I meant buy cost, they tend to be rather expensive and hard to come by... with TH mentioning HW HAM costs, I would bet Grenade HAM has also been checked.


I'm gonna toss these to TH; and see what replies I can get from them.


Raptor2k1
Wed Feb 04, 2004 8:45 pm
#64

Cool, can't wait to see the response!



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Theedage
Wed Feb 04, 2004 9:17 pm
#65

Can you add to that:

That each time a fire dot actually sticks to our opponent that a little button pops up that says "Would you like to own the commando who did this to you now? ( Cast a bolt of lightning down from the heavens ) Or would you like to make him suffer a slow painful death? (Guys next attack that hits puts on a massive poison and disease attack which gets exponentially larger per tick to simulate the CMs ability to stack dots)"



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

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