Commando Archive

Thread: New CU Doc Up (With New Commando Pre-Reqs)

StarNick
Fri Mar 18, 2005 7:45 pm
#53

Heh, yeah...I was logged off when the document was posted, but Ive been just exclusively on here the past few hours just to answer questions and such.


Its been 3.5 hours since I launched the launchpad...and I still haven't hit the play button.



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

JohboBocal
Fri Mar 18, 2005 7:46 pm
#54






StarNick wrote:






One question I have for those in the know. WHat is this 6m melee thing? PLease don't tell me that we just went from the teens down to 6m or less in our heavy weapon specials? I'm guessing not, since from other posts one can deduce that ranged specials in general will be used with our heavy wepons, but if anyone can shed more light on this, it would be much appreciated.


You'll see...the 6 meter melee range won't apply to us. In fact, on a slightly related topic of weapon ranges...commando's will be the single most efficient profession at EVERY range, at Master alone. Sorta a jack of all trades, we may not be as efficient in melee as a TKM, but we can do well in pistol, carbine, and riflemen ranges where a TKM can not...


Oh, almost forgot, when is this goddamnn sandbox/beta gonna start? I mean, isn't it to EVERYONE's advantage to get this thing started IMEDIATELY!!!


Im thinking 1-2 weeks.







/bow.



You are a god among men.


Actually, if all goes well, sounds like all us commandos will be gods. One can only hope.


On another point. Remeber when our specials stacked, and we decided not to really discuss it on the forums, in fear of nerfage? What do we thing with regards to being TOO excited about changes we see in beta? I mean, if we are VERY happy, I know we will want to scram it from the rooftops. Maybe I'm getting to ahead of myself, but I don't want to experience GREAT things in beta, and then see them taken away. Anyway, just a thought.







Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
StarNick
Fri Mar 18, 2005 7:48 pm
#55






On another point. Remeber when our specials stacked, and we decided not to really discuss it on the forums, in fear of nerfage? What do we thing with regards to being TOO excited about changes we see in beta? I mean, if we are VERY happy, I know we will want to scram it from the rooftops. Maybe I'm getting to ahead of myself, but I don't want to experience GREAT things in beta, and then see them taken away. Anyway, just a thought.






Yeah...I wouldn't get ahead of yourself. In regards to our specials' dot stacking...well, lets just say Post-CU that won't apply.


We'll still have out DoT for sure, but atm we don't know how it'll play out in testing. Atm its 20% of the initial damage I believe, this won't be the case in the CU...as even without specials, our flamethrower (and weapons in general) are slated to be very strong.


Our profession will be built around and enhanced by these weapons...we're very unique I must say in regards to this.

Message Edited by StarNick on 03-18-2005 09:49 PM



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

JohboBocal
Fri Mar 18, 2005 7:54 pm
#56








StarNick wrote:


as even without specials, our flamethrower (and weapons in general) are slated to be very strong.







See, this sounds VERY interesting to me. I just wish I knew more . . .


1-2 weeks, ok, but I wish it was sooner.




Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
Raptor2k1
Fri Mar 18, 2005 8:15 pm
#57


I personally like the new changes. In fact,I like them a lot. What the game really needed was some simplification of it's absurdly-over complex combat system (HAM - I'm looking at you!) It's taking a more traditional RPG stance now, but that's a good thing IMO. It's tried and true, and much easier to deal with when trying to add/balance things.


It'll be interesting to see some of the profession-specific changes and what roles they've defined for everyone. I'm hoping we get something aside from just turret-busting, and given the obvious thought that's gone into the revamp, I'd imagine that's not going to be the case. I hope.








One question I have for those in the know. WHat is this 6m melee thing? PLease don't tell me that we just went from the teens down to 6m or less in our heavy weapon specials? I'm guessing not, since from other posts one can deduce that ranged specials in general will be used with our heavy wepons, but if anyone can shed more light on this, it would be much appreciated.


You'll see...the 6 meter melee range won't apply to us. In fact, on a slightly related topic of weapon ranges...commando's will be the single most efficient profession at EVERY range, at Master alone. Sorta a jack of all trades, we may not be as efficient in melee as a TKM, but we can do well in pistol, carbine, and riflemen ranges where a TKM can not...





Hehe, kinda fun to see that that massive post I made on revamping commandos as Master Soldier Jack-of-all-trades was actually pretty close to what's conceptually in planning.


As to the melee range change, that's definately nice. It means melee combat will actually look like you have a chance of punching a person when you attack them (rather than someone magically hitting you while swinging their fists from 20 feet away.)


The fact that specials will mostly need charge-ups also is indicative of those annoying 'flighty' tactics of running and spamming specials being chucked out the window.

Message Edited by Raptor2k1 on 03-18-2005 07:19 PM



Kyeran Halkyon

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


Novock
Fri Mar 18, 2005 8:18 pm
#58






aeuralis wrote:





StarNick wrote:

Just by 2 cents on this sub-discussion going on about healing...


In real life, a trained medical professional can "heal" people without medicine so to speak. They can splint folks who have broken bones, they can bandage people up to stop bleeding, etc. They don't need medicine to make someone feel well in the short run....but they do need to know what they're doing.

Splinting requires something to act as a splint and the same with bandages. Both of your examples require something other then the healer. I challenge you to come up with an example where a doc uses NOTHING.


This is how I see the abilities translate into the game. Unlike in real life, this is simplified to health healing...rather than rudiamentry "healing ability" you would find in real life. Point is, neither really helps compared to medicine, they help a bit, but when used with the proper equipment/medicine...then a whole lot can be healed.


Thats the point of stims and healing enhancers...they're the medicine, and they're a hell lot more efficient than trying to stop bleeding with a simple bandage.


But stims and enhancers are not required for healing, they are optional. So the doc can do the job with out them.


I do hope we get a new animation however, something where we see a little datapad being drawn out and used to do rudamientry healing...and then another animation (or one similar) for stimpacks.


You know what I really think looks like/feels like magic? The current healing animation honestly, all a medical profession does is hold out his hand and a big white healing icon goes onto the target...now THAT looks like magic.


I agree with you but that is overcome by the fact that actual medicine is being used from my inventory.











I can heal in the game right now with absolutely no meds its called quickheal. requires no meds. If my health is wounded it requires a med pack but if my mind is wounded (which woud seem to be much more serious wounds) i just sit back and watch a dancer and requires no meds. Matter fact I can sit in a camp and my wounds will heal without medicine or wound packs. I'm not sure I understand the argument. Its a game mechanic that makes the game work not really a matter of continuity. I can think of a single person in the Starwars oringinal triology or the prequels that healed anyone's hitpoints nevermind used medicine, the force or magic to heal. The only time we really see any healing done is in a bacta tank and thats handled by a surgical droid.


Personally if I can pick up my FT and not get laughed off the battlefield when I go PVP i could careless how someone heals something whether they force pee on someone, shoot em up with roids, use a med pack or cast an enchantment spell. Just give me a Flamer and let me toast some rebels and I'm happy troll.





Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

JoKen_Jash
Fri Mar 18, 2005 8:28 pm
#59


Ok, a few things.


One (1): Novock... happy... with the devs? That's like, breaking one of the fundamental laws of the universe right? Hehe. Just kidding. In all seriousness, Novock is acting from more of a realist view, as do I, and up until now, realistically, things have been pretty grim. But even I'm excited with these changes.


Two (2): About the medicine thing. I don't see where we pull healing out of nowhere. Could someone please point that out, because from my understanding, the stims are craftable. And about the animation, I really liked the thing from KotOR where the characters would make a fist and shove a (presumably) stim in their leg and the appropriate healing numbers would hover above their heads. I don't think anyone is particularly fond of that animation, maybe we can get the devs to change it...


Three (3): Hey Starnick, don't you think you're revealing a bit more than you supposedly can under the NDA? Not that I'm complaining . Now we just have to get you to reveal the changes tree by tree in mandalorian.


EDIT: Novock, community guide. Nice.

Message Edited by JoKen_Jash on 03-18-2005 10:30 PM



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
StarNick
Fri Mar 18, 2005 8:30 pm
#60





Splinting requires something to act as a splint and the same with bandages. Both of your examples require something other then the healer. I challenge you to come up with an example where a doc uses NOTHING.






True, one can also apply pressure to a wound to help slow bleeding and allow the blood to coagulate with simply his hand...


But, also remember...you specifically mentioned medicines, bandages/splints aren't medicines, they require technical know how -- aka abilities. Stims are medicines, if you don't use em...its implied you're using everything you can in your surroundings to help heal a wound or slow down its bleeding.



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Novock
Fri Mar 18, 2005 8:34 pm
#61






JoKen_Jash wrote:

Ok, a few things.


One (1): Novock... happy... with the devs? That's like, breaking one of the fundamental laws of the universe right? Hehe. Just kidding. In all seriousness, Novock is acting from more of a realist view, as do I, and up until now, realistically, things have been pretty grim. But even I'm excited with these changes.


Two (2): About the medicine thing. I don't see where we pull healing out of nowhere. Could someone please point that out, because from my understanding, the stims are craftable. And about the animation, I really liked the thing from KotOR where the characters would make a fist and shove a (presumably) stim in their leg and the appropriate healing numbers would hover above their heads. I don't think anyone is particularly fond of that animation, maybe we can get the devs to change it...


Three (3): Hey Starnick, don't you think you're revealing a bit more than you supposedly can under the NDA? Not that I'm complaining . Now we just have to get you to reveal the changes tree by tree in mandalorian.





I said I like what I see I didn't say i was neccessarily happy with the devs though let us not get to carried away. I'm pleased with this document and what I see. Certainly not pleased they took so long to get it out there. As far as being happy with the devs I don't hold much against the developers themselves I think JustG and GM rock its the management and communications teams that i have a beef with. They did however notch a favorable point in my book by putting Tiggs in the director role. I like the way she approaches things and I simply believe she is a far better communicator than TH.







Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

StarNick
Fri Mar 18, 2005 8:39 pm
#62




Three (3): Hey Starnick, don't you think you're revealing a bit more than you supposedly can under the NDA? Not that I'm complaining . Now we just have to get you to reveal the changes tree by tree in mandalorian.



Im answering questions...and this document is rather large. Im trying to pretty much stay in the scope of it, as since its public knowledge...we can pretty much freely talk about it. Other stuff under NDA, which you guys may be catching onto...im avoiding, until they come out publically...


Theres still quite a lot of information...




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

aeuralis
Fri Mar 18, 2005 8:56 pm
#63

Look this is going nowhere, Let me just say this, while it may turn out that the changes are good, i don't think that it is a high chance event.


I see nothing in the released document that says great things are coming for commando. Everything that tells me that is in this forum. I have seen NO document that puts my fears about commando to rest. The correspontents and blue glowies might have but i haven't. The Dev's have said some things but they have not backed any of it up with action.


So we will have to see but i am not optimistic.



Boson Commando/TKM ----- Aeuralis Combat Medic/Doc
Commando's motto: Devs....you ask us not to Rant, but Flames are all we have...
GenericTSS
Fri Mar 18, 2005 8:59 pm
#64

Hey guys,


I was thinking about everyone saying the system is "dumbing down." On the surface, I would agree: first, they remove AP. Now?


Only one bar is incappable. Secondaries that reduce HAM costs are being removed.


But when you think about it, we need this change. Boil everything down, and the current system can't get any more dumb.


1. Go get buffed.


2. Put on armor and use chef foods/drinks.


3. Kill everything in sight and be invincible.


Really, whatwe have right now is as dumb as it gets. Where's the challenge? I'm not lofting myself on a high horse here; I get buffed all the time. But, a system that does not allow these things, or better yet, doesn't NEED these things, will be a lot better in my book.


I think everyone's getting worried for no reason. Let's see the rest of the docs, lets play the betas, lets let it hit live. Then we can judge whether it's more "dumb" or more fun.


Jeb



Chimaera ---> Jebadiah Penro-San(Master Commando/Master Smuggler/Master Marksman/Master Pilot (Smuggler's Alliance))
Co-Leader of the Jolly Roger Gang (JRG)
RustedUzi
Sat Mar 19, 2005 12:00 am
#65

OH NOEZ. WHEN I USE /TENDDAMAGE IT DOESN'T USE A STIM AND SO IT IS MAGIC. I HATE MAGIC IN A GAME AND THEREFORE THIS GAME IS JUST LIKE EQ2.
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