Commando Archive

Thread: Major Commando issues (Updated for July 10th)

StarNick
Wed Aug 10, 2005 8:56 pm
#66

And thats the ultimate question isn't it?

All of us...including myself, ask that. Heavy Weapons are suppoused to be heavy and the original concept was they were so heavy that they did good AoE, had innate states, and acted as our own specials and hence were powerful.

Well, we saw how that turned out to be. The concept is nice, but without our own specials, its flawed to either make us overpowered (if you add extra damage or multipliers to said weapons) or underpowered (like where we are now, with a potential for good crowd control and damage)

As we stand, we're a pretty dang bit contradiction of our concept as well as the CU role that specifically stated that we "focus on potent damage, not varied utility nor defensive abilities". So pure damage, then why all the AoE, crowd control, and solely built in utility that other professions not only have (most at least), but also have the pure damage to boot?



--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

RankorCity
Wed Aug 10, 2005 9:27 pm
#67






StarNick wrote:
And thats the ultimate question isn't it?

All of us...including myself, ask that. Heavy Weapons are suppoused to be heavy and the original concept was they were so heavy that they did good AoE, had innate states, and acted as our own specials and hence were powerful.

Well, we saw how that turned out to be. The concept is nice, but without our own specials, its flawed to either make us overpowered (if you add extra damage or multipliers to said weapons) or underpowered (like where we are now, with a potential for good crowd control and damage)

As we stand, we're a pretty dang bit contradiction of our concept as well as the CU role that specifically stated that we "focus on potent damage, not varied utility nor defensive abilities". So pure damage, then why all the AoE, crowd control, and solely built in utility that other professions not only have (most at least), but also have the pure damage to boot?





Sounding like a broken record, Nick...Would be nice to get some dev input to our problems, but alas.......



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
StarNick
Thu Aug 11, 2005 12:42 am
#68

Wrong. You apparently missed something when you checked your stats:

The LP is under "pistol" catagory, but it takes HW mods

The RL, HPBC, LBC, and ASL (the old converted consumables, and then the Proton Rifle) are under rifles, but take HW mods

The PFT, FT, and HAR were the original equiped HW - dubbed Special Heavy Weapons, these take HW mods too.

They have yet to change the catagories of our HW to a unified catagory, since originally our equipable weapons were "special use" only and our pistol sidearm be our main weapon. Now that was one of the original commando concepts and severely outdated. When we recieved HW mods with the CU, everything and anything that requires a commando skill to use...requires our HW mods. Btw, all the weapons I mentioned above require commando skills to use, and are all our mainstray weapons...there are a few looted ones mind you that are not included here. These are the weapons we can weild effectively...

Now with BH, all their mods are general for the sole reason that they have pistol, carbine, and rifle certifications and hence can be easily tacked onto another ranged profession. Your Hvy Lighting Rifle is not a Heavy Weapon (the LLC was changed to a rifle catagory)

As for the advanced launcher pistol, we need an advanced kinetic weapon as well as the use of all our low CL stuff (namely the rocket launcher). The "pistol" term is misleading, as it is in fact a Heavy Weapon.

And lastly...as for your 3 heavy weapons you listed, the FT is a Cl 40 weapon, the T-21 is a CL54 weapon. The RL is a Cl 22 weapon, the PFT is a CL 54 weapon...thats why you came to those conclusions. Our weapons follow the same set up as a carbineer or rifleman has, with our own mod set (however we do get shortchanged by 5 or 10 modifier points), and how our weapons are tied to a CL system. The main difference is all our weapons are tied to skillboxes as well as have "innate abilities"



--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

RoastyToasty
Thu Aug 11, 2005 6:20 am
#69

I don't see full AOE as overpowering because 5+5 = 10! If you combine the most damaging profession with the other most damaging profession in the game you should get A really freaking big damage dealer! Why are devs afraid of our full AOE. It should be big! Besides, there are soo many other things that hinder us right now.

1. Our innate weapon states have a tough times sticking (especially against Jedi with their innate state resistance).
2. Our weapons have the highest SAC in the game limiting us to a volley of few high damage specials.
3. Our most damaging AOE weapon is limited to a range of 25m.
4. Grenades?? don't know about these, I have hope that they are fixed right now.

Our AOE will not make us overpowered.

Of course this isn't the only issue, AOE is not the end all and should not completely define our profession. There needs to be a novice damage special that will help a grinding commando who can't handle the aggro of AOE and "has" to take on things one on one. A Commando should not have to rely on a group to level if he doesn't want to. Do pistoleers, riflemen, or carbineers? They all get a novice level damage special. Commandos get the AOE LP with very little AOE damage (from elemental) and no secondary specials to use that AOE with. Therefore, the very thing that is given to novice commandos in place of a damage special (AOE) is the same things that gets a novice commando killed by generating aggro they cannot hope to control. So don't use the AOE you say? Then a novice commando is at a big disadvantage when grinding compared to other combat professions because of the lack of a damage special. Commando is a COMBAT profession and should do well in COMBAT at all levels of the grind. We're not a support profession, but we are being treated as such.
StarNick
Sun Aug 14, 2005 10:28 am
#70

"Sounding like a broken record, Nick...Would be nice to get some dev input to our problems, but alas......."

I sure feel like one whenever I try and get the Dev's attention...



--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

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