Commando Archive

Thread: Helios: Please Address a Commando Concern over the new Weapon Availability Change

GangaWolf
Fri Apr 15, 2005 12:12 am
#66

From the Stratics chat:





Brannoc - *TheLateAnakinSolo* Hey, I'd just like to give you guys a shout out about how well you balanced professions in the CU. I do, however, have a question for you.The new 'level' system is an extreme change to the 'feel' of SWG. Are there any plans to remove the level system, or not make it so dominate in combat?

Keldarin - SWG has always had a level system it's just been hidden. We decided to to expose the level system and base the balance more heavily on those levels to make combat easier to understand and learn and make the game more fun and tactical.




This isn't entirely true. While levels have always existed in SWG, the game didn't autamtically increase/decrease the damage a person gave/received based on the difference in levels between the player and the mob. But this is *exactly* what is happening in the CURB. Because of this, it is now *necessary* to remove certs for some weapons to allow people to "dual elite class" their toons properly. If this damage multiplier for level differences were removed, this would not be an issue.


Please consider removing this artificial multiplier. It is only a "crutch" to compensate for missing or inadequate AI for themobs (automatically "scaling" creatures up or down based on their level and yours) that has existed since the TRS-80/Apple II days (and probably earlier than that).


Look at this example: Both a Navy Seal and I are standing barefoot in a room. A chipmunk comes up an bites the SEAL on the foot and he receives only a barely noticable scratch. I get bitten on the foot by the same chipmunk and suddenly I'm 1-shot incapped (because in RL I have no combat classes - computer programmer is more of a crafter class I guess). It just doesn't make any sense....


Again, removing the multiplier would take care of the certs issue, but force the AI to be robust. Do the right thing, not the easy thing, and the players will appreciate it and support you.




/GANGA\
Ganga WolfvCrymsinvRiten Sayer
MercenaryvSmuggler/BHvPvE-only Jedi
"There are 3 sides to every story - yours, mine, and the truth."
SWG will go down in gaming history as the MMOG with the most potential that achieved the least.

Monthigos
Fri Apr 15, 2005 12:14 am
#67

I wouldn’t worry too much about cross-profession weapon certifications being a problem with identity crisis. Why? Well, let’s say you’re a 4343 rifleman who decides to pick up some pistoleer skills. Let’s say you’re certified for some high-level pistols, however since your pistoleer skill mods are low, you aren’t going to be nearly as effective with that pistol as you will be with a rifle.

So with that in mind, WHEN would you use a pistol in combat when it is so much less effective than a rifle (under your current template)? The answer is obvious, and there is only one: when you want to earn pistol xp, and in that capacity you are acting out that profession. I mean, without specials there really isn’t much point to using an inferior weapon unless it is to level.

Now commando weapons are a different story, but Helios has already assured us that Commando certs will be exclusive.



-----------------=[ m o n t h i g o s ]=-----------------
djkav
Fri Apr 15, 2005 12:17 am
#68



garvin wrote:


djkav wrote:
Okies, I loved the CU.... but even now i'm concerned!

Commando weapons will be Skill box + combat level.

So if the particle beam cannon is x2xx and lvl 22. Does that mean if im x2xx and lvl 19 i cant use it?

If so then that will p** me off so much!

I have defended the CU so far... but even this is a step too far to defend!

I have a strong feeling that the "level" of all restricted Commando weapons will equal the box they are at if you went straight to that box...so basically, if you got to x2xx of Commando, you'd have likely the right lvl to use the particle beam cannon, but you'd also have the box, so others of the same level without the box, wouldn't be able to use the weapon...The devs will likely do this because, once a weapon is "box restricted", the lvl required for the weapon really goes out the window (why make it box restricted, but then require a higher lvl to use it...they could make all our weapons lvl 1 usable, but if they are all restricted to Commando boxes, then they would still be Commando only)...





Thx for the reasurance garv, but i'll need to see it to believe it ATM




Kav - Former -TC- Overlord [ Elder Jedi MDef / LS oo44 / Heal 41oo / Enh 4oo2 ]
Cartman - Former -TC- Overlord [ Elder MBH / MCarb / CM 4ooo ]

"Wot did you think was in ya mouse. A load of fiber-opticials, and megachips... Nah, just a load of me, Mr Mouse!"

Cancelled simply because SWG aint no fun for me any more.


Slipkid42
Fri Apr 15, 2005 12:26 am
#69

As of right now on live I am Master Commando/Master Smuggler with a little bit of teras kasi.

now before I got novice teras kasi I could use the vibroknuckler, I wasn't certed for it but I could use it.

Likewise I can pick up a T21 and use it on live. Now how is what they are doing in the CURB different from that?

I mean yea so I'll be able to wield a weapon from another class, but I can't use it as well.

I understand the bit about commando weapons with the specials being built in, that is different as would be any other weapon

that is built in area attacks. But right now on live my CH/TK friend can wield my flamer just no specials.



Bria- Ichabod MacNocky; Master Smuggler, Master Commando
JEEP
Bloodfin- Colyne MacNocky; Scout, Medic, Master Carbineer, Master Bio-Engineer
FOAD

Another Non-Jedi sayin seeya SOE! I've had enough.
Smugglers gettin the shaft since launch!
Ordo-Malleus
Fri Apr 15, 2005 12:28 am
#70






garvin wrote:





ThetaDaAriga wrote:









Helios_SOE wrote:


Many weapons also have skillbox requirements tied to them in addition to level requirements. That part of the certification system is currently broken, so you can't see it. This will be fixed with an upcoming TC publish. You can't wield a T21, for instance unless you have master Rifleman in addition to having the proper combat level. I'm not going to explicitly list out all the weapons that have skill box requirements, because the list isn't final.








I hope there are no plans to tie the Massassi Knuckler to the Commando class. Iam as a TKA have since the start of SWG the absolutelystupid looking Vibro Knuckler as the only usable Weapon. And after the CU there is the Blasterfist which does nice damage but looks absolutely silly and the Razor Knuckler that only the rich and famous will get from the DWB. The only cool and easy obtainable knuckler will be the Massassi.





Personally that would be fine for me not to specially tie the Massassi Knucklers to Commando...but why would a TKA want to use them...while the VK's may not look as cool, or for that matter any other TK weapon, as the Massassi Knuckler (matter of opinion of course), the Massassi Knucklers are WEAKER then any TK weapon...you'd be trading looks for damage capability...a foolish trade...


Because Commando requires the Unarmed tree, any TK wanting to use them, would find, even at Novice TK, that they have better, higher damage choices then the Massassi Knuckler...







anyone want to explain then why the heck would we want to use them for commando TK??? if its weaker than any TK weapon why do we have it?????








Indur' Dawndeath
Merc93
Fri Apr 15, 2005 12:38 am
#71

oh, you can't be serious! This really isn't a temporary thing then. Are they mad? Stupid? or just completely disregard us to appease everyone else? So we have NO UNIQUE WEAPONS and NO UNIQUE SPECIALS, and NO UNIQUE MODS OF COMPARABLE LEVEL, so what else is there? This is worse than it's ever been before. Did they plan to just arbitrarily dismantle our professiion and say "sorry kids, too bad, see ya later."? Thanks for nothing. We're just a name and a waste of xp points now, nothing more. I'm already hacked off about the no specials thing, and I'm not sold on the idea that our weapons are our specials either. See my comments in the Combat Upgrade and Commando: The FAQ



"To overcome others armies without fighting is the best of skills. The superior militarist foils enemies plots. Next best is to ruin their alliances. Next after that, is to attack their armed forces. Worst, is to besiege their cities.” -Sun Tzu: The Art of War
garvin
Fri Apr 15, 2005 12:55 am
#72






Ordo-Malleus wrote:





garvin wrote:





ThetaDaAriga wrote:









Helios_SOE wrote:


Many weapons also have skillbox requirements tied to them in addition to level requirements. That part of the certification system is currently broken, so you can't see it. This will be fixed with an upcoming TC publish. You can't wield a T21, for instance unless you have master Rifleman in addition to having the proper combat level. I'm not going to explicitly list out all the weapons that have skill box requirements, because the list isn't final.








I hope there are no plans to tie the Massassi Knuckler to the Commando class. Iam as a TKA have since the start of SWG the absolutelystupid looking Vibro Knuckler as the only usable Weapon. And after the CU there is the Blasterfist which does nice damage but looks absolutely silly and the Razor Knuckler that only the rich and famous will get from the DWB. The only cool and easy obtainable knuckler will be the Massassi.





Personally that would be fine for me not to specially tie the Massassi Knucklers to Commando...but why would a TKA want to use them...while the VK's may not look as cool, or for that matter any other TK weapon, as the Massassi Knuckler (matter of opinion of course), the Massassi Knucklers are WEAKER then any TK weapon...you'd be trading looks for damage capability...a foolish trade...


Because Commando requires the Unarmed tree, any TK wanting to use them, would find, even at Novice TK, that they have better, higher damage choices then the Massassi Knuckler...







anyone want to explain then why the heck would we want to use them for commando TK??? if its weaker than any TK weapon why do we have it?????







Here is why I think we have it (if a bigfix is made)...


Currently Pre-CU, we have3 main non-consumable weapons that Novice Commandos can use to get Heavy Weapon XP...the FT, the HAR and the LP...Post-CU, the FT and the HAR are being moved to higher levels in our trees...this would just leave us with the LP to do all our Heavy Weapon grinding with...hence...enter the Massassi Knucklers...This gives us a weapon that can not only use the Unarmed tree, but also uses any other Melee specials someone might have picked up...The problem is, currently, the Massassi Knucklers are giving 1H xp (which most of us believe is a huge bug)...


Gaining TK to get the more powerfer VK's will not give a Commando Heavy Weapon XP....The Massassi Knucklers are put into the Novice Commando box because they are MEANT to be a novice Commando Weapon, which they would be if they gave Heavy Weapon XP...If someone Mastered TK (or any Melee Profession for that matter) before hitting Novice Commando, they'd likely want to use the Massassi Knucklers over all other weapons available to them as (if it get's the fix) would help them to grind Heavy Weapon XP at a much faster rate (by using their more powerful Melee specials WITH the Massassi Knucklers).


It's all about getting the Heavy Weapon XP...which is why the Knucklers need to be fixed (do you think I've dropped that hint enough for a red name to see? )





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

JacobHiggins
Fri Apr 15, 2005 12:58 am
#73

You guys know how Bounty Hunters feel now, it seems like there slowly dismantling our profession as well, for a LONG LONG TIME NOW. We must team together!
Darth-Dominus
Fri Apr 15, 2005 3:23 am
#74

Ok, good to know our weapons are safe for now. Now if they would only do away the levels.



Vasarian Brandy Master Swordsman, Master Doc
Ladi Deathstrike Master Commando, MBH, Pistoleer 0004.

Bagdes??? We don't need no stinking badges.
Darka-ce
Fri Apr 15, 2005 6:50 am
#75

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Basically, why should a novice commando need to pick up other combat skills to force up my CL to use the launcher pistol. I understand it's not just a CL cert, but also a skillbox cert, but my CL when getting that skillbox is too low to use it.
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Just another way to get you to use even more skill points (or should I call them level points now?) to use weapons that you should ALREADY be certed for





______TK-99______
Stormtrooper

"Greedo did NOT shoot first !"

Darka-ce
Fri Apr 15, 2005 6:52 am
#76

---------------------------------------------------------------------------
So if the particle beam cannon is x2xx and lvl 22. Does that mean if im x2xx and lvl 19 i cant use it?
---------------------------------------------------------------------------
Yes, that's exactly what that means.






______TK-99______
Stormtrooper

"Greedo did NOT shoot first !"

Dash007
Fri Apr 15, 2005 7:30 am
#77

I read the first page so I'm sorry if this has already been brought up, but, I've been trying to test out commando every time I'm in TC. Now the other night I started using the rocket launcher, its fun to use next to the animation of the rocket coming out is acid. And the next day the new weapon certs come out. Now I wasn't able to use it anymore but my launcher gave pistol xp so I decided to get pistols 4 to up my combat level in hopes I can use a weapon that grants heavy weapon xp again. Now I looked at a bunch of weapons and figured out how they work, whats special about them. But then I got to commando. With the commando weapons, we all know that we won't get any specail attacks because they are "already built into the weapon". Now if just by holding the weapon, if your the right level, anyone other combat profession in the game would not only be able to use the former commando only weapons, but they would also be able to use all the specails commados get ON TOP of the specail attacks they get in there own tree (if a ranged elite). Now this even goes for grenades, anyone will be able to go and chuck grenades usually for thier FS grind. It just seems to me that with this weapon cert, all uniqness (i cant spell)is completly taken out of each combat profession. But when it comes down to it, everyone who wants their uber stuper template with just have to be a master marksmen (or brawler depending on choice) for the attack granted at master and master the elite of this tree with the best offensive attacks. This means they could pick an offensive weapon of 5, and be a defensive profession of 5. Then they will not only have access to any weapon in the game (even if their all ranged, they could grind 2 handed with a power hammer) but they will be able to use this formeraly unusable weapon to thier profession. So it wont be a matter of what proffession they like and making it work (like the current) it will be what tree grants the best attacks/armor and how high of a damage weapon they can get ahold of
Helios_SOE
Fri Apr 15, 2005 7:35 am
#78






Darka-ce wrote:
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So if the particle beam cannon is x2xx and lvl 22. Does that mean if im x2xx and lvl 19 i cant use it?
---------------------------------------------------------------------------
Yes, that's exactly what that means.







That's what it means, but it would currently be considered a bug if that happens. You should report any instances where a weapon calls for a level and a skillbox that you can't wield when you get that skillbox.
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