Commando Archive
Thread: What's up Commandos...
KStarfire wrote:
I know you guys get tired of repeating youselves..
But when a dev comes in here and asks you for 3 things, post 3 things. They dont always have time to go looking thur various threads. It makes no sense to me why anyone would sit back and make silly comments instead of jumping on the chance to have their 3 major problems possibly reviewed and addressed by the Development team.
Granted im not a commando, but one thing i seem to hear a lot of (and see a lot of problems with) is the lack of single target weapons.
KStarfire
Then why do we have Correspondents? As someone appropriately directed, there's a thread with the top issues already... refer to Correspondent. Question seems like a total disconnect.
Helios_SOE wrote:
If, hyptothetically speaking, I were to say "If you could snap your fingers and fix THREE (3) things with your profession right now, what would they be?", you would answer with...
Well, the question is fix, not add orcreate as new contentso....
1. Grenades. Their effects are weak and short lived, their cost is prohibitive, and their damage is laughable. When combined with long timers and cooldowns, this makes this skill line a complete waste of space in Commando. Please, fix grenades. If the weaponsmiths don't want 'em, let us craft our own from basic resources using grenade experimentation.
2. Our Heavy Weapons. Area Damage is broken. Plasma Flame Throwers and other "heavy weapons" that could not accept powerups pre cu, still cannot accept them now. Please, we need to be able to justify the huge chunk of action these weapons chew up with each and every attack. As wiith grenades, the extra effects such as blind state do little, are short lived, and rarely stick. A more consistant application of flame DOT's and state effects that actually do something meaningful and last more than a few seconds would be very nice.
3. Those are the things we have right now. They're not much really, but they need fixing. My #3 thing is to hear that someone really cares about the players that have stuck this one out, and that while some of our key issues will be addressed in the sooner sense, a revamp that will give us a role, a theme, and unique feel and "fun factor" is in the works, or at least being kicked around in concept. Some of us are embittered a little, but overall this is a really great group of people. This post is a nice start, but we could use a little hope for more. Please?
Message Edited by Tyyylowyspetily on 09-30-2005 02:11 PM
Sir,
Im glad to see that a developer has dropped by our side of the forums, and as many have stated here many of the stickied posts, especially by StarNick details the problems we need to have fixed inorder to have our career be brought up to the promises of the C.U.
Myself and many others also feel that the Commando, beeing a Hybrid careers should get one combat tree devoted to a melee weapon. Such as a Combat Knife with its own specials.. (like bleed or knockdown attacks)
Also Commandos should get its own specials again, the whole idea where Commandos need to shop for specials ruin the old Commando/TKM template that many used to love to play.
So in my opinion:
1. Fix the problems with the C.U Commando
2. Add a new combat tree, devoted to melee.
3. Or rewamp it all.. like this: http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=105039
Message Edited by Theosar on 10-02-2005 09:02 PM
KD Recovery is given in novice brawler and novice marksman. Stun/Dizzy/Blind recovery is given throughout the elite tree's.
RankorCity wrote:
MsNiL wrote:
3. Add the recoveries...
If the Recoveries are to remain in the game, add them to Commando just as you done to all other combat professions.
FWIW, Commando DOES get KD recovery after much ballyhoo of NOT having it during CU Beta.
My 3
1- Full AOE Splash Damage.
2- Our Role as a nuker is lacking.
3- Fix Gernades.
4- If you got time, maybe it's more of a Weaponsmith issue, give weapons more elemental damage.
1. Specials back (Being able to choose between AOE or Singles, just like before)
2. More damage. (Commando's weapons should be more destructive than rifles.)
3. Grenades. (This has been discussed over and over, to little dmg. Not worth to use them at all as they are now.)
MsNiL wrote:
KD Recovery is given in novice brawler and novice marksman. Stun/Dizzy/Blind recovery is given throughout the elite tree's.
RankorCity wrote:
MsNiL wrote:
3. Add the recoveries...
If the Recoveries are to remain in the game, add them to Commando just as you done to all other combat professions.
FWIW, Commando DOES get KD recovery after much ballyhoo of NOT having it during CU Beta.
Smuggler is the only Hybrid that got them however.
1. MORE DPS!! Weps are nice and sparkley, and they make nifty sounds, but for the all the damage they do, one might hope for a "throw weapon at target and run like hell" special.
2. Ditch the brawler tree.
3. Commando is the elite soldier in the game, a war-machine capable of taking more punishment than your average grunt, so how about innate damage mitigation or buff multiplier.
I've gone commando twice, once because I thought it would much better than it was, and again because I convinced myself that I must have been doing something wrong the first time.
Helios_SOE wrote:
If, hyptothetically speaking, I were to say "If you could snap your fingers and fix THREE (3) things with your profession right now, what would they be?", you would answer with...
1. AOE damage fix...important thing to note here that hasn't been said before: When I am in group combat, I use my Plasma Flame thrower, and I will aggro the whole group, eventhough my AOE damage is (1) + elemental, while others are doing more damage. (doesn't have consistent reports)
2. Take away the brawler line and just require the ranged support tree, and or grant us specials
3. Give us master level weapons of some that we have, or fix grenades so they are worth throwing. ie. where we need to un equip to throw them so we aren't double damage -or- give us some other form of explosives like ranger but more area blast like napalm. I have thought too if we could drag our grenade stack into a master level rocket/grenade launcher, where the next (stack #) shots are the grenades that would be cool but INCREASE THE STATE EFFECT STICK % OR BASE DAMAGE.
PS thanks for some attention
Message Edited by Odinwaa on 09-30-2005 03:33 PM
1) Give us our specials attacks back. We need profession unique special attacks. The CURB-Commando concept failed miserably. Specials back.
2) Fix AOE. I say remove the innate AOE from the weapons. All weapons->One Target only. But give us a few AOE attacks instead that works with all weapons.
3) Fix grenades. Make them do lots of damage and make their speed say between 6-10 seconds so they gives us a extra damage-capabilites.
Good to see you here, Helios. Though we have been longing for results, not just Dev visists. You realy need to deliver something to us at some point.
Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.
Read our stickies and surf around this board for a couple of days and you'll find enough ideas to make 3-4 professions out of it. The Commando board is awesome to crank out awesome ideas. We rock guys!
Helios, can you be the one that gives us something and not just empty words.
1. Launchers: Bringing back the consumable launchers with a twist.
A. Tube would be in 2 levels novice and master only a crafted launcher tube that is reusable krayt/gorax enhanceable that has a damage multiplier for the rounds.
B. The tube would have a damage modifier to the rounds like 1.00-2.00 for novice and 2.00-4.00 for master these would not be equipable weapons but just like the launchers of old. Except you would drop your ammo in, say like a stack of rockets would be 25 shots just drag it over the launcher and drop it to load the launcher, place the launcher on ur toolbar and click to fire. This would bring up the old drop to the knee, pull out the launcher and kaboom animation.
C. Damage for launcher rounds would be between 400-900 with a hard cap at 900 for medium damage rounds, and a range of 750-1300 for high damage rounds and hard cap at 1300. To achieve the max damage munitions enhancers would be required therefore making the capped damage weapons rarer and tougher to craft to assist with balance. A commando would have a more limited supply of these extremely strong rounds therefore would use them much less. This way with a capped launcher and capped rounds the high damage rocket would be 5200 to an unarmored target, and 2080 against a 60% armored target. These numbers look high but when consideration is taken that this is the highest possible damage and the only modifier for the damage would be acc food and possibly rifleman aim and the fact that these ultra powerful rounds would be rare but the capped launcher would be ever rarer than the rounds you can see how this should not cause balance issue.
D. Different types of rounds for the launcher tube:
1. Armor piercing rocket: Medium damage with armor break 60% for 25 secs.
2. High explosive rocket: High damage plus KD on target and 6m radius. -10% damage for each meter away from primary target. So at 6m 40% of target damage.
3. Lightning RPG: Medium damage, primary damage type of electricity with guaranteed stun state on the target on hit. 3m radius -20% for each meter from target at 3 meters 40% of target damage.
4. Acid RPG: Medium damage primary damage type of acid with guaranteed blind state on the target on hit. 3m radius -20% for each meter from target at 3 meters 40% of target damage.
A. I think we should get a heavy automatic type rifle with medium/high damage but extremely fast like the speed of a high quality pistol and the damage of a high quality carbine.
B.A MINI GUN type weapon really strong but carries a heavy movement penalty also possibly a defensive penalty to help with balance and can only be used while standing (no MINI GUN sniper shot).
I personally prefer the MINI GUN but thats just me. Risk vs reward on the mini gun is slow walk only (slower than normal heavy weapon) but big daddy damage (1200+ on the weapon)and high attack cost (around 115-130) that goes with carrying/shootinga MINI GUN.Oh and byMINIGUNI mean Jessie Ventura in Preadator not a reallysmall gun. (Gotta be specific with genie wishes).
Message Edited by JoebyrdWS6 on 09-30-2005 04:26 PM
Message Edited by JoebyrdWS6 on 09-30-2005 04:27 PM
A gattling gun would be awesome!!!
damage only special attacks
remove the unarmed prerequisite....make it scout 4000 or master marksman.