Commando Archive
Thread: 10 Questions for the Devs
LordSeckmoth wrote:
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*
I still say yes/no questions is the way to go. you got to treat the devs like 'special' kids, else you get retarded responses from them.
K.I.S.S.
Devs, feel free to answer any of our questions. We would be delighted to hear a response with something positive, like "Hey guys! Great news! We just decided to give you something!" That would be music to our ears
Looks good LordS.
I will refrain from any comments, as my faith in the devs are completely gone.
After becomming a MCommando/TKA(0-1-2-2)...I havent touched my commando weapons since getting TKA....I guess I just did a wrong choice on a suplement profession to MCommando..
If being happy means immediate results, I fear you are correct. However, I have every impression that the developers want to do what's right for Player Associations, and rely heavily on our suggestions when they are ready to begin development.
Many of our original Top 5 issues have already been resolved. The thing that is different about Player Associations is you can tweak things more easily without unbalancing combat, professions, or the economy. It is just a matter of scheduling the time to get itdone when there are other tricky issues that also need attention.
Message Edited by vonbloodworth on 02-07-2004 02:33 PM
I would like to see:
A Cold weapon for Commando. Possibly working in the same way as the FT/HAR now. Anyone remember the Carbonite Rifle in Jedi Knight: Mysteries of the Sith?
E-Web. Either the tripod version, or a stripped down man-portable version. It's perfect for us.
Stouker Concussion Rifle. Best non-lightsaber weapon in Jedi Academy. Hell, if they're giving Riflemen the DXR-6 Disruptor Rifle (It's on TC already), and pistoleers are after the Bryar pistol, we should get the Concussion Rifle, right?
As for the DXR-6 thing, does anyone else think that it's royally taking the piss that Riflemen get a working Acid rifle before we do?