Commando Archive

Thread: Um, Hey guys, I got a 2nd response to my response to their Week 1 Response...

Nodion
Sat Aug 02, 2003 7:01 pm
#66

Yeh.. I'd be dead during the 10-15 delay. If the price of such a special move is that high then I should be expecting to do one-hit kills in PvP then





Ryden (Master Commando) @ STARSIDER
Feid_Xeno
Sun Aug 03, 2003 12:03 am
#67

urm, you mean you want these things that fires at 2-3 seconds to have big explosions everytime it shoots ? I think my group mates is gonna hate me even more and I will need a new Vid card.



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Imperial Lieutenant
Feich Reinhardt
Commando: Field IV, Acid IV, Flame III, Hvy I
Master RIfleman
Nytewaulker
Sun Aug 03, 2003 12:17 am
#68

I gave 5 stars to Gromjar, Drist and the guy quoting Gromjar


Everything they have to say is correct and makes perfect sense. More of the "Why should people be forced to learn Pistoleer skills" and "Why is our specialty weapon selection so gimped?" as well as other arguements.


"If you want to craft your own grenades, learn weaponsmith. I personally don't want it. Don't make me required to. "


That annoys me. You do realize that none of the other classes that use "grenade" type weapons can craft them themselves WITHOUT PRE-REQ OF WEAPONSMITHINGORREQUIRE EXPIREMENTATION. *Ahem* So why should I have to go learn a skill that wont even let me reach the top to be able to make the BEST INGAME GRENADE.


I've seriously given up on writing constructive long posts as most of you have said what I am feeling or it actually wont matter right now. There is nothing big to be said except the developers arent thinking hard enough nor actually taking the time to read these forums for ideas. Its a shame... because those of you who are writing those long posts I know how long it took you to come up with the material and research. There is nothing more to discuss




-Tzo Tarinik, Tarquinas
-=Efoshe Veze (The Ithorian Bad-Arse), Test Center
Celtic_Crippler
Sun Aug 03, 2003 2:53 am
#69

I have to totally agree with ucav.


These are some comments I posted on another thread on the forum here.


Why are they forcing us to spend even more poiints outside the Commando line?


I dont get it. We have already mastered the entire marksman profession. We have also masted unarmed in teh brawler profession. And now for us to actually get any kind of styles with our MAIN profession weapon (launcher pistol) we have to spend even more points in pistoleer profession. And now there is talk that they may make rifle styles available to acid rifle. Doesnt it bother some of you other guys that instead of actually fixing our Commando porfession and giving us our own defensive skills and offensive styles, we have to spend even more points outside our own profession after we have already had to master marksman and unarmed?


Wouldnt it be wiser to just fix our own weapons, give us both defensive skills and offensive styles to make us a viable profession without having to keep spending more points on something we should already have? Remember, if they make where launcher pistols are essentially heavy pistoleer weps, acid rifles are heavy rifle weps, and flamethrower are heavy carbine weps you do NOT get ANY additional accuracy or speed points in any of these lines like they do in Bounty Hunter. A bounty hunter can have over 120 speed and accuracy in either pistol or carbine if he masters either Bounty Carbine or Bounty Pistol and either becomes a Master Pistoleer, or a Master Carbineer. However as a Commando, if you master lets say Flamethrower, you do NOT receive ANY additional accuracy or speed that stacks on to Flamethrower by becoming a Master Carbineer. You will simply be able to use the carbine styles for your flamethrower. Why would you want to use a gimped weapon with slow speed and accuracy for carbine styles when you can just use a carbine weapon and do it 100% better. Same would go for launcher pistol and acid rifle.


If I wanted a pistoleer, I would have just become a pistoleer. If I wanted a carbineer, I would have become a carbineer. I wanted a commando, and thats what I expect to have after the time I invest into my character after paying my money for the product I purchased and read the false advertising in the book about the Commando proffesion.


Dont give the devs an easy way out by cut and paste coding so we will be happy with inferior carbine and pistol weps.


We are Commandos and we should expect what was promised of our class, not accept medicore fixes in order patronize us.


When I first head of these fixes, I was pretty happy about it. However after thinking about it more, and reading the forums I realized that these 'fixes' arnt fixes really, they are just a way to turn us into sub-par pistoleers, rifleman, and carbineers.


If they decide to proceed with this line of 'fixes' and determine we are indeed heavy pistoleers, carbineers, or rifleman, than they need to remove our unarmed req all together so we can master what we need to master in the rifle, pistol, and carbine professions. And they need to get this done asap, we are moving into our 2nd month of this game fast with a profession that isnt even beta ready, much less good to go for a live game.




StarkerSturm, Commando on Bloodfin

"To be realistic," says one member, "if you're in a combat environment where people are out there with assault rifles and heavy machine guns, your [stuff] is pretty weak if you're out there with a handgun. A handgun would typically be used for escape and evasion, which means that everything's gone to hell."
Special Weapons And Tactics Of The Navy Seals
http://www.popularmechanics.com/science/military/2001/10/special_weapons_navy_seals/index4.phtml
Sedran_Nylas
Sun Aug 03, 2003 4:46 am
#70

Heres my contribution...


http://www.fanta.dk/showmovie.asp?mid=9189ACBB-A6BC-484F-A0CD-F395DED1FD9C

Harvydood
Sun Aug 03, 2003 6:30 am
#71

Making the Launcher Pistol use pistol specials but give hvy wep exp is crap, it's a step up from the rancid pile we started with, but it's still crap, that totally limits the choices you have in making your character, as you can't rely on the "ultra super rare" Heavy Weapons that make up 80% of the commando's weapons. Your stuck going BH pistol = scouting = crap or your stuck going pistoleer for a decent attack. Why don't they go ahead and rip out the rest of my desire to play a commando by making us throw flowers instead of grenades.



whowouldeven use a Launcher Pistol as your main weapon, once you grind hvy wep, if the best you can get is 50-200 2.6ish spd then sliced to be alil better, when you can get a fwg5 or some other "lesser" pistol that's 1.6 50-160 or better, speed kills from what I've seen, give the launcher pistol a better ar if it's our main weapon



<----Displeased




Harv. . .
Frostz
Sun Aug 03, 2003 6:42 am
#72

Why change the trees? The trees are perfectlyfine. Just add Melee Skills and defense into Field tactics and a few support skills into the Second tree (heavy support weapons) and you are good. Plus the other trees could use a bit of work too. I think my post (you will see it if you look for the title) has a few good ideas that could use discussion and all that.



Once I enjoyed this game. Now I find myself coming back to it even though it is not what it once was. True massocist behavior.
LanGaidin
Sun Aug 03, 2003 6:46 am
#73

The launcher pistol news is good with me, hay at least it will give HW exp to which will be a great help to us compared to how things are now with HW exp.


So the one problem that I don't see being address is the simple matter of the commando weapons having a idea range of 0.0 Has there been any mention of this to the Devs, any feedback from them on this? I mean this has got to be a major bug.


Who in there right mind would take a weapon that fires, acid or fire or explosives and fire it at point blank range? Can we say Kamikaze? Seriuoly would you fire a launcher pistol at 0.0 range knowing that it is firing rockets with explosive tips? *rolls eyes*


Also if they want the weapons to be charged based then I am 100% for the idea someone had of being able to just drop ammo on the weapon just like a weapon powerup


They really need to totaly revamp the descriptions of commandos, the skills and the weapons. I say force the Devs toplay a commando then duel a pistol packing dancer or chef then let them tell us how things are

Rebel_Spy
Sun Aug 03, 2003 7:42 am
#74

I think my biggest problem is that if we are now forced to have to learn Pistoleer, and want the defensive skills from the Special abilities tree, we are now going to have to earn 805000 combat points instead of the already outrageous 400000. As from the vast majority of post already on here, Combat points seems to be the hardest aspect of getting Commando, so by the devs copping out and not giving us our own defensive skills and in theory making us go Pistoleer, they have just made getting a balanced proffesion (which we should have been anyway) infinitely harder.



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Jegeren Skygge - Master Commando/TKA/Scout - Tatooine
stef155
Sun Aug 03, 2003 8:32 am
#75

This is what really scares me about commandos now:



Garibaldi said: Only pet peeve I have, is that when I use my flame thrower, things con less than when I use my Launcher Pistol (which gives pistol xp btw), but I cannot kill anything with the thrower at the same efficiency as I can with my knucklers or my pistol.


Dev said: Remember these are your special case weapons; they are not intended to be your primary in all circumstances.


Garibaldi said: What should be my primary in most cases?


Dev said: The launcher pistol.


Earlier the dev said: Launcher pistol will use all pistol special moves/mods, but grant heavy weapons xp.


So the commandos staple weapon is the launcher pistol. He gains heavy weapons xp with it but he doesn't use heavy weapons specials he uses pistol specials. He gets no pistol specials or bonuses in the commando tree so as he progresses he gets no better with his primary weapon.


If he wants to master his primary weapon he must train as a pistoleer. A pistoleer has access to a better pistol than the launcher pistol.


What was the point of commando again?




____________
Ramette Mirna
TKM, MHS
ucav
Sun Aug 03, 2003 11:49 am
#76


Just as an interesting bit of information, I just saw a guy named Bizok use a move called Cho Sun on a MOB and cause 2180 points of damage IN ONE HIT. A few seconds earlier, he hit for 1890 using the same move.


Devs, you want to know what level of damage we should be causing with HEAVY weapons? We should be causing THAT kind of damage with heavy weapons. Commando is supposed to be an elite profession! Why can some guy to a melee/unarmed attack for 2k damage while I hit for 40-400 with a flamethrower or 30-250 with a grenade?


For god's sake, this guys *regular* hit was for 800-1100!!! What the @#$%@%# is he doing that could compare with a grenade going off in your face or being lit on fire with a flamethrower?


Please tell me that you aren't going to turn SWG into another of those idiotic games like AO and EQ where melee fighters get all kinds of bonuses FOR NO REASON other than some artificial balancing.


Aleskander
Sun Aug 03, 2003 11:56 am
#77

Well, I'm glad I came to the boards to read this stuff. Now I know bettre than to waste my time working on the 40k comabt xp to make novice commando. I'll just go ahead and work on pistols or rifles and maybe change back to commando when (read that as "if") they get commando fixed.


For my 2 cents worth:


1. Commandos should have to work really hard to get there. Unarmed, master marksman - I can understand these requirements, but what is it with the crafting requirement when you can't craft any of the weapons you need? I know I could use the the skill points some place else...like pistoleer.


2. A commando's weapons should be expensive, not too common. But to put a limit of 150 shots on an item? Get real. A weapon power-up has 100 uses. I go through 2 or 3 in an hour. And making a pistol the primary weapon? Commando should be using a machinegun type weapon, chainguns, ultra long range sniper weapons, explosives and rocket launchers.


3. Commando weapons should do a LOT of damage. Ever see what a .50 cal machine gun will do to a target? A whole lot more than a .22 rifle will. The should (machinegun type weapons) fire really quick, do a lot of damage and have a low to hit chance. A .50 cal machine gun will fire 100 rounds in just a few seconds, but only about 25-40% of them will hit the target.


4. Rocket type weapons should have a one-hit kill. Or at least a very high probability to do so. A rocket that will go through the armor on a M1 tank would take down a rancor fairly quickly. Make them expensive, make them hard to use, but let them do a realalistic amount of damage.


Well, I guess its time to go make some xp.....with my scout blaster.




*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
Tavinureel
Sun Aug 03, 2003 2:20 pm
#78

Garibaldi man,



Thanks a lot for listening to all our complaints and wading throught the deluge of our recommendations, as well as putting up with the fact that the DEV's have absolutely NO idea what you are talking about when you talk to them.




------------------Signature Line-------------------
"Fear leads to Anger; Anger leads to Hate; Hate leads to Power; Power leads to Victory. Let your Anger flow through you. Your hatred will make you strong. True power is only achieved through testing the limits of ones anger, and passing through unscathed. Rage channeled through aggression is unstoppable. The Dark Side of the Force offers unimaginable power. The Dark Side is stronger than the light. The weak deserve their fate." -Sith Mantra
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College Student + Free = "I'm there"
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