Commando Archive
Thread: My template was master commando/master rifleman, but now wondering...
Thunderheart wrote:
...Last night JustG and I were on TC. We are both master Commandos and we dueled to test the FT damage numbers and DoTs - - of course he didnt tell me he had a dev invulnerability script on...heh heh...he torched me in a cantina (The DoT's stacked and from a fresh healthy state, I incapped, came out, incapped, came out and incapped and died because the DoTs kept burning - - thats the PvP exploit. 2 or 3 commandos will run up, stack the dots and players and mobs in PvE alike just burn burn burn...its just not fair)....
Now you know why devs think that commando is an uber profession....
Theres your problem right there.
So thats why your screwing everyone else?....because a few people who are commandos, are exploiting their bleeds...that is so assine....fix the god **edit** problems, and stop nerfing and screwing everyone else...
Thunderheart wrote:
It doesnt get in the way of my fun though. Last night JustG and I were on TC. We are both master Commandos and we dueled to test the FT damage numbers and DoTs - - of course he didnt tell me he had a dev invulnerability script on...heh heh...he torched me in a cantina (The DoT's stacked and from a fresh healthy state, I incapped, came out, incapped, came out and incapped and died because the DoTs kept burning - - thats the PvP exploit. 2 or 3 commandos will run up, stack the dots and players and mobs in PvE alike just burn burn burn...its just not fair).
Changing dots from being per target applied to per player applied is an improvement for group PvP and PvE. It makes a commando a much better class in those situations, more powerful when working with other commandos. If you are a solo commando, pick up some pistol skill and stack your health bleed with your burn for maximum effect, you get one of each, and then use pistol health pool attacks to accelerate the kill or fencer skill. Yes, you as an individual commando will not be able to apply all your dots to a single target, but instead each individual commando will be able to apply their best dot to the same target and in addition be able to apply those dots asap instead of having to wait for the attack to refresh for a single. 2 commandos can now apply more damage together faster than they could before, against a group flamecone2 by both now works against a single target flamesingle2 works.
With this we become an even better group class, get more than 1 commando in a group you double the commando hitting power for that group as each commando can now apply their best dot rather than being restricted to just applying another dot. Dots are even better in groups now, because each person that can apply dot type x can now apply it to the target and have it take effect. My dot stacks with your dot regardless of what dot we apply.
Sony isn't going to come out and say that changing dots so that you can now only apply one of each type means that if you group with someone that can apply the same dot is actually more powerful than before. Think about it, right now 2 commandos apply a burn, to have them both work they need to be different because the target decides what dot stacks. With this change 2 commandos apply the same dot, they both apply since they each get to apply one burn to the target, the player determines the dot applied.
Where this becomes very disturbing is with combat medics, 2 of them will each be able to apply their own poison to the same HAM bar and have it count.
CLab2021 wrote:
So thats why your screwing everyone else?....because a few people who are commandos, are exploiting their bleeds...that is so assine....fix the god **edit** problems, and stop nerfing and screwing everyone else...
Thunderheart wrote:
It doesnt get in the way of my fun though. Last night JustG and I were on TC. We are both master Commandos and we dueled to test the FT damage numbers and DoTs - - of course he didnt tell me he had a dev invulnerability script on...heh heh...he torched me in a cantina (The DoT's stacked and from a fresh healthy state, I incapped, came out, incapped, came out and incapped and died because the DoTs kept burning - - thats the PvP exploit. 2 or 3 commandos will run up, stack the dots and players and mobs in PvE alike just burn burn burn...its just not fair).
Were not "exploiting" them. We are doing what every other profession that has stackable DOT's does. Not to mention the fact that all we are doing is using the only usefull skill in our profession.
I do agree with you about nixing the stupid nerfing, and fixing the problems.
Drterror wrote:
Well what you didn't test then TH is a Master Pistoleer,Fencer, TKA with some commando. Imagine that kinda firepower and never being able to get hit....1/20 or higher.
Dot stacking sucks but it certainly isn't as bad as not being able to hit players at all. Not to mention CM's and the 96M poisons.
The part about the 96M poisons is not exactly true, let me help you out...
The 96M poison that you got hit with was one from a vetran MCM, who is very aware, very smart, and had lots and lots of resources to craft the right stuff. As soon as your friend heard about how poison distance was going to be on the chopping block, he/she got smart and began to experiment much more on range rather than power. with good regular or normal adv comps you can make pns/disease that have very good ranges and still pack a bit of a punch. SO, in short your friend made schematics of all of the comps, got the resources they needed, then set their factory to work grinding out MASSIVE amounts of these poisons/diseases. They can do this because although there are range modifiers for CM's, the true range of the weapon comes from how much you experiment. so if you work hard to make those stims you know you can throw 96M, you will be able to even after the cut, because of the way the crafting works. What happened when they changed it was they put a cap on how much experimentation you could do on range of a stim/psn/disease, so the earlier stuff can still be chucked from 96M.
OK TH, I got a big question here. If you look at defense stacking, ok, it does make some professions near worthless to try to fight a defense stacked opponent but I got 2 examples on opposite sides of the spectrum.
I am master commando, TKA 0-2-0-4, novicce fencer adn I got into 2 fights yester day.
One was against a TKA, less than 1/2 my skill points for master commando. OK, so I got him for the first incap. When he got up I missed him because yes we are very low on accuracy and he KD'ed dizzied me. I thought it was over but you know what eventually won me the fight? DOctors buffs, and those defense stacks, not an overpowered FT. So ok maybe defense stacks are a bit much but what about the need to be buffed to PvP? And if I invest 2 * the skill points, what does that give me? I would have gotten killed quick by a TKA. Wil I get more than a lousy 25 defense and little to none status effect defense? You see I didnt do it to stack, I did it to cover a weakness.
Now onto other situation that kinda goes hand in hand. Had a friendly duel with a master BH who had stacked pistol accuracy through pistoleer. My defenses meant nothing to him. I know there are people out there with a lot higher defenses than me but if you take away defense stacking, shouldnt accuracy stacking go away to? Also can be applied to our LP. Why is my weapon useless to me unless I stack pistoleer ontop of it? I lost this fight to the BH by the way, in fact we were both buffed, I popped some muon gold but yet I was incapped befor I saw the damage ticking down his HAM at all, and it stopped well befor he incapped. We both had composite armor on, I dont know what his was but mine was 80%.
The thing you devs do is take and not give back. Ok, so your going to do something with HWs, but they got charges, what will be my trusty weapon? You say the FT is too powerful, I suggest you fight while one of you has something diferent than FT commando. Maybe use a KD melee on the commando, you can land it in 16m easy. Or maybe try kiting the only ranged profession that can be kited. When you say you are both master commando in a FT duel, it is merely russian roulette. Who will get hit first rather than OMG this is so overpowered.
Thunderheart wrote:(The DoT's stacked and from a fresh healthy state, I incapped, came out, incapped, came out and incapped and died because the DoTs kept burning - - thats the PvP exploit. 2 or 3 commandos will run up, stack the dots and players and mobs in PvE alike just burn burn burn...its just not fair).
So is it fair that a TKM can use dizzy-knockdown in PvP and I just lay there for 5 minutes spamming 'stand' while the TKM pummels me?
basically what this all means is:
Have fun with what you have now, there is no way to start the "right" professions in prep for the combat changes.
when the combat changes come into effect, yes you may have to start over from scratch, like jedi, but theres just nothing that can be done about it.
imho:start weaponsmith, you'll be rich after everyone starts over =D
TO: ThunderHeart
I do not know whether you still read this thread or not. If you do, I beg you to respond to this post in order to shed some light on the future of PvP. I will try to be as positive as I can under the circumstances, so I do hope for an answer.
You mentioned in one of your posts that defense stacking is overpowered and will be nerfed ("fixed" if you will). Considering the fact that I am building a PvP template right now, I would really appreciate some clarity.
Before asking you the three questions I've been asking everyone for the past weeks, I'd like to describe the current situation from a PvPer's point of view. I understand your time is precious, so I will try to be as brief aspossible.
Currently, as far as the players are aware, both ranged/melee defense mods and dodge/counterattack/block mods stack. I will say nothing about block, since it is broken right now, an issue which you are undoubtedly aware of.
- Defense stacking is what introduced what little amount of tactics exists in PvP for the present
It made battles last longer. It made players who invest all of their 250 skill pointsintocombatmore powerful than crafters with some combat skills. An example, to make this easier to comprehend - if the defenses don't stack any more, a Master Armorsmith/Master Rifleman will be ABSOLUTELY EQUAL to a Master Rifleman/Fencer 4400/TKA 0404 in combat! Is that what you want? If so, you should simply go back to a class-based system (like DaoC) instead of a skill-based one! Because you just eliminated the ONLY reason to dabbling, which seemed to me the one point that made this MMORPG different from others...
As it is, a team of 5-6 experienced PvP players with the best templates can slaughter tens of newbies/crafters/non-combat characters. And THAT'S HOW IT SHOULD BE!
If I wanted a game where everyone is equal (skills etc. don't make a difference), I would go and play CS! Power is based on skills in RPGs.
I could recite hundreds of examples, I could write entire books on the subject, but you wouldn't have the patience to dig through them, I don't blame you for that.
I intended no offense to anyone in this post, the colors and capitals are there only to highlight important points and make the post easier to notice. I apologize if that is annoying.
To sum up: In the name of the hardcore PvPers, I beg you to reconsider destroying defense stacking as it is the only aspect that is keeping players like me in this game, helping us endure this phase of PvP make-overand giving us hope that this game might someday be the best MMORPG around.
Thank you for reading this if you did. I am looking forward to receiving an answer.
so i take it combat medics will be nerfed to hell and back too right? oh, no they won't, because flameout won't work on poisons. there isn't any initial damage that the poison does that will determine its effectiveness. so they'll still be able to use their AOE mind poisons that tick for over 300 mind damage and run away and come back and attack you with a quick shot from a blaster and finish the kill. 99.9999% of combat medics fight this way, and i see no nerf coming their way, even though much of the community has been screaming for it. do i want to see a nerf to CM's? no, and i don't want to see a nerf to commando either.
and another thing. you want to fix the exploit people were using the bleeds to gain combat xp? make it so that if you're not a commando, you can't even use a grenade. sure, you can toss, it, it'll drain your HAM, it'll make a big boom. but it won't do any damage. sort of like a dud, or you didn't pull the pin out because you didn't have the necessary FIELD TACTICS to use one correctly. don't take stuff out because of problems. think of other ways to make them work that will hurt no one.
They are making Chef foods that resist poison.
Thanks TH for wasting my 169 pts.