Commando Archive

Thread: What's up Commandos...

Daker-Naritus
Fri Sep 30, 2005 4:13 pm
#79



To add my 2cr:


Our DPS is roughly the same as other classes, and the only real "advantage" is that our weapons have inherent state effects and AOE. However, these two abilities are of, IMHO, of limited utility.


First, with State Effects, they have an EXTREMELY low chance of sticking (less than 20% by some accounts). Other classes have specials that stick state effects 90%+ of the time. Other classes do states better and more reliably than commando, so this is more of a disadvantage than an advantage. Additionally, the fact that each commando weapon has a different state effect leads to a weapon switching NIGHTMARE. Other classes can stick several different effects just by using different special moves (all with ONE weapon). We have to actually switch weapons several times to accomplish this. Pair that with the fact that many state effects have a very low % of sticking, and you get a coordination nightmare because (1) you have to watch carefully for the state to stick, (2) then quickly switch weapons, rinse, and repeat, and (3) by the time you get the 2nd effect has actually stuck, the first has expired. No other class has to go through such hassle (as their state effects stick 90+% of the time and their state specials now work with every weapon).


I think all commando weapons should be split into 2 classes:

(a) General Heavy Weapons - Have ONE group of effects for ALL heavy weapons that I will call "Blast Radius" for the purposes of this thread. Every mob that is hit (i.e. damaged) by a commando heavy weapon is within the "Blast Radius" and has a 25% chance of being blinded, stunned, dizzyed, knocked down, fired, armor breaked, etc. (a separate 25% dice roll for each one). None of the effects may stick, some may stick, all might even stick (highly unlikely, but possible). No matter what weapon a commando uses, there is a chance that multiple, or no, effects will be applied.

This would allow commando to use ONE weapon per encounter (likely chosen by damage type and/or DPS) but have the opportunity to apply several state effects through multiple shots on the mob. After 4-5 shots, chances are the mob will be effected by multiple states. This is the same effect as the current system WITHOUT all the annoying weapon switching.

(b) Grenades - Should be modified to have a 90% - 95% chance of causing ONE (and only one) state effect. This would be the commando's option when they want to be sure a certain effect gets applied. Gives grenades an actual purpose, without pure redundancy with other weapons. (NOTE: the delay on these suckers also need to be cut in half).



Second, the AOE is a major problem. Ignoring the fact that it is currently BROKEN, it wouldn't be acceptable even if it worked. Here is the issue: AOE only works IF (1) All the mobs are within the AOE radius throughout the whole battle, and (2) ONLY the mobs you want to hit are within the AOE radius (i.e. no adds).


The problem is that this is EXACTLY the OPPOSITE of how the game currently works. Mobs usually sit in groups until they are hit, and then (after they are hit) they scatter like crazy so it is REALLY hard to keep them in the AOE radius. Melee mobs run toward you, and then form a circle 360 degrees around you...if you want to keep them all in AOE range, you have to run in circles. For ranged mobs, keeping them in a tight group is even harder....they spread out in a larger circle, and do not immediatly follow and group together as you run. I have often refered to this phenomenom as "Cat Herding" and it SUCKS. Also All-the-Time AOE makes it stupidly hard to pull mobs and continue to attack them withoutadding their friends.


I think AOE needs to be turned into a "buff" that you can turn on and off. Make it a on/off button so we can turn AOE on and off as needed. As a buff, I also think the blast radius needs to be MUCH bigger to help with the "Cat Herding" effect.



Pair this with the above suggestion and you have commandosthree advantages being: (1) the ability to do legitimate AOE on all weapons when desired, (2) the ability to confuse and throw mobs off balance with EXPLOSIONS (random state effects that effect both individuals and groups), and (3) grenades that allow the commando to apply specific AOE state effects as needed. LOTS of utility and choices, making commando the "toolbox" it was intended to be.

Message Edited by Daker-Naritus on 09-30-2005 06:25 PM

Ryubushi
Fri Sep 30, 2005 4:21 pm
#80






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) Go play Republic Commando. Make us more like those guys. Now those are commandos; they kick ass, they blow crap up, they raise hell, and they serve an actual purpose. Currently, our only purpose is to be the Court Jester of all combat classes.


2) For the love of God, please listen to our correspondents more. That's a huge issue; you guys ignore us. We've been trying to get you guys to address commando for years now, and we kept getting told "wait for the combat upgrade." We did, it came, it went, and we're still broken, and you guys are just now coming back and noticing that we're not happy?


3) Change or justify our profession pre-reqs. UA4 currently serves no purpose whatsoever other than to be a skillpoint sink, and why do we need a skillpoint sink? It's not like we're on par with any other hybrid profession like BH, or even close. Hell, I'd be happy to go back to having Master Marksman as a pre-req if you guys power up this profession enough to justify spending that many skill points just to get novice.


Finally, to note, the commando profession should never be considered a "tool box" for other professions to make themselves more powerful. If real commandos worked like that, wouldn't more people march down to the nearest boot camp, do the special training that comes with being a true commando, and then leave, all without ever really joining the Army? Commando is a profession, not a toolbox.







***Valcyn - Lt. Colonel Ryubushi [ONE] of the Empire (the Tank Maniac); Career Master Commando, Master Carbineer, and extremely Anti-NGE.
***Eclipse - Ryushidosha, freelancer; Scaley Master Carbineer, ranger, merc for hire, and general sociopath...that despises the NGE.
***StarSider - Ja'ahn Woo [PYRO] of the Alliance - The Galaxy's first Jawa commando/carbineer...who also hates the NGE.

People like me...because I force them to...with violence!

SirCoolDog
Fri Sep 30, 2005 4:26 pm
#81







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...





3 things.... my ones would be..


1) more powerful weapons... i have a kashyyyk striker pistol that does 528.67 mod DPS, and i yet to see a commando weapon bypass 450 that is reasonabily priced... them 8 mill krayt flamers that do 470 mod DPS doesn't count :-p


2) More skills/specials, commandos are suppose to be the best of the best... SWG makes us have unarmed 4... while we don't even fight melee... melee is an enemy to commandos tbh. get rid of unarmed 4 and make us get something in scout... scout would make more sense since commandos are suppose to go behind enemy lines and destory stuffquickly... howcan you expect us to move at any high speed when you make us have a ranged weapon hinderance...


3.A) Commandos are suppose to be well trained soldiers... and get the coolest "toys" to play with, so how come they are "shared" with BH's, only thing not shared is... gernades... how about giving us mines/C4 type weapons? like you guys are giving rangers. I'd like to be able to place a trap for an enemy and not have them know it was me that did it till the very last second. You can give us traps, mines, remote bombs whatever is possible that will bring the element of surprize to commando...


3.B) A bonus for land/water travel would be cool too...


Commando - A small fighting force specially trained for making quick destructive raids against enemy-held areas

(Commando - n 2: n 1: a member of a military unit trained as shock troops for hit-and-run raids 2: an amphibious military unit trained for raids into enemy territory)


Message Edited by SirCoolDog on 09-30-2005 07:31 PM



(gggggggggggg]====(JediPadawan)====[gggggggggggg)
Blackmoore
Fri Sep 30, 2005 4:38 pm
#82

I dumped Commando shortly after CU started.


1. Grenades, grenades, grenades. These should be on a 30 sec timer max at masterwith powerups helping out to reduce the time to throw again to max 20 secs. 3 or 4 grenades in a minuteshouldnot beout of the question when weapons fire 30+ times a minute. And they should reflect the damage any ranged/melee class can do in the same time frame.They need an increase in damage and a better chance to stick the special attack (IE stun). Actually, there should be a roll for aggroing the tosser. At least that wayMOB groupswon't completely aggro and either kill you or KD you. I meanif you throw a grenade it shouldn't mean you take all aggro from all MOB's. I know there should be some tactics, but tell me this. If someone throws a grenade in real life combat, how would they aggro everything with all the other stuff going on? Maybe it should be an aggroroll by proximity of the tosser? Like within 5 meters a guaranteed aggro, 10meters a 33% aggro, 20 meters a 50% aggro and 30 meters no aggro. That would be awesome!


PS Make grenades equally special when experimenting on them. Make it so the grenades are viable depending on the situation like current weapons are. Make it so you need speed for some instances, damage for others, and SAC for others. Likewise make the powerups do the same. Also, have special attacks that are for grenade use only that actually make grenades worthwhile. Like a superior ranged toss that makes it so you won't draw aggro, but takes a minute to cool down.And make lootable components that increasethe damage, range, and accuracy(if accuracy will ever actually work!) or another cool component.


Grenades can make a very fun difference in the game. If you make it so!!!!!!!!!


2. Make and advanced version of the Launcher pistol. I mean really!


3. Increase damage of weapons overall and reduce SAC. I mean you should be able to nail 82 SAC for Commando weapons. Commandos should be more effective than a rifleman strictly due to the variety of weapons we use. For instance I could see a trade off for SAC if the Commandos weapons were better for greater distances. Like a Commando pistol hits at 50 m but has a higher SAC. That would be a decent trade off. They should have a decent first strike inclusive of distance with cybernetics too.


Basically, Commando should be a jack of all trades and one that can do damage and some cool attacks that will make them viable as a class and extremely valuable to a group.





Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
Blackmoore
Fri Sep 30, 2005 4:39 pm
#83


I dumped Commando shortly after CU started.


1. Grenades, grenades, grenades. These should be on a 30 sec timer max at masterwith powerups helping out to reduce the time to throw again to max 20 secs. 3 or 4 grenades in a minuteshouldnot beout of the question when weapons fire 30+ times a minute. And they should reflect the damage any ranged/melee class can do in the same time frame.They need an increase in damage and a better chance to stick the special attack (IE stun). Actually, there should be a roll for aggroing the tosser. At least that wayMOB groupswon't completely aggro and either kill you or KD you. I meanif you throw a grenade it shouldn't mean you take all aggro from all MOB's. I know there should be some tactics, but tell me this. If someone throws a grenade in real life combat, how would they aggro everything with all the other stuff going on? Maybe it should be an aggroroll by proximity of the tosser? Like within 5 meters a guaranteed aggro, 10meters a 33% aggro, 20 meters a 50% aggro and 30 meters no aggro. That would be awesome!


PS Make grenades equally special when experimenting on them. Make it so the grenades are viable depending on the situation like current weapons are. Make it so you need speed for some instances, damage for others, and SAC for others. Likewise make the powerups do the same. Also, have special attacks that are for grenade use only that actually make grenades worthwhile. Like a superior ranged toss that makes it so you won't draw aggro, but takes a minute to cool down.And make lootable components that increasethe damage, range, and accuracy(if accuracy will ever actually work!) or another cool component.


Grenades can make a very fun difference in the game. If you make it so!!!!!!!!!


2. Make and advanced version of the Launcher pistol. I mean really!


3. Increase damage of weapons overall and reduce SAC. I mean you should be able to nail 82 SAC for Commando weapons. Commandos should be more effective than a rifleman strictly due to the variety of weapons we use. For instance I could see a trade off for SAC if the Commandos weapons were better for greater distances. Like a Commando pistol hits at 50 m but has a higher SAC. That would be a decent trade off. They should have a decent first strike inclusive of distance with cybernetics too.


Basically, Commando should be a jack of all trades and one that can do damage and some cool attacks that will make them viable as a class and extremely valuable to a group.





Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
Blackmoore
Fri Sep 30, 2005 4:43 pm
#84

Doh! Sorry for the double post, but maybe it will get double the attention!



Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
Reydon
Fri Sep 30, 2005 6:40 pm
#85







Ryubushi wrote:


1) Go play Republic Commando. Make us more like those guys. Now those are commandos; they kick ass, they blow crap up, they raise hell, and they serve an actual purpose. Currently, our only purpose is to be the Court Jester of all combat classes.






QFE. Republic Commando sets the perfect image of a commando. The perfect mixture of stealth and deadliness. They have melee and ranged attacks. Maybe as specials, we have a consumable called "Anti-Armor Addon", which is used everytime you use the special, making the attack unable to be resisted. Sniper addon. 1 attack bonus to range (20-30m) and bonus to accuracy. I would find those two things to be great to have. Republic Commando shows what we should be, and since I have played it, I have not been able to play SWG for more then 1 hour without being thoroughly disguisted. I hope a fix will come...





Cyrus' Ludarin
Proud Mercenary Commando of 731 Days of 12/21/05
"SoE has murdered my hopes for a good game and a fun time by destroying what defines a commando. How about you?."
Smoki
Fri Sep 30, 2005 6:46 pm
#86

Hi Helios, It's great to see you in this forum again!

My three would have to be...

1.) A fix to our AoE to ensure it doesn't stop working shortly after a server reset. ( resulting in elemental +1 dmg ) And perhaps a easier to understand system for how it effects different kinds of weapons, something like radius weapons = 100% area damage like the Lightning beam cannon, cone weapons = 50% area damage like the flamethrower.

2.) A master level kinetic weapon, commandos should always havethe answer when it comes to hitting something hard, as a result should be able to access every damage type in a primary type weapon. A level 54 launcher pistol with a sac cap of 65, and damage cap similar to the FWG5 with a small elemental bonus and 6m radius would realy hit the spot... preferably this would also have a 45m range

3.) Much larger stacks of grenades, and fix the enhancment slots on imperial detonators, thermal detonators and proton grenades so they will accpet Acklay Venom, this would realy revitalize grenades and fix an issue where enhanced lvl22 grenades by far outdamage lvl54's on a regular basis. ( the dot effect on thermal detonators and proton grenades could be higher also. )


-Smo'ki
tacwraith
Fri Sep 30, 2005 7:50 pm
#87



3 things?


1) Pay attention to our Correspondent

2) Do what our correspondent tells you.

3) Actually do what you promise to do. You can teach a retard to speak but not to keep his promises.


Starnick has already made multiple posts in this forum and im sure he has posted ALL of our opinions in the correspondent boards. Instead of coming here to step over his work and, as tradition has it, get us all hyped and then ignore us and nerf us for the next 2 years i'd suggest you get you use the SEARCH feature in this forum (ermm.. i suppose it DOES work for red names dont it? sure hasnt worked for us plebes for nearly a year) and read his posts.


addendum: My god I just read the several replies Helios has made. It can all be shortened to:


'Oh you mean AOE doesnt work?'


Finally, TYVM , proof SOE hasnt heard a WORD the commando correspondent has said, typed and i bet screamed at them since the CU.


This is justsad man, just SAD. But not suprising.

Message Edited by tacwraith on 09-30-2005 11:14 PM




'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

LecheHombre
Fri Sep 30, 2005 8:13 pm
#88

Here's my top 3, basically an echo of the pretty standard opinion around here:

1. Fix AoE. And if it isn't going to be 100% area damage to all targets, main and splash, give us an explanation why not. An alternative to this would be to rethink the current focus of Commando, because we really don't match the 5-star offense focus from the pre-CU docs. At this point, the best utilization of Commando is arguably stacking commando AoE weapons with crowd-control skills of Smuggler or Pistoleer, which makes commando a good CC prof rather than a nuker. Some time should be spent thinking about exactly what the direction of Commando should be before anything gets done.

2. Commando currently cannot "stand alone" like other ranged professions. I don't necessarily think this is a terrible thing, SL (even new-flavor SL) and proposed-revamp ranger are similar "must be stacked/supported by something else" sorts of professions. However, if we stay like this, we need our weapons and skills to serve a good purpose and ideally have a content-driven role. Using our AoE weapons to apply area root when stacked with pistoleer is a good example of something that currently works, but again that is somewhat counter to our originally intended focus (in my opinion, anyhow).

3. Fix and improve grenades. Grenades could be a good way to add something that makes Commando stand out. The state-type grenades (Imp Det for KD, Cryoban for snare, Glop for blind) should be very effective at inflicting their intended states, and they should be high-power and long lasting -- currently the states wear off way to fast. The damage oriented grenades (especially proton and thermal with fire DOT) should pack a pretty intense wallop, comparable to slighly less than rifleman sniper shot but with the AoE blast radius. I also think that the timer needs to be tweaked. I think there should be a medium to short-length warmup timer (2-4 seconds) and a cooldown timer that affects grenade throwing ONLY of 10-20 seconds.


Finally, the fact that we've been asking, begging, and complaining about the broken AoE for... well, ever since the CU went live and your post here shows that you didn't even know about it is discouraging, disappointing, and quite frankly pretty infuriating. I have personally submitted in-game /bug reports on it several times. So, here's a big NUMBER ONE thing to do that would benefit all professions:

Please, please, please utilize the correspondent system you set up, the test center server you set up, and the bug reporting system that you set up. I realize that filtering through thousands of user posts to find problems and information would be a near-impossible job, but the correspondents that I know of seem to do an excellent job of finding the concerns of a profession, compiling them and forming a clear, concise, and direct list of concerns, and submitting it to devs with the slim hope that maybe they will be noticed. In other words, they perform a tough, thankless job that SOE could easily be paying a Customer Service / Customer Relations team to be doing, for free. The least you can do to thank them is read the information they give you!

And sorry if it seems like I'm flaming or just stirring the pot, but I really intend for this to be constructive criticism.

---Edit for spelling correction---

Message Edited by LecheHombre on 09-30-2005 10:17 PM



0000101010110000000100111101011011011100
1110100101101110011110101100010000100000 Kitigruqe - Officer
1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
0111111100000101111010011111011000101111
1111100101100100111101010011100110111010 Kylista - Spy
0010000011111011101010010000110101011011
Elder Creature Handler


nbd9k
Fri Sep 30, 2005 9:21 pm
#89

personally, i would like to see:


1. damage that actually fits our damage class of 5. im tired of being out damaged by every other profession when our weaponry looks so powerful.


2. return of commando specials. being dependant on other professions for attacks is extremely limiting to the available weaponry.


3. properly working weapons systems. grenades are underpowered, state effects dont stick or last, area damage...isnt, and we agro everything.


I think these are the big problems that plague the commando profession, and if they were repaired, or even patched, i would actually play the account i keep paying for.


notably, all of the problems with these things are semantic. if one were to examine each weapon while contemplating intent, the inconsistancies become apparent. a rocket launcher does blast damage, but is negated by armor. same problem with acid, which only blinds as a state effect. flames actually work as they are supposed to, or did for a time, while the beam weapons dont behave like beams. grenades are a prime example of the failure of AOE. they do low amounts of damage to a primary target, and agro any creatures within a reasonable distance, but the casualty radius doesnt effect the surrounding creatures. it does, on the other hand, effect the thrower, if he's in range. since area damage works for other professions (TKA for example) it seems to me that the profession just needs a few hours of detailed attention to repair all of these problems.



lovely to hear from a DEV. thanks for the attention.
razorwind0
Fri Sep 30, 2005 9:39 pm
#90


These are my three for the profession.


1. Damage. The damage on all of our weapons need to be boosted on all our weapons and we need specials of our own to produce damage with. They should be more powerfull than riflemans specials because of our SAC, (our sac cap is almost 25% higher than rifles). To provide balance these specials will only be useable with heavy weapons which all of our weapons should be clasified as.

2. AOE. Having AOE build in to our weapons changes us from a 1 in crowd control to a 5 because we can state a large group of enemies up to 40m away with the flamethrower. It also causes hugfe problems with argo, the launcher pistol for example makes grinding commando early on very difficult because they cause large unwanted argo that often get the commando and other group members killed. AOE should be a special so we have it when we need it and not when it will get us killed.

3. Heavy weapons. These are currently useless to master commandos because of their very low damage and the uselessness of the states. We can just as easily get the same states from specials and do greater damage in a shorter period of time then switching to a heavy weapon to state then switching back to our main weapon to do damage again. I say make them disposable again, leave the states and have two versions of each, a low level version that you get early in the profession and more powerful master level versions that do much more damage. The low level ones should be much easier to craft to reflect it low level and the master level ones would have the current level of difficulty. The limited use nature, long animation, and cost of the weapons will balance them.


P.S.

!!LISTEN!! to StarNick! He has worked harder on getting commando fix then anybody else and you guys just ignore him.



I am Order 66!
riotcontrol
Fri Sep 30, 2005 10:08 pm
#91



Helios_SOE wrote:


TheTemplar2 wrote:

1) Better (Full?) AoE damage from weapons (currently it is elemental + 1).


Can someone give me a detailed explanation of this issue along with an example?




Don't you have some kind of a bug-collecting team who should be relating this stuff to you? It's described in pretty much all of the bug/issue threads since the CURB.

What's happening with the "official" feedback channels and why do regular forum posters once again have to "work" with a single dev when there's an entire Correspondent team and dozens of very detailed feedback/wishlist/bug threads?



__
wieland argosy <gunslinger>
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