Commando Archive
Thread: 10 Questions for the Devs
As a beta one tester, many... MANY of the key issues found here were raised over and over and over again throughout the testing process. Simply put, in the scope of work, PAs are not a large target on their maps. They have to many other things to worry with. That's not to say they don't care, it's just that PA issues aren't a high priority.
The number of lots issuewas a topic of so many debates it wasn't funny. NOBODY liked the rules they were using. We all understood that they wanted a PA to be a great acomplishment.. a commitment of many people (as they put it), but 6 months after launch it's no longer a great acomplishment and continues to be a commitment of one. Just as we pointed out.. over and over again.
I would expect to get development time... in small amounts as it fits the schedule. But looking at what's on the plate.. any serious development time won't come for 6 months or more.
Do we have a eta for TH's reply?
I play this game for pvp, 90% of people i come up agasint are some tkm hybrid, this is surpose to be star wars, we are surpose to be commandos, tkm's should fear running towards us.
Sorry but I must disagree slightly with at least part of your statement ;
"In the end, the Commando above is correct - and it is my position that there should be three classes equally matched and disadvantaged inorder to reign in on class dominating in Melee or Ranged Combat. Those are obviously: Commando, TKA, and Bounty Hunter."
In my oppionion a full BH Master with full weapons, HAM balance and played to 100% effect at long range should beat the master commando with the same ( full weapon access, balanced HAM etc played to 100% effect ), and the commando should beat the TKA in the same situation. Why ?
Its a simple matter of skill points taken to get master. Now bear in mind that this is each class maxed out and played to 100% effect, obviously the balance should be in favour of TKA or any other mele class for that matter at toe to toe combat ( Yes TKA should be level with the other mele classes ).
And thus under test conditions a plain master commando or BH should have the advantage against all other plain ranged masters also.
Any character who spends 100% points on combat / combat related ( not crafting ) should be faily on par, ie evenly matched with another spending their 250 points on combat skills.
Dabblers who Master Pistol / Carbine Skill with a Crafting Tree should not expect to beat an out right combat class like the commando. Or should not come close to it. A TKA should never be an uber class at such low skill point levels.
Just my thoughts on things.
Farky wrote:
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*
Dev 1: Wait a minute, this game has commandos?
Dev 2: What's a commando?
Dev 1: Ah who cares, let's nerf it.
OMG that is just funny, I had to post on it... I have seen this and seen this.. just need to let ya know that i found it funny as hell.
DecimusDrakar wrote:
i'm in agreement that the HAR should be replaced with an assault rifle. Our FT's are no longer effective against at-st's or heavily armored opponents..which is understandable because a FT is a anti-personel weapon. our rocket launcher's are just too slow and ineffective to knockdown 55k ham or hit an opponent in pvp. the heavy assault rifle could replace the HAR and these could be the default stats(granted master WS can make better or worse) Medium AP, Blast dmg, 3.5-4.0 spd and 400-500 dmg....faster than a FT but not as powerful, one or 2 specials would be nice. the assualt rifle could look the same as the HAR to save on coding it in(the HAR looks cool, but that's about it) as of right now a commando which was designed to take down heavily armored opponents are being out done by heavy swordsmen. i'm sorry but a melee class shouldn't be able to take an at-st.
-Revan-
Just a suggestion:
If I were not a commando and was reading these questions I may not really know/understand what you are asking.
Would it be possible to add a paragraph or so to each question, going into fuether and specific details of what is being asked.
I would hate for the devs to finally say, "Ok, give commandos what they want" (yeah, I know, I'm dreaming), but when the dev assigned to do the changes, who has never played commando,starts reading and has no clue what we are asking for . . . Then nothing usefull gets done.
I do not mean to nit pick, and if you would like I can write them. I just want to cover all the bases, so there is no excuse.
I want to be ready for this so called "Combat Balance". I hope it comes soon, that way we can complain about it sooner, lol. Just kidding, cough,