Commando Archive

Thread: CU Commando Issues/Bugs (includes a explaination regarding our missing specials)

StarNick
Fri Apr 01, 2005 2:12 pm
#79

Well for one you get a new cert. Another, you get all the specific Pistol/Carbine/Rifle mods...


Which may be VERY beneficial to commando...especially if you dabble slightly in carbines for a that proton one maybe



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

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garvin
Fri Apr 01, 2005 2:15 pm
#80






Bachreus wrote:

Garvin can you please tell us if there will be a large benifit to actually mastering Marksman at this point. It seems as if no one is talking about it anywhere. Does master Markman now give somekind of craxy mod, or special?





That's on my "wait and see" list for testing...Personally I don't think they've done enough to Master Marksman to make it desirable enough, but it will depend on how good that weapon cert is in my opinion...


In the past I've pushed for the Beam Rifle to be cert'd there (before I knew about the pre-req change) as well as making a stronger version of the KD Counter (like a KD Counter that has less of a cost)...Those 2 things would make me want to Master Marksman...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Bachreus
Fri Apr 01, 2005 2:36 pm
#81


Thanks for the reply

/salute Starnick

/salute Garvin

Message Edited by Bachreus on 04-01-2005 04:37 PM



Bachreus
Master Artisan--Master Weaponsmith--Master Merchant
Granock
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Charos
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Armorlite Weapons -5084 -6056 Dantooine in Ghost Town
Iron-Monkey
Fri Apr 01, 2005 2:36 pm
#82

Haven't got a chance to get on TC yet (yeah, I know, but baby still comes first), but did I just read that right? Did you guys just say that the Rocketlauncher is now non-consumable?


/gasp


and you also said that "other" weapons work besides the Flamethrower


/gasp

/gasp


and now a Dev is hinting at the concept of aMaster level cert AND for a high speed/low damageweapon, like possible getting the Underslung Carbine at Master level? This...this...this..is just way too much to take...I can't believe it...ahhhhhhhhh............


/faint




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Val_Hunter
Fri Apr 01, 2005 3:11 pm
#83





I understand why you are making the higher tier weapons more powerful, I don't think it is a good idea though. Your just promoting everyone using the same couple weapons from the higher level boxes. It kind of makes a waste of all the other weapons.

The weapons need to be differentiated based on something other than DPS, which is more difficult now that the range modifiers and armor piercing are gone. Could we maybe make a set of special moves that are tied to a specific weapon and each weapon gets one or two from the pool? (UO did something like this).

Since making a weapon higher DPS is the only real difference right now everyones going to end up using the same weapon (boring).

That's only if they all have the same damage type, range and speed...sometimes you'll want to use the higher damaging slow weapons to try and hit them hard in the beginning...sometimes you'll want to use faster less damaging weapons for combat that will take longer...and then there will be times you'll want to fight face to face using our new Melee weapon...Mix in the fact that our Grenades are FAR FAR FAR more useful now and all of our Consumable Launcher weapons are non longer consumable, and we have tons of more routes to travel...

How is that boring?






I realize that this is the commando forum, I was responding to this in light of all clases though. I'm a swordsman and looking at all of the two handed melee weapons they all have about the same speed with some doing more damage and some doing less. I'm thinking that rather than certing weapons and making some lower damage for the purposes of low level characters, it might be better to do a damage mitigation with the weapons similar to what they do with the armor. That way they can make more of the weapons usable at the end game without making levelling too easy. For example, maybe you only do 10% damage at novice brawler. At novice swords maybee you do 50% damage.

Looking at the way they are setting up the weapons, they seem to be designing for a level based system. This is skill based though and characters max out relatively quickly. On top of that, most of us have already maxed out our characters, the game has been out for a couple years. They're putting in too many "leveling weapons" that are either used very shot term, or have already been passed, when they need to be focusing more on making a variety of end-game weapons.
Oback
Fri Apr 01, 2005 3:34 pm
#84

i was really hoping we would have gotten rid of the acid rifle. Havent had a chance to look at it yet, but is it any better?



pikesman

master commando

Rebel till the end
Cpl_Fisher
Fri Apr 01, 2005 4:55 pm
#85






garvin wrote:





Bachreus wrote:

Garvin can you please tell us if there will be a large benifit to actually mastering Marksman at this point. It seems as if no one is talking about it anywhere. Does master Markman now give somekind of craxy mod, or special?





That's on my "wait and see" list for testing...Personally I don't think they've done enough to Master Marksman to make it desirable enough, but it will depend on how good that weapon cert is in my opinion...


In the past I've pushed for the Beam Rifle to be cert'd there (before I knew about the pre-req change) as well as making a stronger version of the KD Counter (like a KD Counter that has less of a cost)...Those 2 things would make me want to Master Marksman...






Not really, but it's my job to Pester the devs into doing it!




Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
OdiousEncounter
Fri Apr 01, 2005 7:14 pm
#86



Helios_SOE wrote:


OdiousEncounter wrote:
I tihnk my commando friend will be very happy

One question. Why do your posts always seem to start with:


Helios_SOE wrote:
Today...




Just my shorthand way of saying "Subject to change", "Nothing is set in stone", "No promises expressed or implied that this will be so when everything is final and launched".




Great, that's sort of what I figured. I think "currently..." would be a bit clearer, though.



----------Auriga Starlighter----------

rexan
Fri Apr 01, 2005 10:37 pm
#87






garvin wrote:





rexan wrote:




I really hope this is not the case. One of the things that the CU is supposed to do is get rid of the templete stacking.


NO...the CU is suppose to ENCOURAGE more strategic template building...it's removing cookie cutter template stacking by making template building more strategic. The idea is that you can "stack" in multiple different directions and for multiple reasons (no longer just for defenses, but now for offense, armor, abilities, and more).


But now the Devs are going to completely re-design Commando to be an "Offense Stackers"?!?!?!


I just worry that if this is the case, EVERYONE will be forced toget commando just to be effective in combat.


All offense vs. those who go All Defense vs. those who find a Happy Medium...there will be 3 types of effective routes for combat...the question is, which will be the best route? How great is having high damage, if your opponent has high enough defense to take your pounding? By going Commando, they give up going the route of protecting themselves from OTHER commandos for example.


I hope I'm mis-understanding your definition of a Power-UP profession.



There will be multiple "Power-Up" professions...we power-up Offense...other professions power-up Defense...and even other's power-up Control...it's all about which route you strategically want to take your template build.










Ok, so now bear with me. I was underthe impression that you would not be able to "stack" defences. ie, if you want to dodge like a fencer or pistoleer, then you will have to be holding that particular weapon. Now are you saying that as a pistoleer/commando I will loose all my pistoleer defences when I pick up the RL? That seems to make sense to me.


But as the other poster stated with his diamond analogy, I see commando as being a profession that is "too good to pass up". If I understand correctly, everyone is going to want to get a piece of this pie.


And will it even be possible to be a "stand alone" commando?


I still havnt' had a chance to try out any of the elite professions, but it sounds like we are trading "defence stacking" in for offence stacking. Who knows, maybe this will be a good thing. Especially if it gives smugglers something to do other than being slice monkeys.








Rexan Ryu
Master Smuggler
Flurry Server
DragonSnack
Sat Apr 02, 2005 1:40 am
#88






Moge_Tira_Tru wrote:





DragonSnack wrote:





Moge_Tira_Tru wrote:
Im sorry to put a downer here. but it looks like this Dev, becuase he plays a Commando, has made you guys...well...to good. I -really- hate to say this but I think everyone will be a commando now. With your DOTs and Nades. It seems like you guys are going to be crazy powerful.

I hope this Dev has not allowed his own playstyle to hamper the balance of the game.






Is this waht I think it is???




Someone whining and asking for a NERF ALREADY!!!!!!








I would hope, maybe I am wrong here, but I would hope that you would be able to see beyond a Nerf Call and see my post(s) for what they are, constructive questioning. This is beta, if questions don't get asked now then when can they?

Not everyone who questions a certain profession is calling for a nerf sometimes - just sometimes - they are just asking a question.





Sorry but I'm just a bit sensitive when I'm called ovepowered.





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