Commando Archive

Thread: My template was master commando/master rifleman, but now wondering...

EricTheAwful
Sat Jan 24, 2004 9:09 am
#79






Thunderheart wrote:





For instance, you might be fighting a guy who has "pistoleer" in his permatage who is also a commando and maybe something else. Depending on how a player stacks each profession defence mod will effect how easily you hit and do damage, and how much damage as well. Its not to clear cut when you are in game in a running battle.




Why should it be clear? The tag is for bragging rights, not useful information during combat. When you look at your mailman, how do you knowhe doesn't have Special Forces Sniper training?


The idea of not really knowing your enemy during combat (especially PvP enemies) greatly increases the risk involved in PvP. That's the idea. You can gleen some intel about your enemy by looking at his/her tag or their equipment, but you won't know the whole story untill you pull the trigger.





Marduke Akkad
Master Architect
Talus
TechnoHic
Sat Jan 24, 2004 10:54 am
#80

So in short, correct me if Im wrong TH, anyone can dabble to get this overpowered flamethrower your talking about, but cant dable to get some defenses.


Wheres the balance there?



CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
CARNAGECARNAGECARNAGECARNAGECARNAGECARNAGE
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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
dWhisper
Sat Jan 24, 2004 10:55 am
#81






TechnoHic wrote:

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.









I love your sig by the way. After seeing enough commandos, I'd like that differentiation. I've seen the same problems with interacting like other classes, but in PvP, TKA's have never been a problem for me. A rifleman who could Deathblow from 78m away was, but that's another issue. However, I've never gone totally one-on-one with a TKA, since that's not what I enjoy to do.


All of my bonus mods covere vs-knockdown, vs-bleed, or vs-dizzy. I have 3 shirts that I'll equip depending on the sitatuation. Now, we'd be a lot more useful in combat if had mitigation that was useful when we were in range to do any of our specials, but that's another topic. 1-v-1 PvP will never be balanced. There's no way it can be, since the balanced does not mean equal. One class will have benefits over another, and as long as humans play this game, the cheapest way will always be exposed.


The problem with balancing the game on 1v1 method is that it gears the game and makes the classes less and less useful when working together. In a group, a commando does something very valuable while other combat classes can pick apart a target. I'd have to assume that with all the coming "balancing" that we'd be even less useful to a group past that first flame DOT.


The Flamethrower is our only good weapon, and it's the most powerful damage-output weapon in the game right now. However, it's also the only thing that makes commando worthwhile. Grenades are all a joke, and Acid Rifles have higher delays and lower damage, so there's no logical reason to use them. Even our Rocket Launcher is a about a 30% miss-rate at level 4. Given what they cost to make and use, that's insane. The launcher is great if you're pistoleer, but I only use mine when I'm holding aggro and don't want to hurt something to bad, so the other members of my group can get XP.


I'd welcome balance, but only if it balances our profession so the other two lines are useful. If we're looking at a CH-style nerf that's going to more-or-less erase the commandos from the map, please go fix Pikeman first. After all, they can't possibly get downgraded any more.


But until then... fear the commando and not the gun they have. (like I said, I don't hunt alone)






Back yet again, for another round of SWG... um... fun. Yeah, that's it. (It's not just a diversion while I wait in the queues for WoW BG's)


Alysann Arimere - Imperius Doval... Two sides, one coin

annelid0
Sat Jan 24, 2004 11:30 am
#82


Thunderheart wrote:


Psykeman420-HS wrote:
Thundeheart, i know you read alot of posts, i know that combat revamp is on the way but take these to heart.

1.) Commando needs revamped
2.) Pikeman needs major and minor changes

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).




So the impression I get here is the stacking change is being based on commando DoTs, and pikeman is being mentioned to prove the devs still know how to spell the word.

Instead of having two commandos duel and basing decisions on their uncurable flame DoT, I'd like to offer two courses of action:

1) Introduce the flame "stim" to your duel, see how it affects the situation.
2) Have a master pikeman using two bleeds duel a master commando who only uses one flame DoT. I don't think it takes a psychic to predict the commando is still going to win easily.

Nerfing what I agree is a currently overpowered flame DoT with a broad-stroked change to all bleeds doesn't solve anything. It just makes everyone who's not overpowered (i.e. pikemen) all that much weaker.

This is a strange definition of balancing when you see one overpowered situation (stacked burns in PvP) and make a broad-sweeping change that weakens even the most underpowered classes. Think of it this way. In terms of combat effectiveness let's arbitrarily give commandos with two flame DoTs a rank of 100, but you want them to be no higher than 80 for PvE purposes. The stacking change effectively drops them to 80, problem solved.

However, not every class is the same. Let's say pikemen are at 50 (also arbitrary, but you get the point that we're not on the same damage level as a commando) with their bleeds. Since the change is applied to all DoTs and not the one that's the major problem, pikemen also take the hit, brining them down to 30.

Broad strokes leave the powerful powerful, and make the weak weaker.

In a nutshell, if you really believe the stacked fire is the problem, don't allow fire to stack. There's no reason to take down everyone else in the process. Better yet, don't take anyone down, just create the appropriate countermeasures and level the playing field that way.



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

Dozer2
Sat Jan 24, 2004 12:54 pm
#83

Ok, I am fine with not being able to stack DOT's. The part that just eats me up is that I losea duel to Master TKA 100% of the time, no exceptions. Commando has no defense mods to be able to stop from getting knocked on our butt and dizzy in half a second and then getting whooped on the ground. How much fun do you think it is for everyone else who is not TKA. I see so many TKA's now, i mean why not, it takes so little skill points to be a master and then you are able to beat anyone in the game except maybe a combat medic/rifleman who has your mind gone before you can get a shot off and then just does head shot on you for the easy kill. The way i see it is Bounty Hunter should be the best fighting profession, but I rarely see master BH's anymore. By the time someone gets master BH they have enough skill points for novice medic and thats about it. Commando's should be the second best fighting class. Combat medics should be third, but you really need to limit the range of poison, cause no one can get close enough to them to get a shot off and they can poison multiple targets at once. The only two professions a combat medic has to worry about really are TKA and commmando, but we can't get close enough to them get them. I think a 15 meter radius for for poison would be fair. TH said that commandos exploited the burn and run, but as long as where within 15 meters of someone it is really hard to run away from them now isn't it. A combat medic doesn't even have to be within rifle range to poison and can run and never once be in range and have you incapped. It just frustrates me so much that i am master commando yet i get whooped more often than not, and i have never seen any mention of TKA nerf or CM nerf. TKA just cracks me up cause of the low number of skill points it takes and the combos you can put with it. The other day i got whooped my a master droid engineer who happened to be a master TKA also. So please balance the power like you say your going to, which mean commandos need more power, not less. How about some defense to knockdown, dizzy, and maybe since your removing stacking DOT then about extending the range a little on the Flame specials, maybe 25 meters instead of 15, that way we don't have to go charging right into the TKA just to get knocked on our butt and whooped down. Another thing you need to consider is that by making the flame out stuff a chef food it is really not fair, that means that anyone can use it, so flame thrower will be such a big waste. Only doctors can cure poison, no cure for dizzy knockdown, but now everyone can stop fire. Can you begin to see how truly nerfed you are going to make commando and that most players will give it up for TKA,CM, Rifleman, or some combo of those. The only thing that would make it balanced since your allready making the flame out food is to make a poison cure that doctors can make and sell that is only medic skill level 5, so any novice medic can cure poison instead of just doctors. I am not one to jump ship cause something looks greener on the other side, i stuck with carbineer from release for about four months while i was doing CH and BE. It was real up setting to me cause all the talk has been about fixing combat and rebalancing, but the only proffession to get fixed this patch is CHEF!!!! I mean I know it deserves to be fixed but come on, it really should be one of the last things you looked at, after fixing all the combat professions. Carbineer still doesn't work right at all, Pikeman is terrible, Smuggler needs to be fixed, just to many to list that should have had more priorority above Chef. At the minimumthere should have been more fixes to go along with it. I keep hearing wait until it is rebalanced, but when is that going to be, then when is the re- rebalance going to be, cause i really haven't seen where you guys have shown that your going to truly make it balanced, as in the number of skill points it takes to master your profession should somewhat determine how strong you are in combat.



Dozer
Master Teri Kasi - Smuggler - Commando
NDIF Mall (210 -5440): S. Coronet
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"There Is No Death, There Is Only Feign"
KevinKenobi
Sat Jan 24, 2004 1:14 pm
#84

with combat droids it isn't as big, but a while back i thought, why don't you have r2-r5 units put out fires like artoo did empire strikes back? when the falcon catches on fire


but of course in pvp they'd just torch the droid to
Dakccoathania
Sat Jan 24, 2004 2:24 pm
#85


Sebana1 wrote:
Well, this is actually really disappointing...I decided to become a mod stacker for PvP, but I ended up loving tanking for my friends...My defensive mods make me a great PvE tank too, unbuffed, unarmored, I tank 3-4 tough mobs at once, which is nice 'cause docs aren't always around to buff (need buffs to wear my armor heh )





To follow up on Cniht's comment this is another kick in the junk to all Wookiees. Stackable defense mods were the only thing I have to look forward to after hologriding to make my Wookiee able to even compete! With doctor/dancer, food, and spice buffs encumberance is a joke so an armored foe gets the upper hand. The supposed 'extra wookiee bonus' in our HAM is not even noticeable even without buffs.

Removing stackable defense mods, along with no armor, make Wookiees the laughing stock of SWG. Everyone knows that Bothons should reserve that seat!



Dak'ccoanthia
I am no slave to time. There is day and there is night.

Mirek
Sat Jan 24, 2004 3:01 pm
#86

I vote to keep stackable defenses too... if someone invests the skill points they should get the defenses that go along with it...

you saying that it makes combat unpredictable to me is a good thing, I shouldn't be able to just look at everyone and know if I could kill them or not... (which you can still mostly do now)
SSquirrel76
Sat Jan 24, 2004 3:41 pm
#87

Arcelab said: "As you can see every dot and state effect is curable, except fire unless you happen to be fighting near a lake or river. That's out of whack, give us some way to stop the fire, especially on tat"


They're making a fire extenguisher in Chef and possibly an artisan crafted item(?? I've been unsure from all the rumors)


Adam723 said: "They are making Chef foods that resist poison. Thanks TH for wasting my 169 pts."


Key word is resists. Not stops poison dead. People with guns still kill folks wearing 80 and 90% composite armor. Your points have not been wasted, you will just be required to play intelligently. Hard for some, but it's quite true.



Not knowing exactly what your opponents are capable of thanks toa misleading name flag is just fine and probably even correct. How many black belts are out walking around advertising the fact and how many are just there and you wouldn't suspect them. It goes to show that just b/c a master dancer flag is on the person could easily be a TKM....and the acrobatics and such would make sense to cross over.


The crossing over is the part that is reasonable here. Combat training is something that should be able to cross over between different types. Fencers know how to dodge well and so do pistoleers. This capability should stack, but as I've said set limits (like +125) for how much it can stack. Maybe allow an additional +25 as a benefit from BE modded clothing for +150 total or just do +125 as a hard limit period, including clothing and other classes. This 125 hard limit could make for even more sameness than we already see. Ohh look, somsone else who has Fencer Defense tree, TKA Defense tree and Master Pistoleer. Ho hum. People already do this, but it would become people trying to get the clothing items they need at max so they don't have to spend as many skill points in one class and they have more free for whatever else.


For all the folks crying they got beaten by a TKA/TKM:Uhm...you were dumb enough to let them close on you, hence you lost.


Astu (Valcyn)



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Sebana1
Sat Jan 24, 2004 5:04 pm
#88








Mirek wrote:
I vote to keep stackable defenses too... if someone invests the skill points they should get the defenses that go along with it...

you saying that it makes combat unpredictable to me is a good thing, I shouldn't be able to just look at everyone and know if I could kill them or not... (which you can still mostly do now)





I agree! PvP should be a risk! It should be exciting! Taking away these hybrid templates makes it mundane..It also brings alot of variety to the characters that we wouldn't have any other way.



Cniht
Doc.Fish
Karate Fish!
Superfish

Wanderhome
dWhisper
Sat Jan 24, 2004 5:14 pm
#89






annelid0 wrote:




Thunderheart wrote:







Psykeman420-HS wrote:
Thundeheart, i know you read alot of posts, i know that combat revamp is on the way but take these to heart.

1.) Commando needs revamped
2.) Pikeman needs major and minor changes




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).






So the impression I get here is the stacking change is being based on commando DoTs, and pikeman is being mentioned to prove the devs still know how to spell the word.

Instead of having two commandos duel and basing decisions on their uncurable flame DoT, I'd like to offer two courses of action:

1) Introduce the flame "stim" to your duel, see how it affects the situation.
2) Have a master pikeman using two bleeds duel a master commando who only uses one flame DoT. I don't think it takes a psychic to predict the commando is still going to win easily.

Nerfing what I agree is a currently overpowered flame DoT with a broad-stroked change to all bleeds doesn't solve anything. It just makes everyone who's not overpowered (i.e. pikemen) all that much weaker.

This is a strange definition of balancing when you see one overpowered situation (stacked burns in PvP) and make a broad-sweeping change that weakens even the most underpowered classes. Think of it this way. In terms of combat effectiveness let's arbitrarily give commandos with two flame DoTs a rank of 100, but you want them to be no higher than 80 for PvE purposes. The stacking change effectively drops them to 80, problem solved.

However, not every class is the same. Let's say pikemen are at 50 (also arbitrary, but you get the point that we're not on the same damage level as a commando) with their bleeds. Since the change is applied to all DoTs and not the one that's the major problem, pikemen also take the hit, brining them down to 30.

Broad strokes leave the powerful powerful, and make the weak weaker.

In a nutshell, if you really believe the stacked fire is the problem, don't allow fire to stack. There's no reason to take down everyone else in the process. Better yet, don't take anyone down, just create the appropriate countermeasures and level the playing field that way.






Maybe it's just me, but aren't you comparing apples and oranges here? There's nothing at all that says all characters and classes will be equal. For example, a Master Pikeman expends 92 Points total to Master their profession and nothing else. A Commando, if they take nothing else... expends 169. Not quite double that, but close.


This game is not about single classes, otherwise you'd only be able to take on one at a time. You're also comparing amelee attack to a ranged one.


Why wasn't the Pikeman question answered here? Because this was a thread about commandos, and commando combinations.






Back yet again, for another round of SWG... um... fun. Yeah, that's it. (It's not just a diversion while I wait in the queues for WoW BG's)


Alysann Arimere - Imperius Doval... Two sides, one coin

Sebana1
Sun Jan 25, 2004 1:06 am
#90



Thunderheart wrote:







The tricky part is that currently, defense mods stack. This will change because there are some min-maxers out there who have really learned how to stack these defenses well and it confuses the issue. For instance, you might be fighting a guy who has "pistoleer" in his permatage who is also a commando and maybe something else. Depending on how a player stacks each profession defence mod will effect how easily you hit and do damage, and how much damage as well. Its not to clear cut when you are in game in a running battle.


So give some thought to which hybrid combo you want to go with. Ask around and see what works well. Just remember that defence mods won't stack like this when the balance is done (because its caused a lot of unfair combat situations.)






Well, this is actually really disappointing...I decided to become a mod stacker for PvP, but I ended up loving tanking for my friends...My defensive mods make me a great PvE tank too, unbuffed, unarmored, I tank 3-4 toughmobs at once, which is nice 'cause docs aren't always around to buff (need buffs to wear my armor heh )



Cniht
Doc.Fish
Karate Fish!
Superfish

Wanderhome
Tanks
Sun Jan 25, 2004 3:46 am
#91

TH said:

"...What I do is I keep track of all the issues, label them and sort them. That way when I go to Blair, JustG and Runesabre and say "players need this fixed", its based on how many players are being effected."


Seeing that we are having a Jedi revamp, permadeath removal, camping requirement removal, etc., I must have been playing a different game.


I didn't know that there were more Jedi then BHs, Carbineers, and Pikemen (well, maybe Pikeman ).



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