Commando Archive
Thread: New CU Doc Up (With New Commando Pre-Reqs)
RotorofCorRng wrote:
Novock wrote:
I can heal in the game right now with absolutely no meds its called quickheal. requires no meds.
Oh yeah, it sucks too. Thank you very much.
Novock wrote:
If my health is wounded it requires a med pack but if my mind is wounded (which woud seem to be much more serious wounds) i just sit back and watch a dancer and requires no meds. Matter fact I can sit in a camp and my wounds will heal without medicine or wound packs. I'm not sure I understand the argument. Its a game mechanic that makes the game work not really a matter of continuity.
Again, magical, why introduce more? The game can be fun and not over burdening w/o making it more "magical".
Novock wrote:
Personally if I can pick up my FT and not get laughed off the battlefield when I go PVP i could careless how someone heals something whether they force pee on someone, shoot em up with roids, use a med pack or cast an enchantment spell. Just give me a Flamer and let me toast some rebels and I'm happy troll.
You know what the difference is between you being a commando or a fire wielding wizard? Your flamethrower. Without it you are a wizard summoning fire out of your hands to crisp your victim. With the FT you are a commando.
It is the difference. As I said before and people keep ignoring, you can over engineer or over simplify, they are both different versions of the same animal /shrugs.
- Its logical to see first impressions as a feeling of "cheapening" our professions...however this is NOT the case, and we have been assured that not only will our professions work better (in terms of weapons, damage, and defenses)...we won't be "downgraded" whatsoever. Although lessening the pre-reqs is negative as more non-commandos can come on, its also positive for us as we get more options too. Remember also that the other profession pre-reqs were raised...its now different from today's system.
- BH will be very powerful Post-CU. Know how TKM templates now can pretty much wipe out some jedi? Yeah well, post-CU a BH ranged template will be just about the same... (In a one on one fight)
- Same applies to us, but in a different role...a ranged hvy damage dealer
- Defense stacking to the point of basic invincibility (especially in PvE)...will not exist. Stacking in general will stay, andwill besomewhat encouraged. We won't fall into the FOTM templates anymore, as every combat profession can be stacked with another profession to produce a unique role....which will give it a weakness or take away the option of being able to do another role. Thus, interdepency between combat professions for high-end combat is necessary to a degree, as well as create very unique templates....and ultimately allow a higher degree of customization. You can have a template that is a jack of all trades and function independently, as its YOUR choice...but will that character be able to solo everything in the game? Do every dungeon that is suppoused to take a diverse group of players to accomplish? Of course not but that doesn't mean we'll be -forced- to group because we can't solo a nuna!....theres a big chance at balance with the CU on this
- The dev's don't regard profession x as just profession x....meaning, in a way...ALL professions are enhancers to other professions. It solely depends on your template. You can be an MC and use carbineer to enhance you, you can be a Master Carbineer and use BH to enhance yourself. You can be a Master Marksman, MasterRifleman, and take up some commando weapons to enhance your damage (will it be as good as a Master Commando? Probably not). Look at the big picture....as if you look individually, it doesn't sound like a good system...but if youtake a step back, you'll see that the profession system caters specifically to whatrole you want and how you want to customize that role. You can regard yourself as a Commando and have some pistoleer, a pistoleer can regard himself as a pistoleer and yet have some commando...both folks will have slightly varied roles and regard themselves differently...but both professions enhance their chosen template...
- Armour depends on your template....if you choose to get innate toughness from TKA, and bulk up on defenses...you may not even need armour, and theres a chance if you wear tougher armour you'll get more penalities than bonuses. If you choose to go all armour, you get more bonuses than penalities but be fairly vulnerable without it. You can go the route of a balance, where you only need armour against targets such as Krayts (heavily armed/armoured enemies), but do perfectly fine unarmoured against most other opponents. Its your choice...unlike now where you -need- buffs and armour to compete.
Magic Exists in Game...who cares....Devs are gonna do whatever they want to...who cares...just grab your flamethrowers, place your molded grips on the handles and let's go have us a gnort/jedi/rancor barbeque! I'll bring the beer!
Love y'all!
-Mandee
garvin wrote:
But think about it...Commando/Ranger
Novock wrote:
/end rantI have to say I feel flame juices starting up again
Now you went to the other extreme. Whatever, you have your opinions I have mine.
RankorCity wrote:
Negatives
- Reduced skill point requirement for Commando - will now have even non-FS monkeys using our prof (if anyone remembers the days (pre-fire blanket, pre-DoT nerfs) of PvP when EVERYONE had Flame IV, you will know what I am talking about).
Exactly what I'm worried about. If this is going to happen, I would like to see both Flame Single 2 and Flame Cone 2 given at Master Commando and Flame Cone 1 at 0/0/3/0 and Flame Single 1 given at 0/0/4/0.
I know you can't please all the people all the time, but, I think, being a staunch Master Commando, we need to be set apart from the FT toating dabblers.
My 2 cents.
Falck Yakcam
aeuralis wrote:
garvin wrote:
1) Calm down...it's just a game...don't sink the ship because you dislike how something "looks"...the CHANGE is what matters, and for all intents and purposes, until we try out this change, we can't rule on the change...
First i am calm.
2) It's not magic...it's software programming made up of pixel animations...this game isn't real...
Once again, i know. You remember it too.
3) This isn't, for us, about being a Doc or CM...this is about being a Commando...you are a Commando Sandbox tester...and as far as I can tell, this change could very well be a good thing FOR Commandos (think of the bigger picture)...
Yeah but if they will not listen to those two large communities , what makes you think that when we are talking about a commando problem, they will listen? I think they will do the same thing to us when we have problems.
4) Is it anymore "magical" to carry as many things as we do in our "backpacks"...is it any more "magical" to be able to swim forever...is it any more magical to make a vehicle pop out of a data device...this game is full of "magic"...
I agree with you. But the difference is that i am for limiting the addition of more "magic" and you are not for it.
So yes...the animation won't make it any more magical then other existing elements in this game no matter how it looks...but the right animation will make it fit in as other elements fit...
Message Edited by aeuralis on 03-18-2005 08:35 PM
Healing/Doctor/CM Changes
- Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
- Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
- Enhancers are on a 1000 point scale - the higher the number the better.
- The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
- We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
- The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
- Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
- Stims can modify your health ~10%. You can’t use your stims to heal someone else.
Now how exactly is this magic again when we will be able to heal ourselves and need consumable Stimpacks?
name one imbalance that isnt cause by armor.
name one imbalance that isnt cause by armor.
Message Edited by StarNick on 03-19-2005 06:39 PM
Exactly what I'm worried about. If this is going to happen, I would like to see both Flame Single 2 and Flame Cone 2 given at Master Commando and Flame Cone 1 at 0/0/3/0 and Flame Single 1 given at 0/0/4/0.
I know you can't please all the people all the time, but, I think, being a staunch Master Commando, we need to be set apart from the FT toating dabblers.
My 2 cents.
I think this sort of conception of professions is part of the current problems with the document. They want people to dabble for a flamethrower if they want one. Master Commando will have access to far more abilities than an FT4 Commando, ergo there is MUCH differentiation between the two.