Commando Archive

Thread: E-Web...An Interesting Idea to discuss...

Hellshot
Wed Apr 28, 2004 8:51 am
#79






DiLune wrote:


Passive group bonuses are bad for things like accuracy and speed especially. Then you don't really need the SL for anything more than to stand there AFK. And I can almost guarantee the devs will say no to a concept that could put a very powerful heavy weapon in the hands of 19 commandos grouped with 1 SL to give them uber bonuses. The maximum effect of something like that is unbelievable. +30 defense is pretty good now that defenses work. When you make the ability an active ability it can be very powerful though because the SL has to actually spend HAM to use it and can presumably affect only one person at a time. That's why I've been proposing the actual weapon have a second "crew" slot to it where the SL can sort of plug himself in and then he and that Commando go crazy. There are examples in game (such as base shutdown) where you need one profession to do something and then a second profession does the next step. This would be a two step weapon that could be used by both in the first step but requires the second step to unlock the awesome power. (and the commando in the first slot to be really awesome.)


The deal with dabblers is that one person gets all the bonuses and can use them all to great effect by himself. If the weapon itself doesn't allow dabbling then it doesn't matter if you have the SL line and the Commando line. You can only affect one part of the weapon at a time. There would be no sense dabbling unless you intend to fill both roles from time to time.



Message Edited by DiLune on 04-23-2004 01:38 PM



How about having a player tagetedactive ability, similar torally, in the mobility tree, then have +10 in each level 4 box for speed and accuarcy, and another +40 in the master box. I would personally prefer it to be a group ability, but I can see how this would be overpowered, and therefore concede that it needs to be a targeted ability. This way it is an active ability and encourages people to get master squad leader rather than just the mobility tree. As for crewing, I think it would be easier (and faster)to role play or implement an animation that lasts a whilewhen the ability is activated rather than introduce a whole bunch of new code which could be bugged and would take more development time that could be better spent.



Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

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FalconsFortune
Wed Apr 28, 2004 10:04 am
#80

this a terrible idea. the commando needs a toltal revamp to stand up to any of the other profs.
InquisitorPayne
Fri Apr 30, 2004 5:37 am
#81






FalconsFortune wrote:

this a terrible idea. the commando needs a toltal revamp to stand up to any of the other profs.







It is post like this that make me regret to ever have agree to the idea


We (the SLs) should revoke our agreement and just scratch it, or demand it for SLs alone. Either way i dont care.



Why should we sacrifice part of our revamp for people like the poster above?


I truly see no reason.



My new proposal: let the commandos rot in their depravity and self pity and let us all focus on the SL-only revamp...



Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Elhimac
Sun May 02, 2004 7:03 am
#82

I really like this idea and hope it goes through at some time, I dropped commando initially for lack of variety (Burning people to a crisp got *gasp* boring in the long run )
InquisitorPayne
Sun May 02, 2004 7:44 am
#83

one-starred for giving you guys a heads up. This wont make this a hard decision for me



My support is off!



Dogg






Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


StarNick
Sun May 02, 2004 1:31 pm
#84

*sigh* I just find all this squabbling ironic, and slightly amusing...


The E-webb is a heavy repeater blaster, and its for tactical support...hence an SL would use commands to enhance its support for the group while a commando provides the firepower (does not mean sharing of skill mods..or giving SL's cert, means giving SL's abilities and skills to make a tactical gun emplacement much more productive for the overal welfare of the group)


Simple concept...yeah there are people on both sides who want it to be SL only, Commando only etc....but what I find amusing is that the majority of the "big" discussion posters here who are SL are so wrapped up in their revamp that they want it only their way, or they would threaten to take support away.


The devs prolly dont even give a damn for that, and to me thats a selfish way to conduct a constructive discussion. It is inevtible that the devs will give commando a long needed revamp...just like SL's....but when that time comes..what if they throw out an idea giving commandos an E-webb? We'll all remember this discussion if that time ever comes (which I really doubt knowing them...but hey who knows)


Also dont forget...the CB (the biggest change and as close as you can call a near revamp to the commando proffession) was delayed....it was suppoused to go out well before the SL revamp...so don't act like "its your time to shine, and we just have to wait"...our "time to shine" was delayed...and yours just got bumped up


Point being, the devs are afraid to touch commandos before the CB...hence why we have rarely gotten anything from em (for the SLs...dunno maybe they just ignored you )....so if a revamp for SL came before...why the hell would they even listen to you guys (and us) for getting an E-webb into the game?


The most logical time frame we're ever going to see the e-webb is after the CB during our hopeful revamp...and this is my personal opinion based on what the devs have said that they're not touching us until after the CB


And lastly, until that time comes...all they're prolly going to put into the SL tree is what i talked about prior...skills and commands (that give big bonuses) and/or a restriction on the use (like only can be used if an SL "sets up a defensive perimeter" commando that grants commandos the right to place the gun - good idea btw)....this does not require a SL revamp to do...but a commando revamp.....they would only have to add new skills to your existing trees...while with us, they would have to make NEW trees as an E-webb does not really fit in the descriptions of our trees (maaaybe Field Tactics...and Hvy weapons but thats stretching it)


So i say, go ahead..withdraw your support...be wrapped up in your SL Revamp...the dev's final word stays (on the matter that we wont be touched before the CB)...i wouldnt count on them making an E-webb only SL either....but on that, who knows..."ranged blast dmg" was our niche (as with hvy weapons like the e-webb would be) and now thats a novice smuggler/BH niche as well...but it all boils down that they arent gonna be adding stuff/changing stuff for commando until after the CB...well after your revamp as it was delayed (if CB wasnt delayed...yeah maybe this couldve worked...but life isnt perfect)





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MilleniX
Tue May 04, 2004 10:04 am
#85

I fail to see why 1, 2, or even 3 people who are Master Commando's offering a negative opinion should be reason for the Squad Leader Correspondant to withdrawl his idea which would benefit both professions. Just because someone disagrees doesn't mean it would be a reason to scrap the whole thing. People disagree all the time.


As a Squad Leader, I would think you would know what these guys are feeling. They feel betrayed, and hurt, having one of the so-called 'best professions' in the game with 3 competly and utterly worthless trees.


Now if this idea is still being considered, I'd like to offer some thoughts.



As it is, there are not lots of Squad Leaders in the game, and in order to convince say... someone from my guild to be one, there would have to be a reason to do so. If this weapon is useable in PVP when grouped with eachother effectively, then the squad leader would also have to be able to use it.... otherwise why would they want to be a squad leader. If commandos are the only ones getting specials with this weapon, then Commandos have nothing to complain about. When grouped with a squad leader, the Commando is the one thats going to be doing extreme damage with this weapon. I don't see a problem here.


I do like the ideas being tossed around for Commando thus far, great work garvin.



_________________________________________________________

MilleniX : Bounty Hunter : Jedi
_________________________________________________________

"I have problems finishing things I..."


Midlight
Tue May 04, 2004 10:33 am
#86

This is a wonderful idea Garvin, and I think it would great as far as necessitating combat class interdependency, great thought



=============
Turo Idarn - Master Commando/TKM - Chilastra
Tsaru Mecis - Master Medic/Novice Fencer - Lowca

You Are
What You Do
When It Counts
Ster
Tue May 04, 2004 7:55 pm
#87

Some of you may have noticed that I have not posted here in a while. The reason? You guys arent even trying; Squad Leaders and Commandos alike. I have tried my hardest to open a channel and try to meet on some middle ground. I wont post again until I actually hear some sort of attempt from at least one of the sides. You guys really dont understand that this is a touchy subject. Commandos need to see that this is a squad manned weapon that needs multiple people to operate it. Squad leaders need to see that this is the heaviest weapon in the gameand no one in the game has more of a right to it than a commando. The two proffessions need each other and neither can put it through on their own. You can either start budging some on both sides or drop it. I have put more workand thoughton the commando side trying to get this thing working to come degree with diminishing returns. Either find a way to work it out or not. If we have to wait for the commando revamp that is coming shortly, then so be it.If you want to work it out now, then thats fine too. But both sides cant just say, my way or the highway.




Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
DiLune
Wed May 05, 2004 8:50 am
#88

Like I have said before, if the SL can't use the weapon then I won't ask the devs to use their time to produce it. Passive bonuses lead to AFK squad leadering. The E-web can have two sides to it. One is heavy damage. the other is suppression. Commandos are a heavy damage type profession (focus on single targets)while SL are more of a suppression type profession (see the whole field of combat.)

That's how they would work seperately. There is no way either commando or SL would like investing skill points in a weapon or lines for a weapon if they HAD to have the other there. You can't guarantee you are going to have that profession available when you need it.


The squad concept comes in that together they are better than if they both dropped their own E-Web and started firing seperately.


And, what commando revamp are you talking about? The combat rebalance?
Raptor2k1
Wed May 05, 2004 3:57 pm
#89

"The E-web can have two sides to it. One is heavy damage. the other is suppression. Commandos are a heavy damage type profession (focus on single targets)while SL are more of a suppression type profession (see the whole field of combat.)

That's how they would work seperately. There is no way either commando or SL would like investing skill points in a weapon or lines for a weapon if they HAD to have the other there. You can't guarantee you are going to have that profession available when you need it.


The squad concept comes in that together they are better than if they both dropped their own E-Web and started firing seperately."


This pretty much hits the nail on the head. I can't emphasize enough that making a profession required to use a weapon is a bad idea, you never know when you won't be able to find a partner to use it with. Think of it as being the difference between taxing a corporation for polluting, and subsidizing the pollution costs so that thatthe firmhaseven further enhanced output. This is in no way an unreasonable solution, and it in fact makes alot of sense. Going off your idea though (which I think differs just a bit from the orignal one posted.) Perhaps it could be made in such a way that:



  • Both professions get special abilities, speed, and accuracy mods (withSL's getting a little bit more speed than accuracy, andcommandos trading off a bit of speed for accuracy.)

  • Commando Specials would focus on single-target damage output, bringing massive firepower upon whomever was unfortunate enough to make themselves a target

  • SL Specials would focus upon AE supression and controlling enemy positionson the battlefield (as that seems more like the tactical sort of thing a SL would focus on.)

  • There could be two seperate ways of having a joint-weapon operation


  1. Commando is the Gunner, SL is the spotter. This combo of the two would have the commando gaining bonusses to speed and accuracy, and additionally would 'unlock' some more damaging AE specials.

  2. SL is the Gunner and Commando is the spotter. For this combo it would play off the SL's sepcialization and supression and control. They would gain accuracy and speed bonusses (equal to what commando has with SL bonusses) and would unlock a new set of AE supression specials that are more lethal/effective. For instance, alone the SL might be relegated to specials such as light damaging AE stun/dizzy moves. However, with the commando acting as a spotter, they could gain an AE KD move with moderate damage.

The way I see it, setting up a system like that would be fairly logical, catering to both profession's specialties. In addition, it creates variety even in the way team's employ theE-Web (a concept that hadn' been fleshed out very well thus far for some reason.)


This way, the weapon is very useful to either profession as a stand-alone, with specials corresponding to the respective professions. When acting as a team though, the weapon would become extremely potent (at the very least a teamed weaponshould have the firepower potential of two hyrbid combat professions.)




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


DiLune
Wed May 05, 2004 4:25 pm
#90

Yes, you're getting it. Now the kicker is you have to have some way of preventing a SL/Commando from having both worlds available...so when you access the weapon you get a radial menu. You choose which spot you go into, SL or Commando. Then when a commando or sl in your group wants to join (after you already have a gunner) they get the option to join as either commando or sl in thespotter/powercontrolposition. Its a new concept..might require nasty coding, but man would it be cool. Especially if it can be used for future weapons or vehicles. I think it would be worth asking the devs to put time into coding something like that.
garvin
Wed May 05, 2004 4:47 pm
#91

I agree..the key to selling this to the devs to 1) Show a fostering of cross profession participation & 2) Making it a benefit for both profession (make 2 professions happy with one new weapon...kill 2 birds with one stone)...


It has to be good for both Commandos and Squad Leaders and therefore should be useable by both...but each profession should have their specific bonuses to the weapon...and to foster the cross profession participation, grant bonuses when grouped...





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

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