Commando Archive
Thread: Commando Update From Beta TH Apporved
Helios posted a follow up for clarification that essentially said the new specials will work with all commando weapons. The original wording, reproduced in this thread, was very confusing.
And is something I reiterated two or three times already...folks READ before posting!!!
Nakahs -
Currently we're not even close to the damage of a carbineer without adding SAC into the equation. Thats a major issue, but right now we do not know the damage output we'll be getting with our new specials. By no means have I missed SAC, as its an important component. However...and this is a big however, we need to know where our damage output is going to be.
If our specials are going to be ungodly in damage (think: 2-2.3k with unenhanced weaponry or as much damage if not greater with overkill compared to snipershot), then along with the built-in states...our SAC more than represents our power levels. If we're only comparable (especially if all our specials remain on zip timers) in damage, then we have an issue on our hands. We however can't say that SAC needs to be reduced, when we don't even know the length of damage we'll be doing.
I'm thinking Helios wants our speed and SAC to accurately reflect on the damage we can dish out, but we're going to have to wait to see what happens. I'll be updating you guys as much as I can regarding this.
Also...in regards to an armour break, I have suggested for our Lava Cannon to recieve a basic armour break since it has no other built in state (ie no DoT).
So...don't worry! We'll have to see what the dev's are going to do next, but I have a lot of concerns and issues I'm keeping my eyes on.
StarNick wrote:
Helios posted a follow up for clarification that essentially said the new specials will work with all commando weapons. The original wording, reproduced in this thread, was very confusing.
And is something I reiterated two or three times already...folks READ before posting!!!Crazy fools
Nakahs -
Currently we're not even close to the damage of a carbineer without adding SAC into the equation. Thats a major issue, but right now we do not know the damage output we'll be getting with our new specials. By no means have I missed SAC, as its an important component. However...and this is a big however, we need to know where our damage output is going to be.
If our specials are going to be ungodly in damage (think: 2-2.3k with unenhanced weaponry or as much damage if not greater with overkill compared to snipershot), then along with the built-in states...our SAC more than represents our power levels. If we're only comparable (especially if all our specials remain on zip timers) in damage, then we have an issue on our hands. We however can't say that SAC needs to be reduced, when we don't even know the length of damage we'll be doing.
I'm thinking Helios wants our speed and SAC to accurately reflect on the damage we can dish out, but we're going to have to wait to see what happens. I'll be updating you guys as much as I can regarding this.
Also...in regards to an armour break, I have suggested for our Lava Cannon to recieve a basic armour break since it has no other built in state (ie no DoT).
So...don't worry! We'll have to see what the dev's are going to do next, but I have a lot of concerns and issues I'm keeping my eyes on.
Message Edited by Nakahs on 10-11-2005 12:53 PM
That kind of makes sense: "ARGH!! MY ARMOR IS MELTING!!! (incoherent muttering as commando finishes the job)"
Yep...if you see the weapon, it spews quite a healthy dose of lava on the target...
And Np, I didn't mention SAC much because its currently an unknown variable. Essentially everything I posted in this thread so far, is -all- I know regarding whats happening and coming on TC2.
i wouldn't want our new specials to work with anything but our weapons makes us special for it, you want to be the best damage dealer in game drop your wimpy weapon and get a real weapon![]()
questions
1. what is the timer for genades still the same?
2.anything chance of a commando special cybernetic arm one that maybe increase grenade range and speed rate, just a hope?
3. did they put mounted combat in?
4. is the aoe still effect the the user?
Message Edited by sothh on 10-12-2005 08:04 AM
Hey StarNick...
Is an AT-ST a "droid?"
If not it should be...
Who knows? Honestly I hope so, as AT-STs are like any other meat-bag NPC now :/
There have been a number of occasions recently where I have been tempted to chuck in my commando skills and get something more useful like rifles or carbines. However, I could never bring myself to chuck the PFT, despite being underpowered and oversac'd.
The role of commando as a top damage dealer is really not accurate unless one of a number of things happen. If our AOE hit for 100% then we could effectively become a 5+ against multiple targets. If we had our own specials which did massive damage (with commensurately long timers/cooldowns) which only work with heavy weapons then, again, we could come close to a 5 in damage.
I can understand why it would be unbalancing if a massive special was combined with an AoE - hitting many foes with 2k+ damage does seem like a recipe for annoyance among other professions.
I hope that both of these issues will be addressed with the proposed changes to commando. I am glad I did not give up hope and if we are lucky these changes, possibly with more to come, will put a smile on our faces. Still, the old adage, "Don't count your chickens until they hatch" lurks at the back of my mind like a diligent shadow...
sothh wrote:
2.anything chance of a commando special cybernetic arm one that maybe increase grenade range and speed rate, just a hope?
There is a cyber arm that ups the throw range by 10 meters, but a better speed mod or a shorter timmer would be nice