Commando Archive

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

A_nita
Sun Jan 25, 2004 5:15 am
#92

DOT's wouldn't be as dangerous if armor actually functioned for reducing damage of a DOT.

Exmaple, I use stopping shot with a dx2 on a medium armored mob with 80% acid resistance for damage spam of 1000 damage. One level of armor reduction brings that to 500. 80% of that means that my shot does 100 points.

However, with that same DX2 on that same medium armored mob with 80% reduction of acid, hitting with Health Shot 2, I do no initial damage, though combat spam lists 1,000. Over the course of the bleed, the mob then takes 1,000 per tick - instead of the 100 he SHOULD be taking because a wounding shot doesn't bypass armor unless it found the armor hole - worth a whole separate post.
Seshemw
Sun Jan 25, 2004 5:48 am
#93



KaptainKrude wrote:


Thunderheart wrote:
  • It only makes sense that if you have a weapon, you have a counter measure.


Ok, then where's my "smelling salts" to cure dizzy/KD?
"Eye drops" to cure Blind?
"Alcohol" to cure Intimidate? (hehe, think beer muscles)
Etc, etc, etc...





Blind and Dizzy are both curable by doctors, for what it's worth.

They didn't say every profession could use the counter intrinsically, they said there WAS a counter (and there is, currently, for everything but flame). And no, running into water isn't the same kind of counter. Just visit Tatooine. No other combat measure/countermeasure setup gets invalidated by the planet you're standing on.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Zito75
Sun Jan 25, 2004 7:55 am
#94

TH, the flamethrower, as you said is ONE of the most powerful weapons in the game. Okay, I'll agree with PvE, but I do not want to get into PvP. Now you are going to nerf the flamethrower...Okay, most of the commandos would not be complaining one bit, however there is one minor problem.


The flamethrower IS the only working weapon we have! The Acid Rifle: Useless, Heavy Assault Weapons: A pain to work with due to the price and being "consumable" weapons, Grenades: Only hit 1 out of maybe 7 times, and still do not have enough effect on the target.


Hear me out TH...as probably most of the other Commandos would agree: Nerf the flamethrower...fine...in return, fix the rest of the Commando profession, like i mentioned, commandos probably wouldn't have minded this in the first place had the rest of the Commando profession work properly.


I'm not the most experienced in PvP, but just one comment...I do find it rediculous that there is a Teras Kasi Artist special that has a LONGER attack range than that of the flamethrower! I'm sorry, but no unarmed...or any melee attack should have longer, or the same for that matter, attack range than a gun...Unless of course a Fencer is throwing his or her knive


So please TH, we are begging you, read our other concerns, and let us know at least that you are aware of these issues.


Thank you,


Zito







MasterMarksman


Novice Commando


Brawler 4/0/0/0


Novice Architect


Novice Droid Engineer




Zito Ipod - Radiant
Master Rifleman - Master Combat Medic
Ekhvram
Sun Jan 25, 2004 8:55 am
#95

The bleed nerf doesn't affect the most dominant PvP class in the game; TKA's.Their + damage mod doesnt seem to mitigate either.


And yeah the FT is the only useful Cmdo wpn really, remember how worthless they were before it?



Th; test the latest God template floating around next plz, then stack some CM DoTs--those are 'griefy' in terms of fun for everyone else...





_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
teamdoa
Sun Jan 25, 2004 9:10 am
#96

Umm, you sure you have PVP with commando ...lol, half the time we dont even get chance to fire the flamethrower.



----------------------------------------------------------http://www.sonicteam.karoo.net/SWG/Jedi.jpg
elis
Sun Jan 25, 2004 10:47 am
#97

I don't play a commando and I'm sure there's a point to what TH says about stacking dots but I think it's such a bad way of presenting changes to do it this way. When you point the "nerf bat" to one profession it will make people angry. I think it's a good thing that you're reworking the combat system to create a greater balance and I realize it's an impossible task to keep things in balance with so many players finding the holes in the system.


But don't present it this way, it makes me mad even though I don't play a commando. I immediately think of other combos that are much more in need of "nerfing" in my opinion and from my experience. It would be much better if you fixed what's broken from the profs point of view, and then made the changes. So the commando's only have one really good thing, the rest is considered broken by most people who plays it, and this thing is being somuch used so that it's eventually considered an exploit. Carbineer is another great example of this. 2/3 of their skills are broken but in return they have an insanely overpowered knockdown that's almost the only thing people are using. Etc etc.

Why couldn't you simply wait to announce this until implementation of the new system had started?





--
Ingame: Akinor
jakesnake
Sun Jan 25, 2004 11:24 am
#98


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.)

--------------------------------------------------------------------------------------------------------------------------------------------


So then what is the puropse of having a hybrid combo if defences don't stack? Just to experience using different weapons? Lame. Weak. So much for using your brain. So much for accpmplishing anything special in this game. For me, if defence stacking is nerfed, it will be a huge turnoff.


And all because it "confuses the issue?" I'm sorry but this makes no sence whatsoever. Maybe I misunderstand this, Thunderheart, but are you saying that the primary problem with defence mods stacking is that it is harder to guess how much damage one can do to someone else before combat?



BODILAU


I can be killed


REMCO
DeusManus
Sun Jan 25, 2004 12:34 pm
#99

wow, a non commando that isnt retarded /applaud. finaly someone with a realistic veiw of the situation.



Morauz
KaptainKrude
Sun Jan 25, 2004 12:51 pm
#100






Seshemw wrote:





KaptainKrude wrote:





Thunderheart wrote:







  • It only makes sense that if you have a weapon, you have a counter measure.





Ok, then where's my "smelling salts" to cure dizzy/KD?


"Eye drops" to cure Blind?


"Alcohol" to cure Intimidate? (hehe, think beer muscles)


Etc, etc, etc...









Blind and Dizzy are both curable by doctors, for what it's worth.

They didn't say every profession could use the counter intrinsically, they said there WAS a counter (and there is, currently, for everything but flame). And no, running into water isn't the same kind of counter. Just visit Tatooine. No other combat measure/countermeasure setup gets invalidated by the planet you're standing on.





Yea, and if you read farther you'll see that I found a post in the Doctor forums stating that the devs are looking at putting the extinguisher into the Medic tree.


That's certainly better than the craftable "tool" that they discussed the first time around, but I'm now concerned that it'll go too low in the Medic tree, and be too easily accessable to too many players. Just as the regular stim B heals, etc are now.


We'll see where it goes, but if it's too easily obtained it'll nullify the flame DOT right out of the game.


And I'd encourage you to view your Tatooine comment from a Commando's point of view. OTHER than Tat, water is generally plentiful on most planets, and renders our Flame skills nearly useless in many areas. So, when looked at from that perspective would other combat classes be happy if you not only could cure stun (for example) using a "smelling salts" tool with 20 Medical Use requirement AND could also cure it by running into a tree (for example) AND could eat "Mind Blowing Fudge" (for example) that grants a three shot immunity to stun?


What other classes' skills have a combination of these sorts oflimitations?



Well, anyway I won't go on and on. We'll see where it goes...it may turn out ok in the end. But, I'm just trying to sum up a bit for you why so many Commandos see this as the nerf to end all nerfs for us.




NTyekanik CorrinoN
New Dawn City
Naboo

Halmet
Sun Jan 25, 2004 12:55 pm
#101

What im wondering is what is a medic doing with a fire extinguisher? Its not a medic tool. They dont carry them around all the time in case somebody spontaniously combusts.



Master Commando
Naritus

Nothing to see here. Move along citizen.
Dooms-Day
Sun Jan 25, 2004 2:26 pm
#102

















Thunderheart wrote:




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).





I've spent most my time PvPing in SWG and have learned to cope with most of the changes/nerfs... the very first effective PvP template I had:


TKM - Dizzy / KD, UA3 / UA combo 2, +20 def KD


Master Marksman


Brawler (4-0-0-0)


Commando (0-0-4-0) Heavy DOT


Smuggler (0-0-4-0) Ranged KD, Ranged delay


Pistoleer (0-0-4-0) ranged cone damage = Fan Shot, and the +50 def KD


Medic (2-0-0-0) Stim B's, heal bleeds



I used TK's Dizzy/KD combo followed by a delay (very effective on pet's / PvC) and then flamed the target once to lite'em up for (can't remember exactly) 6-8 ticks of fire DOT wich damage is 50% of the highest flame hit and wounds are ¼ of the burning damage. Then continue with TK's UA3 or combo 2, I dont see how burns can stack unless you use a looted weapon with a fire DOT.


In PvP if you get torched and incap you wake up with the fire still burning and will get incapped again, and a 3rd time if all 6-8 burns havent passed by. If you got torched again on the right before the last burn tick it wouldnt add another 6-8 ticks to the DOT. Only after the fire went out could another flame be reaplied for another 6-8 ticks of burning damage.


Was the FT DOT intended to burn untill the target was incapped or just ment to burn once or twice?... I dont see what you mean by flame DOT's stacking other than the instance's of a marksman's (0040) sap shot, novice pistoleer sap blast, fencer's bleed 1 (forget the block/name), and fencer's bleed 2 all stacking together to combine 4 health bleeds which can add up over 4,000 points with some uber weapons. And then again with Rifleman with 2 mind bleeds mixed with heavy swordsman with anther 2 mind bleeds wich comes to another 4 combined DOTs to one HAM pool. Carbineer with Pikemanalso another 4 bleeds to action HAM pool.


If your going to nerf the flame DOT to stop apon incap (which seems to be wantthe teamintended it to do from your post), are you also going to do the same with bleeds and poisens/deseases?


It seems all these noneHybrid professions were ment to be together and the defence mods to go along with them (Dodge with Pistoleer/Fencer, Block with Rifleman/Pikeman, and Counter Attack with Carbineer/Heavy Swordsman), altho the Fencer/Pistoleer is the only one that has the bleed's together. Which I think Heavy swordsman should get the blocks instead of the counter's and Pikeman get's the counter intead of the block. (sorry off subject) Even the none hybrid tailor and armor smith go together, and even with the new combat droids... maby let weapon smith compliment droids for heavier weaponary as tailor goes with armorsmith.


Which all of the dodge's, counter's, and blocks can be completely ignored if you use a special that attacks multiple HAM pools (more thanone HAM barin one move) wich I beleave every elite combat profession has, and all DOTs cannot be countered or dodged, but can be blocked. It seems like this is an exploit and should be changed...


Bounty Hunters need some major def mods, but in order tokeep it balanced asyou striveso vigilantly for, it should not be any more than any other duel elite profession like for instancemaster Pistoleer/Fencer (which has been the most fun PvPtemplet in these latestpatches) dodgecombines up to 210... and I beleave the others comenear the same number (Carbineer/HeavySwordsman for counter, and Rifleman/Pikeman for block). And even give BH it's own special mod like evade or reflect or something spiffy you guys can come up with.


Also please spread out the defence mods or put the majority of them up in master like TKM



I Admire your diligent work to make SWG a fun and exciting game, but plz... pleease dont nerf us back to our graves



Dooms Day ~Eclips~ Master Bounty Hunter


Jade~Eclips~ Master Fencer/Pistoleer, Smuggler (0-0-3-0), TKA (4-0-0-4)


ô¿ö
Dooms-Day
Sun Jan 25, 2004 3:00 pm
#103







One more thing I forgot to mention...

None of the DOTs are affected by armor... if you use a none AP pistol or FT and hit some one with armor that dampens the damage why should the DOT still do full damage even tho it has been supressed by armor?

I know allot of Commandos would be upset by that, for many things have high resistances to heat but, it would also make the use of the other weapons much more useful in the since that you come up to something with 100% resistance to heat and much weaker to acid... it would make Commandos more versital instead of a brute force with an insian DOT. but do it with bleeds as well...


My original template was set up to take things out with extremely high resistances, Commando to lay on a DOT and switch over to the bare hands with TKM to tank itout while it burned to death


Just a thought... It's juz one of the work aroundsonsome one with 80-90% comp armor or DJK's with 80-90% res and even the Night sisters with even higher resistances
dWhisper
Sun Jan 25, 2004 3:55 pm
#104






Halmet wrote:

What im wondering is what is a medic doing with a fire extinguisher? Its not a medic tool. They dont carry them around all the time in case somebody spontaniously combusts.






Not a medic tool directly, but it is a search and rescue tool. It's not a far leap to think of a field medic carrying a flame-dampening agent if your battlefield includes people who light others on fire.





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

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