Commando Archive

Thread: More on the commando change

Lodacai
Sat Oct 11, 2003 10:16 am
#105

Increase the dmg (or add more effects) to the grenades which are now mostly useless


You're referring to adding more effects like stuns, knockdownsand such, rather than just special graphical effects, yes?


I presume this is what you mean, and it's a good idea that would make grenades actually worth using.


Lodacai


Lodacai
Sat Oct 11, 2003 10:25 am
#106

Holocron, once you've discussed this issue with the Combat Designer, if it is decided to leave the 2.5 damage mod in place, please have them alter the cool down to effect only the reuse of the weapon fired, and not all weapons. At least that way, we can unequip the flamethrower/acid rifle and be effective in defending ourselves unarmed until the cool down for the heavy weapon expires.


As it stands now, the cool down delays everything, leaving uslikesitting ducks ... erm, or dead ducks ... with orange sauce.


Lodacai


BaukaRaun
Sat Oct 11, 2003 10:38 am
#107

A change I would like to see would be a move to reduce dabblers. Perhaps put the weapons certs. further up the tree or even on the Master box. A lot of this hate and discontent is due to every aunt and uncle deciding the uber thing to do was get a FT. If these certs were placed in the Master box aunt's and uncle's would be greatly reduced.
deXtoRious
Sat Oct 11, 2003 10:48 am
#108

Please, guys, why do you keep posting the same things? I've already written in my post on top of Page 5 this change and some others as well. Why make the thread (the amount Holocron will have to read) longer while in the same time keeping the same information, not adding anything new?




deXtoRious [SH]


"If men can be made to believe in absurdities, they can be made to commit atrocities" - Voltaire

maddogs
Sat Oct 11, 2003 11:30 am
#109

dex i agree aanother none commando who doint no didly squt post here or anothere commando that post the same thing i swaer ill go argo on them plzs guys wev made r point to countinue is over bord



===============================================================


Daniel' Judson-Leonheart

Serin71
Sat Oct 11, 2003 11:46 am
#110

Just my two cents. I have read through all 5 pages and 75%say the same thing but the other 25% have great and unique ideas for fixing this little problem. I would bet you my house holocron has read the same things I read he is the one who posted this message. So telling people not to post is counter productive the more info the developers get the better job they can do. Your post isnt the end all end all of every single opinion.



Just another thought here. If you leave the 2.5x mod then take away the skill points in the unarmed tree we currently use. That way we can spend the points on areas that will help us with the 2.5x mod. If you do take away the 2.5x mod there are some really great ideas in this thread that will balance the advantage of not having the 2.5x mod.



Thank you Holocron and Mastersynn for trying to fix this and responding so quickly to our cries of help.




Koia Aoke
Pistoller
Sat Oct 11, 2003 12:38 pm
#111

How can we say how much damage they make if u get killed with one hit that what happens to me all the time when I duel with commando and i'm at lvl 3 already I have my compoisdte armor.
Heilikin
Sat Oct 11, 2003 12:48 pm
#112

JUST TURN US BACK AS WE WERE BEFORE THAT PATCH
Wrrylsnakk
Sat Oct 11, 2003 6:15 pm
#113

Holo What exactly was the thinking of making us suffer the 2.5x damage penalty?


I agree that the damge multiplier we had against riflemen should have been removed andI would even say that our flame should give less wounds and that a "stop drop and roll" should be put in the game so people could put the flame out on Tatooine. Make it so if someone lies down for 25-30 seconds the flame goes out. You could even make us miss more outside of 35 meters so we have to use our heavy weapons or the launcher pistol.


But why should we have to get killed By 2 kaadu females mobbing us at master. (YA I HAD IT HAPPEN TO ME TODAY!) at MASTER COMMANDO... HELLO there is something wrong with that!They were hitting me for over 350 damage i didnteven have a chance to miss i died too quickly.


sorry a little frustrated


I also think that Flame 2 and All other very powerful shots ( Eyeshot, Lightning 2 and Acid rifle 2 IF IT WORKED!) should be moved to the master position along with speed and accuracy modifiers. Make it worth it to get Master. Also all hybrid professions should get a +10 terrain negotianat master.


Why can't a master Commando run up a hill?


Why is it that the Combat designer isnt on here getting this info? and don't say he or she is busy becuase from all the things NOT being fixed i dont think thats possible.

Caithleen
Sat Oct 11, 2003 6:17 pm
#114

i wouldthink that commando is ok for the moment but you should get yourself to the chefs QUICK since he never was near ok. look at the commando and ALL combat classes if you have some really gimped classes at least hotfixed and have to time to look at the WHOLE PvP thing.



I feel i came with a broken engine car to you and told you to repair it. You first cleaned the windows. Then you did clean the wheels and polshished the alus.


You have put a spoiler on it. Ohn, was too much, removed the spoiler. Some more time spend on the vacuum cleaner. After that you made my car a beautiful new color. Oh and really nice you check for oil.



HEY ! I TOLD YA THE ENGINE IS BROKEN ! Dont polish any poarts of my car but FIX the engine. Then you may polish as much as you want -)


I play a commando. I dont care about PvP since its not nearly balanced or enjoyable right now. My Commando is a good fighter PvE. Still outdamaged by llc but hey ok, BH is BH and im "only" commando.


Any balance passes you do now to commando, you will have to do them again if you finally look at the whole pvp thing. But perhaps some classes who are so gimped that you can put it out of the game soon could be fixed instead ?


When you THEN have really much time for rebalancing PvP ... then please... i would like my commando to have is role as commando. He's not a snobish Rambo "Umhh, all my weapons do HUGE damage, but i take the RL for saturdays and the HPBC only on enemy pets. and the grenades ? oh well its which i mood im in". With a bunch of weapons all doing nearly the same thing its boring to have them. Ok, diefferent AP different damage types. Ok, but in PvP as it is atm the enemys armor ? bleeeh. examine him, get the right weapon for optimal firing at your range you have atm ? bleeeh. take the RL if you want to "snipe him out" at 64m or just stay with your flamethrower. Resists of these weapons only affect PvE in my opinion. AE Range ? no i dont even want to talk about it.


Caithleen
Sat Oct 11, 2003 6:30 pm
#115

too fast hitted on send button -)


Commando was introduced from gameplay as a heavy weapon wielder. And here we are at the point.


Look any action film with warfare in it. Flamethrowers are used NEAR RANGE, do LOTS of Damage (more then in SWG atm). Have a big cone (6m radius, sounds ok for RL, but in RL this is used in corridors that are not more then 6m wide. i even see that there is a problem with scalation in swg.) but ... the flamethrower SHOULD be a USAGE weapon. Such tanks are done in few seconds of fighting, then its EMPTY. and the flamethrower wielder is dead. Needless to say wielding a heavy flamer makes you SLOW (change in runspeed, the others could just run away) and you are also opposed to different attacks.


Flamethrower, when speaking of heavy weapons is somethink else then what we see in SWG. Sure there are Light Flamethrowers with only one gas tank more like a welding set.


Grenades should have a large AE effekts...


Well i think on the weapon things .. many posts in commando forum with better ideas then i have have been made. What i dont understand is the hotfix-nerf-update-hotfix stupidity i see btw. bh and commandos.


I would let my devs work in this prio order


1. get CSRs to do small featured events. some roleplay some nice cantina event... however


gives you + 10% more time for fixes before customer quits dure boredness and is a good start for RP on the servers


2. Get the crrespondents posts together where nothing has been done allready. Points 1-2 are to fix.


3. Start new round of coresspondent reports (gives you time for 4.) (Including a PvP correspondent)


4. Work on Player cities/mounts.


5. Fix the next top 2 issues of ALL correspondest reports


But well im just a customer and i only think like a customer


so these were just my 2 dollars


CyberData4
Sat Oct 11, 2003 6:40 pm
#116

Holo, you just don't get it. As it stands now...commando's are being punished for fighting the way theywere designed (cough..by the devs). We are designed to use our specials at 16m. So why then should we recieve a penalty for using them at optimal range? I know you're probably not going to read this, and DEFINITELY not going to respond. but that doesnt concern me much.And for the record, I'm not some flame4 "commando"who got certed once I saw the dmg. I'll be with this profession even if you guys knock commando's back to where they wee 4 months ago. There is more to this game than pvp. Pve is now shattered for commandos. Holo, go look at how commandos are falling to 4 kreedles (Im not kidding..it happened to me, I missed flamecone2 twice in a row....dead)



I suggest the following:


1- Eliminate the 2.5x damage modfier from melee and instead introduce a 2.5x accuracy modifier from melee. It makes more sense thata melee fighter will have a better accuracy when fighting us since we are holding cumbersome weapons.


2- Extend the range of Commando's specials to 24m and cap the max range for flamethrower to 48m?


3- Increase the speed and accuracy of commando weapons signifigantly?


mia-cova
Sat Oct 11, 2003 8:31 pm
#117

Listen up, all you whiney commandos! All of you need to just roll with the punches like the rest of the professions. So they slap on a 2.5X damage modifier to melee attacks. Have any of you actually read through the TKA forums? They have put more skill points into the whiner skill tree than most of you. They gave us more specials than most commandos realize because most of you are using the same series of attacks without trying anything new. First of all, I have read (not confirmed) that we can now use the ranged support specials with the flame thrower and acid rifle. Also, (andthis IS confirmed, and not new) all pistol and pistoleer specials can be used by ALL pistols. This INCLUDES the launcher pistol and scatter pistol. I remember a post by Holo not so long ago where he explained that the flame thrower and acid rifle were not designed to be primary weapons. You play the game the way that is fun for you. If exclusively using the FT is fun, then that's your game. But I think it is unreasonable to request the development team to mold the game around YOUR style of play. Keep in mind that every combat class has to have a nemesis. I think the changes are fine. They will tweak it some more anyway. It is inevitable. Deal with it and have fun. If you aren't having fun, change your style of play, or go buy a Game Cube and play Mario.






mia
'cova
STARSIDER


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