Commando Archive
Thread: Helios: Please Address a Commando Concern over the new Weapon Availability Change
Helios_SOE wrote:
It means that that's what we're shooting for at this moment in time, but it might change depending on at least 500 variables I don't know about yet. And if it does change, I don't want you to hold a plasma flamer to my face for telling you something wrong (even though it was the most up to date info at the timeI wrote the message).
That's what "currently" means 95% of the time I say it. Currently, anyway.
HMM....
Responsive.....
Sense of Humor......
Helpful......
Dev.....
What's going on here?
/(Smuggles Helios away)/*
Nothing to see here.....
Needless to say, I had to cross off around 50% of the documented bugs up to this point. All commando weapons are skill box requirement, all are working pretty well (a few quirks here and there). The Proton Rifle and LP are both Hvy Weapon Mods specific.
And just simply...we kick arse! Never had so much fun testing.
StarNick wrote:
Reporting in from the frontlines at 4:26 am after crashing and updating our bug lists.
Needless to say, I had to cross off around 50% of the documented bugs up to this point. All commando weapons are skill box requirement, all are working pretty well (a few quirks here and there). The Proton Rifle and LP are both Hvy Weapon Mods specific.
And just simply...we kick arse! Never had so much fun testing.
Helios_SOE wrote:
StarNick wrote:
Reporting in from the frontlines at 4:26 am after crashing and updating our bug lists.
Needless to say, I had to cross off around 50% of the documented bugs up to this point. All commando weapons are skill box requirement, all are working pretty well (a few quirks here and there). The Proton Rifle and LP are both Hvy Weapon Mods specific.
And just simply...we kick arse! Never had so much fun testing.
See... that didn't hurt so bad afterall, did it?Hope to see you guys burninating stuff on TC today.
"Sometimes I've believed as many as six impossible things before breakfast."
I can't get my proton rifle to work ![]()
and once you get a state like intimidate on you does it not have a wear off timer? I have no counter got int 15 minutes and I'm still intimidated.
The Proton Rifle isn't firing...you can equip it but it won't do any attacks.
Helios_SOE wrote:
See... that didn't hurt so bad afterall, did it?Hope to see you guys burninating stuff on TC today.
"Sometimes I've believed as many as six impossible things before breakfast."
Helios_SOE wrote:
StarNick wrote:
Reporting in from the frontlines at 4:26 am after crashing and updating our bug lists.
Needless to say, I had to cross off around 50% of the documented bugs up to this point. All commando weapons are skill box requirement, all are working pretty well (a few quirks here and there). The Proton Rifle and LP are both Hvy Weapon Mods specific.
And just simply...we kick arse! Never had so much fun testing.See... that didn't hurt so bad afterall, did it?Hope to see you guys burninating stuff on TC today.
"Sometimes I've believed as many as six impossible things before breakfast."
Heh, all Commando correspondants should have their names changed to Trogdar for the duration of their term... Kinda like "Caesar".
Helios_SOE wrote:
StarNick wrote:
Reporting in from the frontlines at 4:26 am after crashing and updating our bug lists.
Needless to say, I had to cross off around 50% of the documented bugs up to this point. All commando weapons are skill box requirement, all are working pretty well (a few quirks here and there). The Proton Rifle and LP are both Hvy Weapon Mods specific.
And just simply...we kick arse! Never had so much fun testing.See... that didn't hurt so bad afterall, did it?Hope to see you guys burninating stuff on TC today.
"Sometimes I've believed as many as six impossible things before breakfast."
Trogdor...THE BURNINATOR!
sorry..I had to.
Bociwen wrote:
Helios_SOE wrote:
StarNick wrote:
Reporting in from the frontlines at 4:26 am after crashing and updating our bug lists.
Needless to say, I had to cross off around 50% of the documented bugs up to this point. All commando weapons are skill box requirement, all are working pretty well (a few quirks here and there). The Proton Rifle and LP are both Hvy Weapon Mods specific.
And just simply...we kick arse! Never had so much fun testing.See... that didn't hurt so bad afterall, did it?Hope to see you guys burninating stuff on TC today.
"Sometimes I've believed as many as six impossible things before breakfast."
Trogdor...THE BURNINATOR!
sorry..I had to.
LOL! *goes and watches a Strong Bad email or the live action Trogdor promo*
Rothin wrote:
Bociwen wrote:
Helios_SOE wrote:
StarNick wrote:
Reporting in from the frontlines at 4:26 am after crashing and updating our bug lists.
Needless to say, I had to cross off around 50% of the documented bugs up to this point. All commando weapons are skill box requirement, all are working pretty well (a few quirks here and there). The Proton Rifle and LP are both Hvy Weapon Mods specific.
And just simply...we kick arse! Never had so much fun testing.See... that didn't hurt so bad afterall, did it?Hope to see you guys burninating stuff on TC today.
"Sometimes I've believed as many as six impossible things before breakfast."
Trogdor...THE BURNINATOR!
sorry..I had to.
LOL! *goes and watches a Strong Bad email or the live action Trogdor promo*
You have gained 450 H*R faction points
Theosar wrote:
Id say if people use the test centre.. then they should not expect a fully functioning game.. what is on there now is not the final products.. there will be flaws, there will be errors.. that is part of why its being tested.. Ive read across the boards now frustrated threads about broken proffessions.. about "devs not getting it".. but thats all wrong..
The system is being fine tuned, and I hope when it goes live we will all see that they planned this good.
If some people cant use the testcentre for what it is meant to be, Id suggest they stay off it and wait for live version to come to their server.
I do software development for a living and have for 30 years. This isn't fine tuning, this is ramming untested crud down our throats. You can't "fine tune" a fundamentally flawed design. SOE's attitude is vividly shown on the questionaire they provide for "feedback" when you cancel your accounts - no where do they provide the opportunity to comment on the destruction of the SWG we have known and loved these past few years.
And btw, you don't plan something "good", you plan it well.
Merc93 wrote:
Garvin,
I agree with your last reply to me. (don't know how to comment another post). There's no argument there. I make my case on the basis of the weapon availibity decision. All of our specials were moved to the weapons we use, leaving us with weapon certs and a handful of mods. Okay, this way, we can agree that we are pretty cool at this point, save that if we want to apply "specials" we have to switch weapons now to do it. Recall that fast switching was deemed a bug and written out. So we now have a slower exchange time between specials than the old combat system. I've noted the wind-up on some of these specials in testing, and it is faster than switching between weapons. So, even though the original template for the CU that went to open beta was really cool after I got used to the idea, it does, in fact have it's problems. Another issue, as I pointed out in the Combat Upgrade and Commando, The FAQ is that as a stacker profession, our mods do't account for the classifications arlready in practice. For example, if my big iincentive to play Commando is to use it a stacker profession, then I respectuflly point out that virtually all of our weapons are classified as "Heavy Weapons" and not Rifles, Carbines, and Pistols. In theory, it sounds good, in Praxis, the problem is that we would be better with a Rifle, etc than our signature special weapons given the collective mods.
Another player would still be faster and more accurate with his weapon, resulting in a higher DPS in actual practice than we could achieve with our weaponry and mods. This puts us back to where we started. Additionally, the average penalties on the average heavy weapon for use outside the ideal range is around -119 or so. The stacker mods give about +45 heavy Weapon _+60/80 General stacked that gives us +105-125 apprx. -119 leaves us at....-14 to hit up to +6. That doesn't include any penalties for armor, terrain, etc. That's pretty lousy if you ask me. That means in plan english that in most cases we are likely to miss our targets, just like before, while others are plugging away at us. Now that was how it was before the weapon availibity blunder, that you yourself said you had a "HUGE concern" over.....
Now that everyone has access to our weapons, and thus the effectivelymaking them all Commando/Rifleman, whatever whithout having to grind it, can you please tell again ,what sets us apart? If this has changed, please inform, but at present, I have to stand by original argument. I would be okay with the first template you mention above, but not after this "weapon availibility" thing. No way. Somebody reach in that bag there...hand me my Lightsaber. Yeah, it's the one that says Bad MuthaF#(ker on it. There's no difference here in concepts. Let's not over=look it.
The key thing is, and this is what makes it hard to respond to you, NOT everyone has access to our weapons...The patch that supposedly went in today made it so that our Commando weapons remain Commando certified...again...ONLY Commandos will have access to Commando weapons...the way our commando weapons are built makes that Commando weapon lock down required...
You keep saying that "everyone has access to our weapons" when it's been revealed repeatedly in this thread and in others that it was a Dev over-sight that our Commando weapons were shared...Our weapons will remain Commando ONLY weapons...That's what makes us different and thaty's why your original arguement is a mute point.
For the same reasons why our FlameThrower will not be usuable by Non-Commandos, Jedi Lightsabers will not be shared with Non-Jedi...to push for that would be to say that it's ok to share our special enhancing weapons...Besides...Jedi are a completely different and unique combat class..They are being balanced seperate from all other professions and thus, the same rules don't apply...
The other key thing you need to remember, when it comes to mods, is that just because I can equip a rifle, that doesn't mean that I have the same specific rifle mods for accuracy and speed that Rifleman get...plus I don't get their specials...so in essence, without rifleman, I'd be just some guy holding a Rifle with poor accuracy, poor speed, and using specials that don't play of the Rifle's strengths like Rifle Specific Specials do...The same holds true for Pistols and Pistoleer...Same for Carbineers, and so on...The Specific mods combined with The Specific Abilities is what will make each profession completely special...that and the fact that the devs have hinted that all the best weapons, the iconic weapons, will remain restricted to the professions that they associate with (like the T21 will ONLY be usable by Rifleman).
Message Edited by garvin on 04-16-2005 12:22 AM