Commando Archive
Thread: What's up Commandos...
Helios_SOE wrote:
TheTemplar2 wrote:
1) Better (Full?) AoE damage from weapons (currently it is elemental + 1).
Can someone give me a detailed explanation of this issue along with an example?
Does this defect occur 100% of the time or is it intermittent?
Does it matter what AOE weapon you use?
Does this happen with AOE specials from other professions?
Does this happen with AOE specials from other professions only when you're using one of the commando AOE weapons?
Message Edited by RankorCity on 09-30-2005 02:35 AM
- Increase damage, how we don't really care. Your options are: raise damage cap on CL54 weapons to reflect higher SAC, raise elemantal damage, add more weapons that are CL54, allow heavy weapons to take powerups. The possibilities are endless, but something needs to be done if we are to bea 5 in damage class.
- Fix AOE, it does elemental +1 only and has since the CU. I00% of base damage as splash damage would be appropriate. We aggro everything in range but can't handle the mobs by ourselves.
- Grenades are useless at this time, they don't do enough damage, the aggro radius starts at our feet not at the target, the states suck and the timers are too long.
Everything else is a long range discussion, but you can fix the above immediately and improve the profession greatly.
Yeraze wrote:
Hate to attempt a Hijack, and while I'm flattered to see the Devs talking to the Rangers & the Commando's... What ever happened to the SL's? Are we once again left out in the cold?
You're getting your revamp.
RankorCity wrote:
Yeraze wrote:
Hate to attempt a Hijack, and while I'm flattered to see the Devs talking to the Rangers & the Commando's... What ever happened to the SL's? Are we once again left out in the cold?
You're getting your revamp.
Well, we were told we were getting a revamp, but certainly not the revamp we asked for. And still no ETA on when Pub24 hits.. We just want some dev attention to come explain why they decided to make us bards, when we already have Musicians...
Yeraze wrote:
Hate to attempt a Hijack, and while I'm flattered to see the Devs talking to the Rangers & the Commando's... What ever happened to the SL's? Are we once again left out in the cold?
Pre-Pub 24 caused stability problems, TH said earlier this week that they are working on multiple builds in hopes of getting one that works, and that Pre-Pub 24 will be back on TC late this week or early next week. Seeing as its Friday afternoon, I'm thinking next Tuesday or Wednesday we'll see something.
Right after a server reset AOE damage does work "properly" Shortly thereafter (for varying amounts of time) it will revert back to elemental damage+1. It remains elemental damage+1 until the next server reset.
Helios_SOE wrote:
Hedd wrote:
We've never had AOE damage. It teases us right after server reset until we cross a zone line and its back to 1+elemental. Its the same with all Heavy Weapons.
So, does that mean it does work properly at some point?
Helios_SOE wrote:
Hedd wrote:
We've never had AOE damage. It teases us right after server reset until we cross a zone line and its back to 1+elemental. Its the same with all Heavy Weapons.
So, does that mean it does work properly at some point?
Ok, I'm honestly not trolling.
The weapons will "ocassionally" work although as specified, they "shut -off" when crossing a server boundry and targets in their "cone" recieve the reduced amount of dmg.
This issue relating to server boundries is _NOT_ isolated to Commando AOE weapons. Lightsabers also loose their loaded componet stats (speed and forcecost)when crossing server boundries. (the lightsabers can be temporarily fixed by "reloading" them although that fix is no where as easy to replicate as it used to be.)
I can also replicate a bug that's approaching a year old where you loose the ability to type the following keys while crossing a server boundry: ! @ # $ % ^ & * ( ) _ + 1 2 3 4 5 6 7 8 9 0 - = . /
2. Grenades: Fix them -- plenty of better guides on this thread and the main commando boards on how to fix grenades. My 2 cents would not do the other posts justice. Basically I want the effects to be atleast as good as the effects that other professions and the damage output to be worth the high timers -- or fix the long timers.
3. Prereqs: Either remove brawler 4000 or add melee attacks or something that would make the unarmed line actually useful to a completely ranged commando as well as a commando/melee hybrid.
Here is my suggestion:
1) Replace the Unarmed line with the scout traps line. Is more fitting with the grenade line of commando and will probably be a good lead in to Commando/Rangers later.
2) Add specials that mean something into the Commando chain. Give them some flavor. Just gaining the ability to use a weapon is boring.
3) Either Give schematics for grenades to commmandos or just allow them to throw grenades as a special without components.
4) Change Combat exp requirement for grenade chain to Grenade exp
5) Fix AOE issue with commando weapons
When I equipped my flame thrower, I got this in combat log :
flesh eating chuba LVL 4 with ranged shot
21:37:21 Cooperly attacks a flesh eating chuba with Ranged Shot using Krayt Plasma Flame Thrower and hits for 1227 points (1137 points of energy damage and 90 points of heat damage).
21:37:21 Cooperly attacks a flesh eating chuba with Ranged Shot using Krayt Plasma Flame Thrower and hits for 91 points (1 points of energy damage and 90 points of heat damage).
21:37:21 Cooperly attacks a capper spineflap with Ranged Shot using Krayt Plasma Flame Thrower and hits for 91 points (1 points of energy damage and 90 points of heat damage).
spineflap handmaiden lvl 82 with ranged shot
21:52:21 Cooperly attacks a spineflap handmaiden with Ranged Shot using Krayt Flame Thrower and hits for 344 points (303 points of energy damage and 41 points of heat damage). A spineflap handmaiden's armor absorbed 306 points out of 650 possible points of damage.
21:52:21 Cooperly attacks a spineflap handmaiden with Ranged Shot using Krayt Flame Thrower and hits for 42 points (1 points of energy damage and 41 points of heat damage). A spineflap handmaiden's armor absorbed 35 points out of 77 possible points of damage.
21:52:21 Cooperly attacks a spineflap handmaiden with Ranged Shot using Krayt Flame Thrower and hits for 42 points (1 points of energy damage and 41 points of heat damage). A spineflap handmaiden's armor absorbed 35 points out of 77 possible points of damage.
21:52:21 Cooperly attacks a spineflap handmaiden with Ranged Shot using Krayt Flame Thrower and hits for 42 points (1 points of energy damage and 41 points of heat damage). A spineflap handmaiden's armor absorbed 35 points out of 77 possible points of damage.
21:52:21 Cooperly attacks a capper spineflap nest with Ranged Shot using Krayt Flame Thrower and hits for 77 points (1 points of energy damage and 41 points of heat damage).
Weapon used :
Flame Thrower
Serial number 6lc0f0h4
Slice speed lvl 1 Damage lvl 3 Critical Hit lvl 1
Attack speed 2.86
Damage 312-753
Elemental Damage 76
Accuracy Bonus : 1
WOund : 27.99%
SAC 104
EBDPS : 212.75
Enegry damage plus elemental on the main target
The others around got 1 energy damage + elemental
Message Edited by cooperly on 09-30-2005 01:09 PM
Ajo79 wrote:
2) Fix AOE. I say remove the innate AOE from the weapons. All weapons->One Target only. But give us a few AOE attacks instead that works with all weapons.
3) Fix grenades. Make them do lots of damage and make their speed say between 6-10 seconds so they gives us a extra damage-capabilites.
Also I find it mind boggling that you have to ask us, the players, about how the game works (like the AOE issue). You have to have the worst QA ever. Do they even play the game? I give you that it can't be easy to work with people like that.
So generally we do get results from QA, the problem with the AOE damage is a tricky one as on our stand alone DeV servers it does work, 100% of the time. Jump over to Test and it works some of the time. If it was flat out broke all of the time it would be easy to fix. Since it works some times and not others, and works on our Dev clusters it becomes a difficult problem to track down the issue. Last time we went up against this issue we thought we had the fix since it worked on our stand alone servers.
We should see an increase in DPS for Commando weapons with Mustafar Commando weaponry.
Grenades was always a tricky issue since the fear during CU beta was that they were too good, so we turned the DPS knob on them way down. Again another issue we always wanted to revist, just never had time allocated.
When the Production team givesDesign time to do tweaks to a profession, we try and make the best use of it, and get as much done as we can in the allocated time. Despite being Commandos please try not to "Flame" Helios for trying to get information. It is difficult for any one Designer to know everything about every profession.
Message Edited by Blixtev on 10-01-2005 02:58 AM
Lead Designer
Star Wars Galaxies
How about making us a true hybrid career? That we not only have melee in the prereqs.. but also instead of this old acidrifle tree (that was added because the old grenade tree was removed in ages past).. and add a melee combat tree there? Such as suggested before a Combat Knife type tree?
A Commando should be able to do closecombat aswell.
Thanks for stopping in Blixtev. I know time is always at a premium for the developers, and you may not be able to answer this, but I so rarely see even one red name in here I have to take my shot.
Are we going to get a full revamp at some point, or is the intent solely to fix what we currently have?
Again, I will certainly understand if there are any reasons you can't answer this, but it's a question on the minds of many, and definately on mine.