Commando Archive

Thread: What's up Commandos...

RankorCity
Sat Oct 01, 2005 12:33 am
#105







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?






Example no. 1:

Commando equips Heavy Weapon with innate AoE. For sake of arguement, the Plasma Flamethrower.

Commando fires Ranged Shot (non AoE attack)at group of targets. Main target receives 100 percent damage. Splash targets within the cone/area receive 1 damage + elemental damage of weapon. If I understand correctly, the Plasma Flamer is supposed to be 100 percent damage to main, 40 percent splash damage to surrounding targets.

This occurs with EVERY Heavy Weapon that has innate AoE built in, regardless of splash percentage.


Example no. 2:


Commando equips Heavy Weapon with innate AoE. For sake of arguement, the Plasma Flamethrower.

Commando firesFan Shot (AoE attack)at group of targets. Main target receives 100 percent damage. Splash targets within the cone/area receive 1 damage + elemental damage of weapon.

This occurs with EVERY Heavy Weapon that has innate AoE built in.


Example no. 3:


Commando equips Heavy WeaponWITHOUT innate AoE. For sake of arguement, the Proton Rifle.

Commando firesFan Shot (AoE attack)at group of targets. Main target receives 100 percent damage. Splash targets within the cone/area receive 1 damage + elemental damage of weapon.

This occurs with EVERY Heavy Weapon that does NOT have AoE built in.



It is unknown if:

When using a Heavy Weapon, if it has innate AoE, if the damage is to effect 100 percent main / 100 percent splash damage using a dedicated AoE special, OR 100 percent main / 40 percent splash/60 percent splash/80 percent splash (depending on the weapons AoE area/cone).



When using a Heavy Weapon, if it does NOT have innate AoE, if the damage is to effect 100 percent main / 100 percent splash damage using a dedicated AoE special.


We've asked, never gotten an answer.



It has never happened to me when using a nonCommando weapon using a dedicated AoE special.

It has NEVER worked for me usingANY Commando weapon, either using an AoE special or letting the "natural" AoE in the Commando weapon do its job.


Message Edited by RankorCity on 09-30-2005 02:35 AM



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
Skadden
Sat Oct 01, 2005 12:34 am
#106



  1. 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.

  2. 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.

  3. 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.




Skadden Viadrat
Master Commando
Dantooine-Valcyn
Welden Viadrat Master Weaponsmith Tatooine Valcyn
Drop off winnings at 2029 -4975 outside Mos Eisley
RankorCity
Sat Oct 01, 2005 12:35 am
#107






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.



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
Yeraze
Sat Oct 01, 2005 12:38 am
#108



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...



Rebel Colonel Date Sunrunner
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Master Carbineer
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Loki_Ashaman
Sat Oct 01, 2005 12:38 am
#109






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.




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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


RoastyToasty
Sat Oct 01, 2005 12:40 am
#110






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?






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.
mindspat
Sat Oct 01, 2005 12:41 am
#111






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 - = . /











Pick me !!

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GlanocRunningstrider
Sat Oct 01, 2005 12:48 am
#112

1. Weapons: We need more CL54 weapons -- CL54 versions of all the lower level commando weapons. We need some with no AoE and high dmg/good DOT, some with HIGH AoE that works, and probably some halfway between Full AoE and Single target damage. And maybe make these weapons a little easier to craft for the WS out there -- its twice as bad when the hardest weapons to make in game are the most useless/very low damage.

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.



The Empire is Mother, The Empire is Father.
Mektos
Sat Oct 01, 2005 12:53 am
#113

I was a commando for alittle bit. So, I check back every now and then.


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



Yarri
Trandoshan Imperial Lt. Col.
Master Carbineer/Master Doc
FS (1)
cooperly
Sat Oct 01, 2005 12:58 am
#114




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

Blixtev
Sat Oct 01, 2005 2:57 am
#115






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

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Theosar
Sat Oct 01, 2005 3:05 am
#116

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.







__________________________________________
THEOSAR GREENSIDE
__________________________________________
.: R E B E L C O U N C I L :.
Republic Storm Commando
"Si Vis Pacem, Para Bellum! "
Tyyylowyspetily
Sat Oct 01, 2005 3:06 am
#117

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.


Thanks,

Lowy



Tyyy LowYspetily:
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