Commando Archive

Thread: Um, Hey guys, I got a 2nd response to my response to their Week 1 Response...

DathSolan
Tue Aug 05, 2003 8:40 pm
#105

Need a launcher carbine/rifle to make it fair IMO. I see the idea of rilfe and carbine skills working with FT/AR, thats unfair to pistol types as launcher pistol has no skills to learn opposed to a FT with carbine skills as well.
gobhigh
Tue Aug 05, 2003 8:40 pm
#106

Ok, lets get back to reality for a second. No one said to be an effective commando you would have to become a rifleman, carbineer, or pistoleer if they imploy that suggestion. It only makes you more effective with the those commando weapons they can correspond to. The key word here is EFFECTIVE. You complain that you cant hit with your flamethrower or acid rifle. The certs will be fixed on the acid rifle, but then you'll say you can't hit anyway with the existing system. Your probably right on that.However, instead of making up new skill bonuses within the commando skill tree, why not utilize the skills that Master Marksman gives you.... you know this because so many people post on why we have Master Marksman when it does us no good, right? These skills that the broken BH and the cheezy Pistoleer get to use over us when we get nothing correct. Yet, when the developers suggest that we can use Pistol specialist and Pistoleer skills you fry foul? Make up your mind... do you want to use Master Marksman or not. The skill bonuses for accuracy and speed are already there, why not use them? Because you think that you have to get Rifleman, Carbineer, and Pistoleer to remain competative... if you want to sure. You could use those skills be become a medic so you can heal yourself. Doesnt that make you more competative? You want justification for having to train up skills you feel that don't benefit you yet be offended when the Devs offer this up as a suggestion.


You must remember that this is a game with competing classes. Not everyone wants to be a commando, bounty hunter, or pistoleer. The devs must balance us with everyone else without making every class the same. I see this all the time. We should do # damage cuz Pistoleer do this much # and we should be better cuz they have a pistol. BH's have knockdown and we don't so we need to do MASSIVE damage. TKA's are so mean in melee so we should do more than them with some funky new skill that kills an opponent cuz we sneak up to them. Because our class is harder to master in we should do more damage than every other class in the game. This is crap. If we get everything some folks are asking for then we are even more broken than they are. You don't fix the class by overpowering it. If the Devs makes us to major damage dealer we have to have a drawback of some sort... otherwise everyone who is BH and Pistoleers will switch to become Commando cuz we're the UBER class, and that's not what they want... they want variety



Hey, I'll be the first to admit that our profession doesn't work like it should, and yes our heavy weapons should hit hard and accurately when we do get to use them. But keep in mind that at the moment, PvP is broken due to Knockdown and many classes that use this ability is dominating, but they are going to be nerfed. Making Commandos unbalanced in order to compensate for our gimpness atm is not going to fix anything. The Devs are not going to give us grenades that do 2500 AOE damage, or Rocket Launchers that one shot everything under the sun so get that illusion out of your head now. This is not Unreal Tournament.


If the devs give us the use of our Master Marksman prereq to improve our accuracy with our weapons so be it. If they allow the use of Elite professions to augment the use with our weapons that sounds good as well. I hear no complaints from the folks that can use stopping shot with their Launcher Pistol, but this may be changed as well. If they allow the use of rifleman to augment your Acid Rifle then use it if you want it gives us more variety of options with our weapons.


Nothing is stopping you from toting around a Rocket Launcher all day when they make them more availible. Hey, if the damage is so amazing that the Devs claim it is it may be worthwhile to check out, but your still going to have big downtime between shots. So yea I can make a huge explosion with my RL and kill 1 guy while his buddies waste me that sounds about right.It's called balancing if I could use a RL infinately shooting every 3 seconds and do 2000+ damage do you realise how broken that would be. This is not Unreal Tournament where we all run around dueling with Rocket Launchers and the devs are not going to allow that to happen. Heavy weapons are used for special circumstances... not to use on everything from killing gnorts to fambaas with impunity.


Our primary weapon should not just be the Launcher Pistol... I agree with that. Pistoleers rely on a pistol as their primary weapon because they specialised in that weapon only. Bounty Hunters can use many different weapons as their primary as a reward for going through Master Marksman... we should benefit from a similar bonus. Because of our prereqs we should be able to use those bonuses on what I think should be our primary weapons which are the Flamethrower, Acid Rifle, and Launcher Pistol. Perhaps allowing our weapons to use the Elite profession abilities may be overcompensating, but using our base prereqs to augment us when at the moment we have nothing (except the LP using Pistol atm) is a good thing. As a Commando we are allowed the USE of Heavy Weapons which are great in certain situations, but they should not be used for everything... that's what our primary weapons are for. Hopefully, the Devs will think of this as well and not relegate us to primarily using the Launcher Pistol. We should have similar variety as the Bounty Hunter.


Hey, this is just my opinion i could be wrong.

Waste93
Tue Aug 05, 2003 9:41 pm
#107

I have a problem with the whole "special case" arguement. If these weapons are for use only in "special" circumstances then why devote a whole class to them? Why not just make those weapons branchs in other classes. Are the BH weapons also "special case" weapons? Or are they the primary weapon for that class and identified with that class. Commandos should be renamed Heavy Weapons Specialist. For that is what they are at the moment. Or at least how they are described. All combat classes are defined by their weapons. Should the pistoleer consider his pistol as anything other than a primary weapon? Of course not. So why should a whole profession, dedicated to the use of heavy weapons be any different? Why would anyone want to spend 60+ skill points on a "special case" class? You'd be much better off using those points on another class that isn't "special". You'd save all those unarmed skill points and could master two others. Such as Rifleman and Pistoleer and have some points left over. If Commando is suppose to be an "elite" class than make it elite. The skill point and XP costs are much to high for this to be a part time profession. Sorry about the rant but this whole "special case" arguement is starting to grate. I'm not yet a commando. I've been working towards it but have placed it on hold until I see some changes. I only need about 40k of unarmed to get there but am now working towards Architect to fill in the time. I'm hoping it will be fixed before I make Master Architect.



Colonel Waste - The Wookiee Crusader
Drik
Wed Aug 06, 2003 12:53 am
#108


>> I need to disagree wit alot of people here on the pistol special moves on the launcher pistol (LP). The suggestion that the LP uses pistol specials is a great idea. It makes it so that the work you've spent getting master marksman is at least partially useful, as everyone has been wanting for a long time. You don't need to become a pistoleer. Granted, it would make your special moves better and increase your damage with it if you went pistoleer, but you still have healthshot1 and bodyshot2 that are very useful skills. I still use them all the time.


The Launcher Pistol already uses pistol specials. The change is that it will give Heavy Weapons XP instead. After reading this thread I realize many of the people complaining about things like "needing to be a Pistoleer" and "why can't we craft grenades if we have a crafting pre-req" are just ignorant and haven't put the effort into reaching Novice Commando yet. This Launcher Pistol change will make it 10x easier to reach the first levels of HAR and Flamethrower. Instead of using a slow, inaccurate weapon with no styles to train, you can use a weapon with good accuracy, styles and speed (accuracy, styles and speed you already have). With Health Shot, Body Shot 2 and Warning Shot you can easily take out tough monsters without getting touched (although it might take a while on the big ones).


As a Pistoleer/Commando who has mastered stances & grips without touching the accuracy line, I can tell you that your accuracy is more than enough to hit most anything consistently (using styles of course).


I still think there should be carbine and rifle equivalents of the Launcher Pistol though, just because it would make more sense. A grenade launcher would be pretty cool as a Carbine weapon I'd think, and would make sense in the context of the Carbine specials. Leg shots from shooting grenades at their feet, and knockdowns/dizzys/stuns from hittin the body/head.

Sivec
Wed Aug 06, 2003 6:29 am
#109

OMG! Something to look forward too! And I love the LAG pistol, shakes the screen and everything, show people what a commando can do!. GOOD JOB GARIBALDI!!!!!!





Sivec


Novice Commando - Eclipse

Harvydood
Wed Aug 06, 2003 6:46 am
#110

someone tell me why the flamethrower and acid rifle are even in the game again?



Harv. . .
Camilyn
Wed Aug 06, 2003 7:53 am
#111

All these guys talking about using Pistoleer, Carbineer, Rifleman as a basis for specials using HW's. That is not what I spent my time wanting to accomplish. The usage of Pistol specials for LP is and should be a TEMPORARY fix. They intend for us to use the LP as a main weapon? when even a well crafted FWG5 can outdamage it? thats not what I mastered Marksman for. Sure, im all for LOTS of damage and long delay. That should be the Commandos defining feature. Firing a Heavy particle cannon at a AT-AT for 1500+ damage, laying mines to decimate foot troops too foolish to spread out or to Blast the foot off a AT-ST, Setting a Laser Turret on fire with my Flamethrower. DEFINING features, not glorified Pistoleers etc. Commandos are and should be the battlefield equalizers regarding AT-AT/ST's since rebels get no such vehicles, Commandos are what the CH'ers would look for since their precious rancors will be the target of our rocket launchers. I for one dont want to see ( You use Headshot2 on so-and-so's rancor for XXX points of damage ) using a HAC. Forcing us to be gimped just because we didnt take levels in a class that has should have nothing to do with commando, is for lack of a better word, **edit**. Giving us no option but to take pistoleer, if we wish to be "effective" is even more so. Commandos should be its OWN class, not a psudonym for a pistoleer, or carbineer, or rifleman using a different gun. Sure everyone is seeing the relative sucess that the other ranged classes are having. Should we be content to be "allowed" to FOLLOW in their footsteps? No. If they cannot differentiate between Commando and Pistoleer, then they shouldnt have created the class in the first place.


My 2 cents, now back to grinding out xp with my broken HAC..




Dragonelle, The gimpest class in the Galaxy, Ahazi

" It's better to keep your mouth shut and let people think you're an idiot, then to open it and remove all doubt"
Didious
Wed Aug 06, 2003 9:34 pm
#112

I get so happy when I see new content being added like "the Cries of Aldaraan" when they havent fixed a FAULTY product that we are paying for.


Contact the Better Business Bureau at their website like I did.


Sony is a valued member but with enough people complaining about thier shotty service, they wont be for long. It takes 5 minutes of your time.


As for the Developers if you aren't standing up to whomever it is directing you to create new content before you fix the old, you have no integrity and should be ashamed of yourselves.


For people who might say, "calm down", I say I have a right as well as all the other paying customers to be upset when a company litterally takes your money and delivers a shotty product with nothing but excuses why it's broken and they can't fix it.


Reallocate resources from other teams (new content) other games, wherever, but get it done.


You are a disgrace to customer service. PERIOD.


Didious
Thu Aug 07, 2003 3:02 pm
#113

Since I posted this on the other thread, I'll post it here as well. Q-3PO I hope you read this and pass it on to your superiors


I'll sum up the DEV's response in one word, "clueless".


Obviously they haven't bothered to play the class themselves......they're SO clueless about the state of this class I would go so far as to say they are making complete jackasses out of themselves in front of 1000's of people.


I'm not saying this out of frustration or anger, I'm driving this post calm and collected and would hope they realize thetruth of how blatently stupid they look with their way off "fixes".


It's really sadthat this class has become the stepchild of SWG that no DEV seems to understand or want to understand.


Take some pride and ownershipin your game people, you're embarrassing yourselves.


Suggestion, play the class fora day. Write down what sucks (it all does).


Play a BH or Pistoleer, or Rifleman, hell any other combat class, see how much they can kick a "commando's arse" in every situation.


To think I paid money to play a completely broken class...ask yourselves would you pay money for a computer without returning it if the company said, "Um ya we didn't quite get the DVD ROM working before we released it sorry, we'll send you a new one when we get it working". More like with Sony to fix their mistakes they first have to admit they made one, which obviously won't happen anytime soon.


They're so lucky I'm not an executive over there, I'd be firing mass management people right now for customer disappoints.

Garibaldi_di_Alia
Fri Aug 08, 2003 12:00 am
#114

To be honest, until we see how much damage the flame and HAR specials do, alot of this debate might be moot.

For example, if Flame1 does 1500pts and is a DOT at 750 every 10 to 15 secs. Thats better than any TKA or Pistol move, which is why they would keep it at a 12sec recovery delay.

And FlameCone1 does the same thing but to 3 or 4 targets.. well thats pretty dam impressive.

In the 2nd weeks letter to SOE, which I have not recieved any response too, I re-iterated the horrendous accuracy we suffer. And I will comtinue to harp on it for the lower skilled commandos. I have found at the tier 2 Flame, I don't miss as much, and I've heard that at teir 3, its even better hit ratio.

I think the devs use poor english skills when relaying information to us. Its like, trying to explain something to someone when you're an expert or have been focusing on something for months, and the person you're talking too knows nothing about it. You forget to go into clear detail, cause you think everyone has the same understanding as you do. When I read that statement of the dev's about how the skill is not intended to you be primary form of attack.. it can mean several things. One way, it could mean that the weapon is suppose to shine when using the specials only, and not be very impressive for normal attacks. And when I use my flamethrower's special now, I never pay more than 20 health on the HAM. Only the grenades have a high HAM cost. So the repeatable weapons (ie the HAR and Flamer) have fairly low HAM cost. Hopefully this stays the same for these 2 weapons.

Also, they mentioned about speeding up the HAR since it's specials are not DOT's.

For the beam rifle, being turned into a launcher pistol type weapon, meaning gives HW exp but uses rifle moves. This weapon was also mentioned in the 2nd weeks letter, with a similiar comment. I've not gotten any feed back on it yet.

As for the charges issue, I really do not think this is ever going to go away. If anything, we should be focused more on the damage they do, rather than trying to get rid of the charges. I'll never use 155 charges on my heavy partical beam cannon (HPBC), cause when I get the next box, I'm going to get a acid streamer, and the box after that, I'll get a heavy lightning cannon.. If they all have 150 to 200 charges, couped with the way they are used in combat, I'll never buy a 2nd copy of either one of them. But I think, they should do more damage than they do now. The news on the rocket launcher is depressing, it sounds no better than a HPBC and is 100x more difficult to craft. For 25 charges, it should do massive amounts of damage, specially since its the most complicate item in SWG to craft.

Craftables for Commando's is a dead horse atm. Maybe when they fix the weapons, fix the specials, and add some bonuses, we'll be able to get something back thats useful, like HW powerups or something. Specially if you wanted to, you could get Munitions 4 in WC and still be Master Commando if you wanted to.

I have not getten any more feed back from testing on TC.
I have not gotten any feedback to our 2nd letter.
I need to start working on the 3rd letter, but I don't want to be overly redundant, or list issues that may be resolved in the patch. Also, I may stall a bit, and see if anything in the patch should prove to be borked and need to be added to the list. These could be put in the 4th letter though I suppose. I'll start a new thread on 3rd letter issues.
Drist
Fri Aug 08, 2003 12:07 am
#115

When I read that statement of the dev's about how the skill is not intended to you be primary form of attack.. it can mean several things.


Thats my only concern Garibaldi_di_Alia.As you said they have left it wide open for debate which has been an issue for serveral of us. Some of us dont want to go the Pistoleer route. Maybe you could get some clarification on that statement and what SOE invisions for the "Commando" to be doing. I think that would answer a lot of questions.


Thanks for the hard work and gl. Keep at em!

XXX_Mandor
Fri Aug 08, 2003 12:10 am
#116

Why does everyone think that Rocket Launchers only have 5-25 charges?


I scraped together the resources to make 3 of them and they had 167, 167, and 246 charges each, respectively. The charges can be increased at the cost of decreasing damage and speed.


Yes they ARE ungodly expensive to make. If this means anything to anyone, they require 3 separate factory runs just to get ONE of the 18 components needed to make them. I spent 18 hours just preparing to make this weapon. Just FYI.





Lillian, First Weaponsmith on Ahazi
Lillian's Weapon Palace (-3363 5795, Naboo - 1700m North of Theed)
Dalex
Fri Aug 08, 2003 3:21 pm
#117

After 2 long weeks of trying to get a commando weapon I got the flamethrower today..... when fighting mobs that con light blue with it equipped, they normally kill me


Miss 95% of the time and max damage I have managed to do with it is a rediculously low 200.... what the hell? Also it fires ball of fire like the launcher pistol, since when have flamethrowers done that?


I am getting **edit**ing sick of this.


To all those commando's that are annoyed you can't get your hands on HW's like I was, don't be, a basic pistol does twice the damage.

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