Commando Archive

Thread: The Commando Solo Project (or in otherwords, how is the Commando Solo Game)

garvin
Mon Apr 18, 2005 10:13 am
#1

Ok...First off, you have to take into account that the Proton Rifle wasn't working properly (bugged I believe). I'm mainly a Solo player so I was interested this weekend in checking out the Solo Game via the CU.


So this weekend I went to Lok just to try out a Commando/BH mix...I took a destroy mission and headed out to kill some NPC's. All of them were of the right level for me to attack (and since the Mission Terminal gave it to me, I figured I shouldn't have to much trouble).


3 of them were well spaced out, hit the first one with an Eye Shot via my Plasma FT, all 3 were aggro'd and incapp'd me fairly quickly (was wearing BH Armor)...


So I switched to a different weapon (can't remember which) and tried a different special, this time I only aggro'd one, but still couldn't do much damage, so I switched back (during the fight) to my Plasma FT (since the first weapon did a good pull to get them away from the others)and kept fighting, even throwing Protonand Thermal Grenades...I got incapp'd again before I killed my target...I tried several more times but was unable to take down even one of the 3 NPCs (they weren't the Jabba ones, but the other humanoid NPC type).


Anyone else have the same experience? I'm also curious about how other's are doing with the Commando "solo play" so far? Seems to me that either these NPC's were over-powered, or I was severly under powered...I would hope it's a safe assumption that if the Mission Terminal gives me a mission, that it should match my level (was holding the Plasma FT when I took the mission)...


I'm going to try the same thing this week with some other combinations (probably Commando/TK next)...After that, I'm going to be focusing my tests on how Commandos perform from Novice to Master.


PS...in my Commando/BH template, I added 0300 of Medic...I liked the healing abilities, but they felt a bit under-powered (couldn't really heal that much to be noticable during combat...maybe that's the way it is meant to be).



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

MrBulwark
Mon Apr 18, 2005 10:27 am
#2


I've noticed the same things.


I have begun to question weather AoE cone weapons are useful while solo. When going up against creatures or melee humans, after 1 or 2 shots, they will surround you and our cone AoE weapons are useless. And without the special abilities of our weapons, we might aswell play riflemen or bounty hunters.


However, if you have a proper tank, the AoE cone weapons will work very nicely.


It looks like Commando will be much better in a group environment than solo play





BULWARK



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Ohetie
Mon Apr 18, 2005 10:29 am
#3

the template i was thinking of using was MC/MBH/rifles 0400

that way i can solo with cover. I haven't tested it fully yet, but i'm working on it now.




Ohetie
Rebel Colonel
Retired Leader of the Antarian Rangers

StarNick
Mon Apr 18, 2005 10:39 am
#4

Is Lok balanced yet? Not exactly keen on that...

For solo play, I personally think the CL is restricting soloing for levels close to a player character. Actual skills seem to no longer be the prime factor, and that combat levels are now the dominant force in the galaxy (no pun intended...well ok, small pun intended). That along with damage modifiers for higher level mobs, I think are the biggest flaws in the CU. Both create an artificial and narrow/restrictive combat experience close to your level of play. I fear SWG will no longer be the true skill-based MMORPG we love, and that seems like its impacting Solo play - even with the "right" jack of all trades template, its very restrictive.

The CL could be tied to skill mods rathers than boxes, in the same 67% of power in the first mastery, and then diminishing returns there after. It would also help perserve individuality of professions (other than specials, we all seem perfectly balanced to be honest - a balance that feels generic and that we're ALL the same in defenses, because we're ALL CL 80 effectively making defenses not worthwhile since damage taken is determined more of CL)...as well as preserve hybrid melee-range professions better, and make the CU combat less artificial in some instances (for the most part its FUN, but I honestly wouldn't like to be restricted that much in CL 2 years from now, where my defenses won't matter)

For grouping, I guess the new levels are fine...but for individual combat and soloing, it just seems a bit artificial. Of course...I can be flat out wrong, and new updates coming will change this...but for now, the CU sure seems like this - and as a result, the Solo game could potentially suffer.

Edit: Btw...thats why we need the PR to be a non-radius weapon. Currently the ASL has no radius, while the PR does have a radius. This would definately help us out in solo play, so we won't aggro several mobs of our CL that will overpower us (because there are too many levels against yours!) in solo play

Message Edited by StarNick on 04-18-2005 01:41 PM



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KJFett3
Mon Apr 18, 2005 10:40 am
#5

I may have missed it, but I thought Tat, Naboo and Corillia where the only "balanced" planets. Perhaps the npcs on Lok where not balanced correctly?


All weapons across the board ranged and melee need an upgrade in firepower. We should be able to handle a white con or 3 and be fine.



!Drevin of DROW!
!!
garvin
Mon Apr 18, 2005 10:54 am
#6






KJFett3 wrote:

I may have missed it, but I thought Tat, Naboo and Corillia where the only "balanced" planets. Perhaps the npcs on Lok where not balanced correctly?


All weapons across the board ranged and melee need an upgrade in firepower. We should be able to handle a white con or 3 and be fine.





That's probably correct, but I was just curious if anyone had similar experiences or wanted to share how their solo attempts were going on Tat, Naboo and Corillia, if not the other planents....


I'm mainly interested in how we play Solo as well as Group...


Another thread will likely need to be started later (by someone who has run some specific tests) regarding how we do in a Group...Mainly how we do in a group where we are the only Commando...I'm interested in seeing how our AOE effects the group dynamic (do we continuously aggro the mobs onto the group, and if so, would that make others not want to group with us unless we use our non-AOE weapons, which would be anti our role of being weapon specialists).





Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

JoKen_Jash
Mon Apr 18, 2005 11:02 am
#7

Well, I had pretty much the same experience. High level mobs aren't really balanced to equal level players on any planet (I was on tat). However, if we talk solo pvp, I can beat pretty much every melee template out there (save jedi), and most of the ranged templates. Once the kd fix goes live I'll probably be able to beat most people in one on one pvp. But we completely rock in group pve. I was in a group that went after a level 387 adolescent krayt. We, and one other group, killed it with only one or two losses. I haven't done much group pvp, though I'd like to try it out some...



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
garvin
Mon Apr 18, 2005 11:04 am
#8






JoKen_Jash wrote:

Well, I had pretty much the same experience. High level mobs aren't really balanced to equal level players on any planet (I was on tat). However, if we talk solo pvp, I can beat pretty much every melee template out there (save jedi), and most of the ranged templates. Once the kd fix goes live I'll probably be able to beat most people in one on one pvp. But we completely rock in group pve. I was in a group that went after a level 387 adolescent krayt. We, and one other group, killed it with only one or two losses. I haven't done much group pvp, though I'd like to try it out some...




What templete build are you using for you solo game, and if you recall, what weapons/specials do you use the most? I'm mainly curious so we can start gathering together advice for Solo Commandos...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

JoKen_Jash
Mon Apr 18, 2005 11:08 am
#9

Master Commando/Master Smuggler/Carbineer 0,4,4,0.



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
Ohetie
Mon Apr 18, 2005 11:11 am
#10

so i tried squills on tat then i used cover, started using concealed shot, the thing i shot at didn't notice me, but his friends did, they promptly ran over and killed me. I'm still toying around with different methods.




Ohetie
Rebel Colonel
Retired Leader of the Antarian Rangers

FaceInTheCrowd
Mon Apr 18, 2005 1:42 pm
#11

My experience in the CU has been that above about CL 5 any NPC you fight that is blue con or higher is extremely difficult to kill solo. They do far more damage per hit than you can mitigate and use weapons and specials beyond their own CL.


Specific solo testing of my commando character is showing that we can have some trouble using the heavy weapons due to the special nature of their attacks. For instance, the HAR blinding the user when in melee range. Or the particle beam cannon hitting every mob in a straight line from the wielder out to max range. This is the only CL 30 cert heavy weapon and would require a lot of care to keep from drawing unwanted aggro while using it.






Vredak - Elder BH/Elder Carbineer of TC | Vre'dak - Elder Swordsman/TK Elder of TC
Vred'ak - Elder Smuggler/Elder Pistoleer of TC

Ras'beema - Old School MBH of Intrepid | Xarlys - Elder Commando/Elder Carbineer of Ahazi
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Symbolite
Mon Apr 18, 2005 3:19 pm
#12

I was just playing around at a Rebel Outpost, it took me about 15-20 minutes to take out about 20-25 NPC's Solo all lvl 26-33 area(taking on 4-6 at a time)


My template was Master Commando/ Master Fencer/ 4000 Rifleman <---For some specials like Head Hit
darmokVtS
Mon Apr 18, 2005 3:51 pm
#13



KJFett3 wrote:
I may have missed it, but I thought Tat, Naboo and Corillia where the only "balanced" planets.





Add talus and rori. My testing with "McGyver" from my sig looked okish, I was able to kill level 80 tortons from missions, however it does not look like it makes much sense to solo stuff at the same level as the downtime between the fights was longer than the fights :-P




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
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