Commando Archive
Thread: Rolling Over Again... (Coorespondent, Garvin, Kav and Dev please post replies)
Message Edited by Kasyan on 04-17-2005 05:03 PM
Kasyan wrote:
As I read what more astute Commandos have said about the CU and its negative impact to Commando (although there are MANY good things) - I can only wonder why do some of us simply "roll over" with all these drastic changes to the way Commando functions in combat - rather than stand firm on those aspects to Commando that makes us unique?
1) The CU changes make us MORE unique, and make us more then a 1 weapon profession (by that, I mean using more then one weapon on a REGULAR basis). Not only are we more unique, we become THE MOST unique combat profession in the game as we are the only profession that can take ANY special and convert it into a Heavy Damage specail as well as add status effects or a DoT and make it an AOE. We also have more Non-Consumable weapons then any other profession. And we have Grenades that kick butt.
2) You make it sound like most Commandos dislike our changes...Most of the Commandos I've spoken with LOVE the changes, but would like to see more...We don't need to stand firm AGAINST these changes...We need (and are) to stand firm to see MORE changes come our way...We need to assist the devs in getting all the bugs worked out.
3) The change to the Rocket Launcher is huge...and it will take a lot of getting use too...but overall it's for the best (and there is more coming that MAY make it even better)...I'm glad to hear that you used your Rocket Launcher on a Regular basis, but most of us just used our Consumable weapons on "special occasions, like to starta fight or when we weren't the direct target)...What some folks don't realize is, for all the good the RL was, other professions were still outdamaging us DPS...and the way this game is structured with no 1 or 2 quick hit kills, this game is an Over Time style of combat...that means HE who has thebest DPS Wins!
So...we are losing our "uniqueness" post CU...ok...time to put your money where your mouth is with that statement...Name one profession post CU that (1) adds status effects to other professions specials, (2) Has explosive thrown weapons that add status effects, (3) Can add a DoT to any special, (4) Can convert any special into an Area of Effect, and (5) Has ALL Ranges represented in it's weapon choices INCLUDING Melee. Other combat professions do get specials of their own, but WE take their specials and make them BETTER! That is our BIGGEST uniqueness...
And that's not the end of it...there is always the possibility that we could see Unique specials added to our profession as well...since DAY 1 of the CU discussions, I have been pushing for the Devs to have unique specials ready as a back-up plan...When the Sandbox testers all came aboard, they pushed the devs to have unique specials ready as a back-up plan...And even more recently we've all reminded the devs to have unique specials ready as a back-up plan...Everytime we've brought this devs up with the Devs they've asked us for 1 thing...To try out the changes and see if we miss our unique specials...That's a main point of our testing...if we make a case that we NEED unique specials of our own (which I'm not entirely convinced of yet) then we can bring that back to them.
Before you claim that we are making Commando worse or that the CU is having a negative impact on Commandos, go back and review our Top 5 issues...you'll see that ALL 5 of our Top issues are being addressed...We are getting RANGED specials (via Marksman and any other Ranged special we gain)...We are getting higher defenses...We are getting more speed and accuracy...We are getting a KD Counter...The devs have dealt with the issues of us having limited uses for our Consumable weapons...Our grenades no longer damage the user....And our weapons CAUSE status effects (which will have a much greater impact post CU)...
So, maybe you see this as "rolling over"...I see this as we are getting many of the things we've been begging for since launch...No...it's not perfect yet, but with each patch (and big thanks to Helios), it's getting closer and closer...
garvin wrote:
...We are getting a KD Counter...
Message Edited by Rathask on 04-18-2005 04:03 AM
Message Edited by Rathask on 04-18-2005 04:05 AM
Now...they better get the bug fixed nevertheless
I've actually been pushing for a /KnockdownCounter2 to be placed at Master Marksman and Master Brawler...Besides getting the bugs out of the KD counter system, I'd like to see a version with less costs and one that many clears ALL status effects as well as counters KD. This would make the Master Boxes MUCH more desirable...It goes along with my theory of "if you make template building full of tough choices, we'll see more variety and have more fun designing our characters"...
Rathask wrote:
garvin wrote:
...We are getting a KD Counter...
Slight quibble here: yes, we have a KD counter, but it doesn't pre-empt the KD. It happens after the fact. This, sadly, is useless, because, if dizzied, one cannot get up even with KD Recovery. Also, the dizzy recoveries from other professions do not work when a commando weapon is equipped. Blind and stun recoveries we can do without, but without a dizzy recovery, it's a lose-lose situation for the commando (I got dizzy KD'd by a level 29 Imperial Executioner in Espa todayand couldn't get up for two minutes - luckily, I was 51 levels higher than him, so he wasn't doing jack for damage; only time I've actually been happy with levels in SWG -now if only they'd remove that damned damage multiplier).
We have a great profession that has the potential of being very unique in SWG - but to date is nothing more than a glorified marksman -- and with the CU completely loses the uniqueness that is still aparrent pre-CU (in PvE combat).
For myself - I use the Rocket Launcher regularly as my friend is a stand up Weapons Smith --- and I for one will extremely miss the classic Heavy Weapons - in particular the Rocket Launcher.
What we have always needed is to have our profession 'addressed' not RECYCLED into a generic combat profession with a coloring of the classic Commando for a pleasant effect.
If SOE does not see fit to do for Commando what is LONG over due, then this 17 month Commando sees no purpose in waiting another 18 months + for the profession to be RECYCLED again, without simply fixing it to make it work properly.
... and the frustration continues...
I didn't spend 19 months playing to be recycled into a nominal profession that has no uniqueness or place in group combat, and like many I am upset and disappointed that the over $284.00 dollars I and others have paid for a broken profession will be (as things stand now) less than what it was --- just now I can hit what I shoot at.
(If the developers only could feel our frustration - maybe then they might see things as we see them)
I would really like to hear from the Coorespondent and Gavin, and Kav on this one --- and if a Dev can weigh in that would be great...
Message Edited by garvin on 04-18-2005 10:50 AM