Commando Archive

Thread: On Elemental, AOE, DoTs, and 5 Damage

RoastyToasty
Thu Aug 18, 2005 10:09 am
#1

The way I see it, Commandos were supposed to get to the 5 in Damage in one of three ways. First, our Elemntal Damage was supposed to be a way to deal more damage to things and armor that are not resistant to it. Second, the AOE of our weapons was supposed to deal more overall damage the more targets we shot at. Thirdly our weapon built-in DoTs were supposed to add a a nice amount of damage over time to not just our primary target, but all secondary targets as well. The problem is that all three of these means are gimped in some way.

1. Elemental Damage is small compared to most damage (200max on an LBC?) and on top of that is resisted only slightly less than the basic damage types of Kinetic/Energy. Also, there is little or no variance between how much elemental damages are resisted in player crafted armor.
2. AOE is completely broken as far as damage goes.
3. DoTs are completely unreliable as they seem to land at random (and even less on creatures out level and higher as well as players). Although they are rumored to stack (haven't seen it myself), this unreliability to land a DoT makes stacking not worth it since we're often using an inferior weapon (LBC or grenade) over several attacks in a feeble effort to land another DoT. Better to use a more damaging weapon than to waste 6-7 shots trying to land a DoT with a weaker weapon.

I think if #2 or #3 were fixed(improved) we'd be close to or at a 5 in Damage depending on how good the improvememnt.
I would like #1 to play a larger role but that would require enough of a payoff to make it worth switching from your most damaging weapon (PFT or Proton Rifle). Or provide us with more CL54 weapons that have different types of elemental damage along with a larger ratio of it.

I guess balancing out the most fun way to improve these aspect of our profession without making us (sarcastic)Overpowered is a daunting task. One thing that really bothers me is people being afraid of Commandos being overpowering. Well, when you combine one 5 in damage with another 5 YOU SHOULD GET A LOT OF DAMAGE! Right now there is no profession with enough damage potential to balance out the Healer/Tanker FOTM's running around out there. Tanking and healing are such a huge part of the game right now precisely because they don't give Commando's our 5 in damage. Instead they give it to Carbineers but only by making it unstackable with Rifleman (two seperate damage specials).

I SAW LET COMMANDO'S 5 DAMAGE STACK WITH RIFLEMAN'S 5 OR THE DAMAGE IN ANY RANGED PROF FOR THAT MATTER! It's not unbalancing, those high damaging specials cost a LOT of action because our weapons have such a high SAC. Those high damaging specials come every 2-3 seconds or more because our weapons not only have higher SAC, but are also slower. It's not unbalancing give us an AOE, a use for the unarmed tree. It wouldn't be so bad if we had an idea of which of the multitude of broken profession traits, specials, content(lack of) they were working on this patch for all the professions. It's insane how many professions have problems.

Armorsmith, ID, Dancer/Musician, DE, Tailor, Smuggler, Commando, Jedi(lots of bugs and exploits), Ranger, I even think Carbineer may have a few borked specials. Even the TKA force of will skill is completely borked.

Oh well, sorry for the rant at the end folks.
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