Commando Archive

Thread: Need Non-Combat Related Bugs/Issues

garvin
Sun Jan 09, 2005 11:09 pm
#1

Hey everyone...this is going to sound weird, but I need some ideas on Bugs/Issues that effect Commandos negatively, but aren't techically combat related...we are doing some brainstorming over in the Correspondent forum and the Devs are focusing on all "Combat Related" bugs/issues to be fixed (as much as possible) with the CU...in the meantime they are looking for Non-Related Bugs/Issues (preferably "quick fixes")....


So...Anyone have any ideas of Bugs/Issues they'd like to see fixed, but aren't "technically" combat related...


I (and others) have already brought up the FS Ranged mods...I've also brought up our various grenade and other Consumable issues...both are techically "combat" related, but I figured it doesn't hurt to keep them fresh on the brain...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

MichailArris
Mon Jan 10, 2005 8:49 am
#2

I guess this is technically crafting related, but affects Commandos negatively.


One of the Commandos best Consumable weapons the Rocket Launcher, is also the most time and resource consuming weapon in the game. Here is just a quick breakdown on the time and resources used, I'm going to base this on a full run for 125 Rocket Launchers, which is the max that can be made at one time.



  • 1000 - Light Warhead Mechanism (41.7 hours)

  • 1000 - Medium Warhead Mechanism (93.3 hours)

  • 1000 - Warhead Fusing Mechanism (60 hours)

  • 1000 - Warhead Stablization Device (93.3 hours)

  • 999 - Proton Grenades (115 hours)

  • 1000 - Adv. Projectile Feed Mechs (48.3 hours)

  • 500 - Adv. Blaster Power Handler (35.8 hours)

  • 250 - Adv. Weapon Scope (8 hours)

  • 124 - Rocket Launchers (17.2 hours)

From this it takes about 512.6 hours (21 days of factory time) to complete a single run of Rocket Launchers. This can lowered slightly on the Proton Grenade parts, by only making whats needed for the RL but most smiths may use the left over parts for other grenade runs. Now anyone wonder why most Weaponsmiths won't make them? These arealso using up almost 139k of resources, which includes 7 named resources.


But withless resources and timeI can make 249 Flame Throwers (for 128k in resources and 4.7 days factory time).


As both a Master Weaponsmith and Commando I pesonally would like the crafting requirements changed on the consumable weapons. If the Rocket Launcher, Heavy Particle Beam Cannon, Lighting Cannon and Acid Cannon were converted to a Reloadable Tube simular to the Launchers for the JTL Ships.


The idea would be as such:


The Reloadable tube would use approximately the same amount of resources as used in the final builds, and the "Rocket Packs" or "Energy Packs" would use about the same amount of resources as the parts needed.


Goingon this example:



  • Launcher Tube - 385 units Steel (50% Heat Resistance 50% Unit Toughness) These would decay with use like regular weapons do.

  • Rocket Pack (AP3 Blast) - 400 units Steel, 250 units Copper, 150units Radioactive (50% Conductivity, 50% Overall Quality, 100% Potential Energy)Base stats and uses would be simular to current Rocket Launcher.

  • Energy Pack (AP3 Energy) - 250 units Steel, 300 units Copper, 150 units Inert Gas (50% conductivity, 50% Overall Quality)Stats close to Current for the Heavy Particle Beam Cannon.

  • Energy Pack (AP2 Acid) - 250 units Steel, 300 units Copper, 150 unitsReactive Gas (50% conductivity, 50% Overall Quality)Stats close to Current for theAcid Cannon.

  • RocketPack (AP2 Napalm Rocket) - 400 units Steel, 250 units Copper, 150 unitsLiquid Petro(50% conductivity, 50% Overall Quality) Stats close to Current for theLighting Cannon.

But this is just a general idea on how some of the crafting aspect on Commando consumable weapons can be made easier for Weaponsmiths to make, and allow Commandos good access to the weapons they are certified for.




Mich'ael Paladin

Elder Master Commando
Master Spy

....Has Mastered the Pilot Profession
Test Center 12 pt. Master Weaponsmith
My Ship at Spaceloot


tacwraith
Mon Jan 10, 2005 8:59 am
#3

-The range mods on the grenades (its a crafting issue)

-Launcher pistol firing graphic HORRIBLE. Please put it back to what it was, just remove the smoke that comes out of the gun itself when firing and lower the explosiong upon impact by half. That removes the 'lag gun' effect.

-Ditto for HPBC graphic. They should just make the HPBC fire a JTL heavy blaster bolt and be done with it.

-Make 'heavy weapon' skilltapes work for all heavy weapons. I mean, really whats so hard about doing this?

-Reduce time-to-produce on factories for grenades and components. The biggest reason why most weaponsmiths dont produce consumables in bulk is because it ties up too many of their factories for too long. It takes.. what? 3 days to make a run of *any* grenade type? sheesh.

-Allow ALL player classes to use bomb droids. Use a system similar to CH's to control which classes can use the high tier ones. Aka droids with level 1-10 (Mouse Droids, DZ-70's) can be used by all. Droids with level 10+ to be used by the current Smuggler/BH only.

-shoulder mounted heavy weapons being blocked by jedi lightsaber. Grenades and heavy support weapons should not be blockable by the lightsaber mod.

-lack of terrain negotiation. Skillpoint wise Commando costs the same as combat medic and bounty hunter. Yet CM got terrain negotiation, BH already have it, where's ours? +40 terrain neg in the field tactics box4 please.

-why cant i throw a grenade over a wall or to a target behind a tree? (I dont know if you've played Dark Age of Camelot but they have a system there that would be perfect for this.... you just press a button, a target marker appears on the ground and you arrow over the target marker to the location you want to target (it moves in XY and Z), press the button again to 'confirm' the target spot. Game 'marks' the coordinates... when you fire off the non-LOS attack the game will make it go off in those coordinates IF you are in range. For commandos and anyone using C-12's they could just add an attack that like /aim , would preceed any grenade you wish to chuck at a previously set ground target spot)

-grenades and heavy weapons fire only at current target not at target you are watching. If im shooting at someone and a group of overt enemy players pop up in a tight bunch, i cant simply click at one of them and throw a grenade.. i have to peace out on my current target, click the new guy, press attack so my guns shoot at new, then i can throw a grenade at him.

- need 'booyah!' animation.




'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

Azagthoth23
Mon Jan 10, 2005 9:02 am
#4

actually i cant think of anything useful atm,

only thing is the graphics while firing launcher pistrol - looks like shooting bars/lines instead of lil rockets.


cheers,

azag



-----------------
I want more ROCKETS, more NAPALM and more BEER !
Excess3
Mon Jan 10, 2005 9:16 am
#5

I'm not sure there is a single other profession out there that know the intricasies of crafting that professions weapons like we do. There is a very good reason for that. Lets try to get some work done there.

Is there anything to do as a commando outside of combat?
I can't think of anything. Hence no real issues. I would like to see terrain negotiation in our trees, but we have no scout so I understand why not.

All the non-combat things I have a problem with are our weapons. The lack of variety, the insane amount of resources required to make them ensuring that WS don't spend the time to refine the proccess or experiment on making better ones.



If ignorance is bliss, bliss is over rated.
Latenighter
Mon Jan 10, 2005 10:58 am
#6

Non-combat issues for the all combat pre-requisite class? Hmmmm.

I suppose skill tapes could be considered non-combat, so changing the FT/HAR values to be the existing HW speed/accuracy would be nice. - Loot issue

New loot drops that would affect commando mods. - Loot issue

HW Powerups (even if speed or range only). - Crafting issue

More units in grenade stacks - Crafting issue

More units in consumable stacks - Crafting issue

Grenade speed always 9 secs regardless of grenade speed or mods - Bug issue

Launcher graphics - Bug issue

Medicine use +5 (stim b's) at Master Commando - Healing issue

Heal state self (DIZZY only with correct stimpac) at Master Commando - Healing issue

I'll keep thinking about it, but that's a quick list off the top.

Have a good trip Garvin!



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
Tuscanspeed
Mon Jan 10, 2005 12:27 pm
#7

commando loot = teh sux0r.


we needflame throwers that drop with usefull stats.


that would be nice.



Tweaked Askani
Last of The Elder Commando Elite
I'm ****ing staying here and don't be weird about it!
Vendor Located @ -3882 -2141 on Corellia 1k from Tyrena in Candyland
Starcloud
Mon Jan 10, 2005 1:17 pm
#8


Not commando, exactly, but it's close, and it's a weapon commandos can use...


Plumbum Iron is a requirement for crafting the E-11 rifle. As a result, the E-11 is


a> rare

b> less effective than other rifles, due to the attribute quality caps on Plumbum.


I've seen DLT20 rifles with damage, speed, and accuracyclose to, if not better than, those of the E-11. Laser rifles routinely have greater damage potential than the E-11.


As a rifleman, I'd much prefer to use an E-11 over the T-21, just for looks. But with Laser Rifles surpassing the E-11, it's very hard to make a choice like that.


If I were roleplaying a stormtrooper, as a Rifleman, I'd want to use the E-11 primarily, but as an Overt player, I'd need to engage in PvP... the E-11 is not anywhere near as good as a T-21.


Another quick fix for the developers... reassign the images of the droideka, battledroid, and super battle droid. Battledroid should be where the Droideka is now, the SBD where the Battle Droid is, and the Droideka where the SBD is. And get rid of all the melee weapons for all three battle droid types.

Message Edited by Starcloud on 01-10-2005 03:21 AM

JohboBocal
Tue Jan 11, 2005 11:45 am
#9

mods issue - needs to be fixed so we can use them.


Loot issue - we need it.






Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
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