Commando Archive

Thread: Learn From the Past, before we can look towards the future...What We Should Ask The Dev's For!

garvin
Mon Dec 08, 2003 4:09 am
#1

Thanks for the response Techno...was going through serious withdrawls all weekend...missed all you Commando Nuts...


I agree with you on almost all of it. Only thing shakey to me is I'd have to agree with some of the others that say to forget about a KD from the LP, none is going to want to get flame singled while on their back.


I agree...It's the one thing that has been giving me grief when trying to figure out a way to deal with kiters (I always try to take an outside our profession view of any suggested change)...getting a KD is pretty much a dream...it would give us an unfair advantage...BUT...if you gave us a KD with high HAM penalties, that might be more fair...since by the time we get them in range they could be back on their feet (no dizzy) and off us...


Stopping shot, or something like you said, to help us close ground. Then, no VK; leave that to TKAs.


This takes me back to the days that the VK cert was in Unarmed 4...it was moved from unarmed 4 to TKA Novice so they could have a weapon of their own (the debate over this still occasionally pops up)...If it was still in unarmed 4 we'd already have the cert...that's the reason I mentioned that if Novice TKA get's it, maybe we should as well (since we use to have it at unarmed 4)...or we should get our own version of the TKA...maybe a special Commando Blade that's been kicked around by many.


And how bout some plain out defenses? The field tactics tree only gives you 5 of each and that really is lame.


I agree definitely with this...we need more "VS" defenses especially...Lately, while taking on some cave folks I've gotten hit with the dizzy / knockdown combo that takes forever to get back up from...and when you get back up and try to heal, your knocked right back down...a little more def vs. knockdown & dizzy would be nice...And if we are not getting Ranged Mitigation, how about pumping up the Ranged Defenses...if we can't absorb the damage better, then how about they miss more often (thanks to ranged defense)...again, this is taking into account our major weakness (post the next patch) of having to deal with ranged kiters.






Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

garvin
Mon Dec 08, 2003 10:35 am
#2

Just got back from a 4 day vacation and playing lots of catch up on what's been posted lately...thought I would share some thoughts on what's been posted. I feel personally like we are rehashing issues that MasterSynn(our old Correspondent)and the previous Correspondent had already covered and the Dev's had already responded too in some cases...Let's look at a few of them:


The Dev's Have Already Told Us...


1) There are no plans to combine any Commando Trees...they won't do it.


2) The Unarmed Requirement is staying


3) Commando's are the way they wish us to be


If we keep returning to these issues the Dev's will just keep giving us the same responses and we won't get what our profession needs.


Instead, let's focus by working within our borders and enhance what we already have. Let's look at the changes that take the least amount of work from the Dev's.


1) Ranged Mitigation over Melee Mitigation...No matter how it's looked at, with the 2.5x Melee Damage Bonus issue going away, Melee opponents will be easier to deal with...and once that's gone, ask yourself what our main weakness will be...having 16m specials vs. ranged opponents...therefore, we need Ranged Mitigation to deal. The arguements for giving us weaker versions of both are strong, but I can bet they will not fly, not because of the impact to our profession, but because of how other professions will view it. Remember, the dev's are giving Melee Mitigation to BH's and they don't even have a melee requirement for their profession (they should get Ranged Mitigation as well, but let them fight their own battle)...BH's can deal with Ranged opponents, therefore getting Melee Mitigation is a huge plus to them...We can deal with Melee Opponents, therefore getting Ranged Mitigation would help us. Once we get Ranged Mitigation we can look down the road to getting some sort of Melee Mitigation or lesser versions of both...let's get one thing taken care of at a time regarding this issue so we can test it out and really know what we need.


Look at the Dev's history on NERF's...if we do nothing and get Melee Mitigation I can promise everyone here that we will get NERF'd in a patch or two...and the Dev's track record on NERF's will mean we will get over-nerf'd and will have to wait a few patch's later for a fix (look at the 2.5x fiasco for proof)...if we fix it before it becomes a problem we can possibly avoid this prophecy.


2) Fix the HAR...Fix the logisical problems as well as make this weapon our main ranged gun with ranged specials. Not sure is we really need another dot, but if we do, keep it weaker then the FT...just give us something for long ranged fighting and not hampered by the 16m issue. It's a rifle, let us use it like one. The dev's will be more inclined to fix this gun then give us a brand new one (think which one would take less work on their part).


3) Fix the LP...give us our own LP specials...something like a Knockdown, stopping shot and/or possibly a fan shot...once we have all or some of that, we wouldn't need any outside specials, so I say take away the possibility of using outside pistol specials with this weapon. Up the AP on this and the HAR as well.


4) Fix the Grenades...First, up the number of grenades per pack...5 isn't anywhere close to being useful. And I really like Tac's idea of giving different grenades different effects (blind, dizzy, intimidate, etc). Second, fix the speed and accuracy on these bad boys...I'm tired of blowing my own foot off with these death balls. This should be an easy fix for the Dev's...I really believe we have a strong shot with this one and should be something we should really push hard.


5) Give us a reason for the Unarmed Tree...Give us a VK cert and some Unarmed specials...I'm not asking for us to be anywhere near as good with them as TKA's...we aren't TKA, so we shouldn't be as powerful unarmed...I'd almost like to see the VK changed for our profession. Make the VK over to add a knife to one end (like those weapons you see in commando movies and such, spiked brass knuckles with an knife attached). Give us just enough specials at unarmed that we can defend ourselves unarmed if we have too.


Once we have the above changes fixed, we can move on to ask for things like new weapons, combined trees, and better specials (maybe doubling our 16m to 32m). But let's not ask for the Galaxy whent he Dev's are only willing to give us a planet...little steps people...otherwise we are dooming ourselves to the same reason MasterSynn quit...he felt changes were coming to slowly and the Dev's weren't listing...Creating new weapons with new effects, and making major game alterations (combining trees or changing requirement) involves to much time, too much effort, and too many other departments then I think the Dev's are willing to give us while they attend to all the other changes the other professions want as well as overall game enhancements. Imagine of the Dev's did remove the unarmed requirement...they'd Nerf our whole profession down to elite power...or they'd give us a new requirement to fulfill...and all Master Commando's would be Nerf'd until they fulfill this new requirement...can you imagine the bloody murder people would scream...the dev's will never make a change like that at this point...so we need to give that up and go for things we can actually acquire...our profession is actually very close to being very stable...once we get on the right foot, we can start asking for further enhancements.


I know this is incredibly long, but just some of my opinions I thought I would share...History is repeating itself...little steps will get more from the Dev's then huge leaps...and everything above is possible with time and patience...as to much, and we'll end up getting nothing, or worse, the Dev's will make up stuff for us and end up getting us more broken then before.




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

Gamble
Mon Dec 08, 2003 2:40 pm
#3

Ah, thank you Garvin for looking at this realistically and inteligently. These are really the only things I could see the devs doing. I will be the first to say that I love the idea of a new weapon in the line of an e-web of sorts but realistically it just wont happen. Lets focus on what we CAN change before we lose any chance of any change w/ unrealistic expectations.



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TechnoHic
Mon Dec 08, 2003 3:11 pm
#4

I was wondering what happened to you Garvin. Figured youd have some input.


I agree with you on almost all of it. Only thing shakey to me is I'd have to agree with some of the others that say to forget about a KD from the LP, none is going to want to get flame singled while on their back. Stopping shot, or something like you said, to help us close ground. Then, no VK; leave that to TKAs. We need the unarmed to show in some moves we could do while still holding our big weapons that are used for tactical advantages and not damage. Also, maybe a dodge, or block(I hear dont work) or a counter we would do automatically if attacked by a meleer, And how bout some plain out defenses? The field tactics tree only gives you 5 of each and that really is lame.


Other than that I agree with you. I want acid rifle to work like the LP does for pistol, but for rifle. Just want our own moves for the both of em as well. Id be willing to bet theyd raise the mind HAM on the acid rifles to do it though.






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Elder Commando
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garvin
Mon Dec 08, 2003 4:09 pm
#5

Thanks for the response Techno...was going through serious withdrawls all weekend...missed all you Commando Nuts...


I agree with you on almost all of it. Only thing shakey to me is I'd have to agree with some of the others that say to forget about a KD from the LP, none is going to want to get flame singled while on their back.


I agree...It's the one thing that has been giving me grief when trying to figure out a way to deal with kiters (I always try to take an outside our profession view of any suggested change)...getting a KD is pretty much a dream...it would give us an unfair advantage...BUT...if you gave us a KD with high HAM penalties, that might be more fair...since by the time we get them in range they could be back on their feet (no dizzy) and off us...


Stopping shot, or something like you said, to help us close ground. Then, no VK; leave that to TKAs.


This takes me back to the days that the VK cert was in Unarmed 4...it was moved from unarmed 4 to TKA Novice so they could have a weapon of their own (the debate over this still occasionally pops up)...If it was still in unarmed 4 we'd already have the cert...that's the reason I mentioned that if Novice TKA get's it, maybe we should as well (since we use to have it at unarmed 4)...or we should get our own version of the TKA...maybe a special Commando Blade that's been kicked around by many.


And how bout some plain out defenses? The field tactics tree only gives you 5 of each and that really is lame.


I agree definitely with this...we need more "VS" defenses especially...Lately, while taking on some cave folks I've gotten hit with the dizzy / knockdown combo that takes forever to get back up from...and when you get back up and try to heal, your knocked right back down...a little more def vs. knockdown & dizzy would be nice...And if we are not getting Ranged Mitigation, how about pumping up the Ranged Defenses...if we can't absorb the damage better, then how about they miss more often (thanks to ranged defense)...again, this is taking into account our major weakness (post the next patch) of having to deal with ranged kiters.






Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

shutout
Mon Dec 08, 2003 5:56 pm
#6

wasn't the cert on the vk's novice brawler before they got moved to novice tka? i could've sworn i used them at like unarmed 2 or something.




--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
shutout
Mon Dec 08, 2003 6:01 pm
#7

gah, stupid tab button!


ok, back on track here. nice post garvin. all your suggestions would work extremely well. and yeah, if we do get a kd move with the launcher pistol, it would be only fair that it would have a high delay and a high HAM cost. but still, its better than having to go smuggler to get it with dirty fighting. and it should only work with the launcher pistol. no equipping scout blasters or fwg5's for lower HAM and time costs.


but the one thing that would make me extremely happy is to give us some dang terrain negotiation. like i said before, if combat medics can get it, commandos can to. just my .02 creds.




--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
Stickeh
Tue Dec 09, 2003 9:32 am
#8

Finally an intelligent post.


I had been meaning to write something like this myself but I'm unqualified to do so.


What I do know is that many of our requests have been in the realms of fantasy. I work in game dev myself (on the sound side) and have a good understanding of what is likely to be fixed first and what would not be attempted.


I'm afraid the best issues we can hope to be fixed are as Garvin mentioned. Simply put, we are a one weapon (possibly two with LP) proffesion,we need to make what we HAVE ALREADY work correctly.


LP


- maybe a special added to the tree


- maybe add speed or accuracy bonuses


GRENADES


-increaserange, increaseaccuracy


- add statuseffects


HAR


-enable this at 64m and give us rifle range


- add a small acid burn


DISPOSABLE WEAPONS


- Price per shot! Make them easier to craft and therefore cheaper to buy


I'd be very happy with these(almost) simple changes. Very!!







Stickeh
Wed Dec 10, 2003 4:35 am
#9

How about a few comments on this common sense approach to changes?


Zuelhaven
Wed Dec 10, 2003 7:38 am
#10

so why is Garvin not our correspondent?




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garvin
Wed Dec 10, 2003 9:36 am
#11

so why is Garvin not our correspondent?


Thanks for the vote of confidence but we do have a very good Correspondent in LordS...he has made a very good effort to collect our opinions and pass them on to the Dev's...now let's just see if they take note of them...lol


Remember, MasterSynn...our old Correspondent quit over what he felt was a lack of attention from the Dev's...so don't expect miracles...but do expect to be update on any new information that comes along...and hopefully timely responses to your Commando Needs...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website

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