Commando Archive
Thread: THUNDERHEART & GARVIN : Whats the Deal ? 1 Master Swordsman outdamages 5 Master Commandos!?!
Yeah my team mate didnt switch it over to Master, but trust me all of them are Masters...
Quevey wrote:
that musta been 1 hell of a blade to outdamage 7 people.
btw i saw a novice commando tag but still thats wild.
garvin wrote:
Sorry you had such a bad experience...and trust me, I've brought up the DPS (damage per second)capabilities of Swordsmen and Riflemen a lot in comparison with us...
In a long thread over in the Correspondent forum many of us kicked around possible fixes leading up to the Combat Revamp...When the Combat Revamp finally hits, our being outdamaged is suppose to be address and put to rest...but prior to that we need a boost...
Out of all of the ideas proposed by various correspondents, the best one was adding more Speed to our Flame Thrower skill mods...By giving us more speed, we reduce our delay time inbetween specials...and by reducing the delay time, it means we hit faster and there for increases our DPS...By increasing our DPS we'll better compete with professions like Swordsmen and Riflemen...things won't be perfect, but they'll be much much better...
That's why I'm strongly pushing for +30 Flame Thrower Speed be added to our Master Commando box...I choose Master Commando because not only will it give us a boost we need, but it will also finally help make a noticable difference between Master Commandos and Flame Tree Dabblers (there is nothing wrong with dabbling...but there should be a difference)...This change will take our delay from 8 to 10 seconds and decrease it down to around 4 to 5 seconds...it will just about double our the rate we do specials, which will really come into play for those higer level NPCs...
And the coolest part, the majority of other Correspondents support this idea...they agree that things are unbalanced and this would be very helpful to us Commandos while we wait for the Revamp...Now the goal is to get the Devs to hear us and act...I've sent each of them this request as well as posted frequently...
This is not meant to be "THE" fix we've been waiting for...It's more meant to be a shot in the arm...something good to help us wait for the rest of our fixes...I was hoping to have some feedback on this by now (been pushing for it for over 2 weeks now) but TH and the rest of the Devs have been super busy...so I will go on pushing until I get feedback and hopefully see it implimented...
PS...I'm also pushing for this speed increase with the HAR as well...I know most of us don't use the HAR much, but I figured it couldn't hurt to ask as it occasionally does come in handy...
Garvin thanks for responding back in a timely manner..
Tho I am glad you are pusing for this speed increase, I hope that you continue to remind ThunderHeart and the rest of the dev team that this should certainly not be the end all to fixing the profession before the combat revamp takes place.
Increase Accuracy Mods for the Heavy Weapons
Damage Increase for theLauncher Pistol
Increase Speed for the Heavy Acid Rifle
Increase Charges andRadiusfor Grenades
Lower HAM across the board for using Commando weapons
Add Knock Down andStun to allGrenades
If these things are done before theJump to LightspeedGarvin then yes that will be the shot in the arm we need to get things on track for the combat revamp.
- Gank By Ewoks
Message Edited by GankByEwoks on 08-04-2004 02:58 PM
Knightcrest , we thought that too, but actually it was the spiders in the room, they were bugged ( go figure ) and arrgoed onto the Acklay and it end up poisoning him.
Knightcrest wrote:
Question.... I see poison on the acklay. Quite possible that the Swordsman was a CM as well with mind poison a,b,c stackedon him. Poison doesn't count towards xp but it sure counts towards looting rights. If that were the case, it should be no shocker that he/she/it out damaged you. They were wailing away as the poison ticked... some of the poisons may have been ticking harder than they were hitting through the 40% kinetic prots.
In no way do I say this should be the case as one person with any mastered class should be able to outdamage 5 master commandos. I do hope they get us fixed one day to actually be the damage dealers we should be or else give us more speed and defense. Sorry this happened to you, but don't let it spoil your making plans to help make events for your guild. You are using a guild as it was meant to be, not just as a place to leach off of for credits or items. A group of players with similar interests getting together to have fun. Good luck to ya.
SuperTurbo wrote:
Garvin,
In addtion to the +30 speed, push for the HAR and FT to have AP>1. Otherwise, having the speed won't do too much against the big targets we are suppose to handle.
GARVIN..
I agree withSuper Turboon this, and I should of added it to the above list I mentioned. The Armor Piercing Value on all Heavy Weapons should be pushed to Medium - Heavy. I mean hello... there called Heavy for a reason..
That means..
1) The Flame Thrower, Light Lighting Cannon,and Heavy Acid Rifle should be at Medium ( AP 2 )
2) All Consumable Heavy Weapons such as the Heavy ParticleBeam, Rocket Launcher, Heavy Lighting Cannon, and the Heavy Acid Launchershould be Heavy ( AP 3 ).
I have no clue why some of our current "Heavy Weapons" have ZERO armor piercing values..
GankByEwoks wrote:
SuperTurbo wrote:
Garvin,
In addtion to the +30 speed, push for the HAR and FT to have AP>1. Otherwise, having the speed won't do too much against the big targets we are suppose to handle.
GARVIN..
I agree withSuper Turboon this, and I should of added it to the above list I mentioned. The Armor Piercing Value on all Heavy Weapons should be pushed to Medium - Heavy. I mean hello... there called Heavy for a reason..
That means..
1) The Flame Thrower, Light Lighting Cannon,and Heavy Acid Rifle should be at Medium ( AP 2 )
2) All Consumable Heavy Weapons such as the Heavy ParticleBeam, Rocket Launcher, Heavy Lighting Cannon, and the Heavy Acid Launchershould be Heavy ( AP 3 ).
I have no clue why some of our current "Heavy Weapons" have ZERO armor piercing values..
- Gank By Ewoks
I've been pushing for AP for awhile now...I'll give you the same answer I've repeatedly been given everytime I've asked for our weapons to get AP:
"Because they are already powerful enough...adding AP would just make them overly powerful"
We know that that response is very short sighted...the Devs are looking at the Initial damage and not Damage Per Second...The see our intial flame special as very powerful and adding AP would make it overly powerful comparatively...The place where this excuse crumbles is when we compare the damage that profession can do over the span of time...
So selling the Devs on AP is an uphill battle...My first plan of attack is to reduce the delay to increase our DPS...once that's done, I can then focus in on AP as well (altough I have repeatedly asked for that as well in my speed boost requests)...
We have a good chance at getting the speed boost...but honestly, getting AP pre the Combat Revamp is going to be very slim...I'll keep trying though...