Commando Archive

Thread: Detailed Analysis and Reply to the DEV response.

Snare
Wed Aug 13, 2003 7:33 am
#1

1) Weapon Certifications – Heavy Acid Rifle and Beam Rifle say you are not qualified to use the weapon when you should be.


This should be fixed.


This will help for sure with the Heavy Acid Rifle. However, the Beam Rifle is confusing in this. There doesn't appear to actually be a Beam Rifle certification in any profession tree. The actual crafted item is listed as a "Ranged Weapon", so I'm guessing its not supposed to be commando specific. If it is, it will probably need to follow the same route as the Launcher Pistol and give Heavy Weapon Experience. That would actually be helpful, as we wouldn't be tied to having to use pistol skills and could add some rifleman instead of pistoleer.







2) Heavy Weapon Stats – The stats for the heavy weapons is hampering the profession, with 0 ideal range, severely unbalanced range mods, and apparent lack of accuracy in these weapons.


These are meant to be extreme close range weapons.


There are some real issues with this statement. I'm guessing they didn't investigate the actual stats of the weapons at all. As thing are now, the only commando heavy weapons that fit the "extreme close range" profile are the cannons (Beam, Acid, Lightning). Let me break it down:


Flamethrower - Has 0.0 ideal range, and 0/-57/0 range modifiers. What does this mean? This means that at its ideal range, it has a -57 applied to its accuracy. Since it has 0.0 ideal range, this means the closer you get to your target, the worse your accuracy is. See the flaw here? The weapon is working the exact opposite it should. You can see this easily in game, just target anything at close range, and then slowly run away from it. The farther you run away, the better your accuracy number will be (the number besides your targets HAM bar). Following other weapons, its range modifiers probably should be something like -25/0/-57. This would achieve the desired result, but giving it an ideal range of 10m would also help.


Heavy Acid Rifle - Has 0.0 ideal range, but very very low range modifiers. This means that it has very good accuracy at all ranges. Again, not what it should be. Since this is a rifle, I imagine it should have a little better range than the flamethrower. 20m ideal range, and -25/0/-57 would achieve the desired result.


Launcher Pistol - Has 0.0 ideal range, but very very low range modifiers. Again, this means it has very good accuracy at all ranges, and again probably not what it should be. Most other pistols have an ideal range between 10-20m. Now granted these are mini-missiles being fired, so accuracy doesn't really depend on barrel length. In its current state, it works fine, but if its supposed to be in the range of other pistols, it probably need to be change to something like 18m ideal range, and -15/5/-30, though other pistols can have much larger penalties.


Cannons (Beam, Acid, Lightning) - Have 0.0 idea range, and approx. -50/0/-97 range modifiers. This is the only set that actually meets what was described as the desired result. With a 0.0 ideal range, the farther away from the target you get, the worse your accuracy is. However, if take a step back, and look at the Commandos already low accuracy with these weapons, there becomes an issue. As commandos get certified in these weapons, they either get get +10 speed or +10 speed/accuracy at the same level as the certification. This means when they first obtain these weapons, they already have a very low accuracy compared to their marksman skills, and when you tack on the huge range modifiers, it makes hitting with these weapons very difficult. At least until you can train further up the HW support line and get more accuracy bonuses. I think all of these weapons need to be given an ideal range, and have their Range Modifiers at least come down to the levels of other heavy weapons. Maybe 10m ideal range and -30/0/-60







3) Special Move Recovery – Special attacks take too long to recover from. In some cases 12 – 15 seconds.


These special moves are not designed to be primary default moves. They are meant to add to your default attack.


This is a very confusing statement, and really doesn't address the issue presented. I can understand they are not supposed to be used on every shot, like how a pistol user might use a Body Shot every attack. However, what does it means to "add to your default attack"? Does he mean that they should be adding effects to every non-move shot, or that they are just supposed to be supplemental damage? Either way, this still doesn't address the issue presented. However, until we know how the specials have changed from todays patch, its hard to respond here.


Currently, you can do more damage with the Flamethrower in default mode, then can be done with the Flame Single 1 move and the 10-15 second delay in attacks afterwards. This is obviously an issue, but just have to see how the changes in the patch work out before commenting more.







4) Resources for Weapon Crafting – The resources for the commando weapons are too rare. It’s too difficult to obtain these weapons because no one can make them.


The weapons are designed to use rare resources. These are extremely powerful weapons. The Launcher should be easier with upcoming changes.


Very misleading statement. This might be how they are supposed to be, but currently things do not match up even close to this statement. Right now, none of the commando weapons except for the Launcher Pistol, can be crafted with any DPS even close to other weapons. Here's a comparison of weapons I have, all form the same master weaponsmith (all unsliced):


Launcher Pistol: 2.6 speed, 48-208 damage, 49.2 Average DPS
Flamethrower: 6.0 speed, 56-204 damage, 21.6 Average DPS
Heavy Acid Rifle: 5.6 speed, 52-147 damage, 17.8 Average DPS
FWG5 Pistol: 2.0 speed, 43-174 damage, 54.2 Average DPS
Scout Pistol: 1.7 speed, 65-103 damage, 49.4 Average DPS
Cyroban Grenade: 5.0 speed (bugged display of 0.5), 40-389 damage, 42.9 Average DPS


So as you can see, the heavy weapons just do not even come close to the other weapons in default damage. This is without using any moves at all. When you add in something like Fan Shot vs Flame Single 1, it gets much much worse. Also an note about grenades, something about throwing them is bugged. If a grenade is listed as 5.0 speed, you actually can't attack for 10 seconds after throwing one. Its appears all grenades are doubling the speed delay when you actually use them. This makes the above listed grenades DPS actually 21.45.


Now, a large part of this problem is most likely do to the weaponsmith bug, where weapons that use multiple blaster power handlers do not get any of the damage or speed changes from them. This is the same issue that effects the higher tier normal weapons (DX2 Pistol, Elite Carbine, etc...) So, the Heavy Weapons DPS issue may be helped once that weaponsmith bug is fixed, but this weapons will still not be "extremely powerful" compared to all others. Unless the whole Weapon AP vs Armor Factor issue starts to work correctly.







5) Craftable Components – The grenade components are in the wrong skill line, and they lack experimentation bonuses.


Commandos were never meant to be able to craft in the final product. We’ve moved grenades into the Weaponsmith line now.


Sounds good. While many commandos wanted to be able to craft their own grenades, at least we know the answer now.







6) Flamethrower VS Pistol – Grenades and the Launcher Pistol are more effective than the Flamethrower. And the Launcher Pistol gives Pistol experience rather than Commando experience.


This will be fixed very soon.


I covered all of this in #4. While the Launcher Pistol experience change is very welcome, it still doesn't address the issue of Heavy Weapons being out performed in every way by marksmans/unarmed 4 weapons/skills.







While there are many other areas of the commando that need to be addressed, especially around its whole role in the grand scheme of SWG, I felt the need to reply to these vague and misinformed DEV comments. At least it makes me feel better responding

Mcsha
Wed Aug 13, 2003 7:36 am
#2

Excellent post Snare.



Mcsha

Oikaleek
Wed Aug 13, 2003 7:51 am
#3

Very good post. I hear there is an opening as Commando correspondent...you sound like the man for the job to me if you are willing...you seem to be certainly able.


/salute


Farewell Garibaldi, you did an excellent job and deserve very high qudos for your efforts.


/bow respectively



Ishaac


Fugacity
Wed Aug 13, 2003 7:55 am
#4

One thing i disagree with though is none of the weapons should have a range of 0 period. However if they did then the point blank range modifier should be the same as the ideal range modifier. It is really impossible to get 0 from a mob and if you do you are moving and they are moving so you take another accuracy hit.


At a minimum a flamethrower should have a 5 m ideal range not 0. Anything that blows up in your face should not have a 0 either, unless all the range modifiers are equal, but something that blows up in your face should not be accurae at point blank range, which means that they need to actually add an ideal range.

Joshai
Wed Aug 13, 2003 8:05 am
#5

Seriously, do the developers even have a clue about their own game?


"These are very powerful weapons."


Yeah...maybe if you consider squirt guns powerful. Seriously, this statement is laughable. The damage is really not even comparable to most weapons, and the other drawbacks of hardly being able to hit with them make them practically useless compared to just grabbing up anotherweapon entirely.


I don't think that the developer's even play this game if they actually think that these are powerful weapons. Why don't they test some of them up against your basic pistoleer and see whats powerful after that. I'm still digusted by the blatant lack of knowledge that the devs are obviously suffering from after they posted that reply.




Sabin Dorntamer - Skilled and friendly Master Artisan - Hermit North West of Mos Espa: Starsider Server
Telldrin Tetac - The accomplished Teras Kasi artist of Narmle, Rori: Intrepid Server
Ivoni
Wed Aug 13, 2003 8:13 am
#6

For comparison you need to toss in the fact that none of the melee weapons have a 0.0 ideal range.

Tka knuckles for example have 1.0 ideal range.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
HiyaEiseiKaishi
Wed Aug 13, 2003 8:47 am
#7

very good analysis man, very good.



Hiya Eisei Kai'shi Clan Kryshi


Commando of War


"Quality may be better then quantity, but quantity has a quality all it’s own."

SizzleMyNizzle
Wed Aug 13, 2003 9:58 am
#8

kickass analysis, don't be a correspondent, but get that to the dev team, maybe they'll read it...
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