Commando Archive
Thread: Stern, any news...
"This has come up repeatedly since the release of the CU and is part of what I tried to address at the Fan Fest. This number is based on the documents that were released to the correspondents at the summit. Unfortunately many things changed since those documents were released and that offense rating of 5 is no longer true.
Commandos got lots of utility capability not only in the functionality of their heavy weapons but in their grenades which forced us to re-evaluate the overall balance of Commando as compared to the other professions.
All that said we are looking at the usefulness of the various heavy weapons and adjusting as needed. A major factor impacting the effectiveness or your weapons is the fact that all elemental damage is broken in the game right now. Getting the elemental damage fixed and added back into your weapons will be a significant boost to their effectiveness."
Nothing so far on our biggest issue with AoE, and with the PR...but if elemental delivers, we may see some improvements...
"Unfortunately many things changed since those documents were released and that offense rating of 5 is no longer true."
Like it was ever true to begin with. ![]()
StarNick wrote:
Not on those...heres the response I did get recently however in regards commando not living up to the document's 5 offense rating:
"This has come up repeatedly since the release of the CU and is part of what I tried to address at the Fan Fest. This number is based on the documents that were released to the correspondents at the summit. Unfortunately many things changed since those documents were released and that offense rating of 5 is no longer true.
Commandos got lots of utility capability not only in the functionality of their heavy weapons but in their grenades which forced us to re-evaluate the overall balance of Commando as compared to the other professions.
All that said we are looking at the usefulness of the various heavy weapons and adjusting as needed. A major factor impacting the effectiveness or your weapons is the fact that all elemental damage is broken in the game right now. Getting the elemental damage fixed and added back into your weapons will be a significant boost to their effectiveness."
Nothing so far on our biggest issue with AoE, and with the PR...but if elemental delivers, we may see some improvements...
This part is a joke, right?
This is seriously the single most depressing thing I think I've read since the initial fanfest report posted on this forum. I'm trying to remain positive, and upbeat about potential fixes, but they are not making that easy. I'll have to see how elemental damage is going to be calculated before making an assessment, but we are also going to be granted one final respec. This "utility" of which they speak does notamount to the same combat effectiveness as virtually any Bounty Hunter hybrid. My determination to stay the course is about to be sorely tested.
Message Edited by Tyyylowyspetily on 06-07-2005 04:05 PM
Heh, just to make it easier to give us the damage dealing commandos should see...maybe we should just nix grenades? Like a certain other aspect in SWG, its a system that doesn't seem to ever be working fully right or abused or gets nerfed/revamped/nerfed/etc
- If grenades are supposed to be that valuable of an asset me MUST be able to throw them more than once every 1-2 and a half minutes of the same type. Make the timer on each type of grenade 20-30 secs so that we can throw them and make use of them. Convert the damage type to Heavy Weapons xp (leaving the requirement of Combat Xp for the line so that we keep one Combat xp line like everyother prof. We get Combat Xp at the same rate as everyone else if they are worried about too many jedi popping up... wait... there are too many already so what is a few more anyways?)
- Elemental damage will up our damage yes... but will it up our damage compared to other profs? Pre-CU Nym's Carbine... base DPS of 255.7 with 144 elemental damage. Post CU Nym's Carbine... base DPS of 309.7 with elemental damage of 171 elemental damage. Now compare to the Plasma Flamethrower in my inventory...308 base DPS with 136 elemental. Let me get this right, a Slug Thrower does more acid elemental damage than a pure flame? My Post-Cu basic flamer has a base of 227 with 77 elemental damage. (No idea how good that stacks up and it is not krayted because it is rarely used).
- The Proton Rifle must be fixed soonest. They are finally getting more available, and it would be an instant help to some that have been able to get their hands on and report back to whether or not it is even helping our role. Again I point out... if a style of LS wasn't working. It would be fixed overnight even though a Jedi could still use a lower level LS of a different style just like we have to rely on our lower level weapons with sporadic AoE.
- Grenades and Heavy Weapons need to be lowered in crafting difficulty immediately in order for use to be able to add enhancements to our weapons to see if that would bring us up to par. Grenade stacks need to be upped to either 25 or 50 per stack... or just let us have a crate that takes up one inventory slot that holds 250 uses so that we don't have to try and end combat with no /peace to pull more small stacks from the crate while fighting.
StarNick wrote:
Yeah, seems like grenades really screwed us over...and its the worst aspect of commando atm. Something we need to focus on...
Heh, just to make it easier to give us the damage dealing commandos should see...maybe we should just nix grenades? Like a certain other aspect in SWG, its a system that doesn't seem to ever be working fully right or abused or gets nerfed/revamped/nerfed/etc
I like grenades, but if they can't be made to be used at the same capacity of another special or weapon.... nix them. Put in Armor Break line and put in Terrain Negotiation. Or make the proton rifle craftable and have a line of specials that can only be used with it (possibly ARMOR BREAK for a ranged prof).
Message Edited by Knightcrest on 06-07-2005 06:59 PM
Yeah, grenades seem to be too hard to fix for the devs, and with all of the other parts of Commando to fix, I'd say just get rid of them if it meant 1.) better weapons, and 2.) Armor Break.
Besides, maybe if the grenades are done away with, then the devs might understand that we should have grat power up front, not some of this state crap that is ruining our damage output. I'm sorry, but aren't the Carbineers for crow control, and commandos for mass mayhem?
Tyreal18 wrote:
Yeah, grenades seem to be too hard to fix for the devs, and with all of the other parts of Commando to fix, I'd say just get rid of them if it meant 1.) better weapons, and 2.) Armor Break.
Besides, maybe if the grenades are done away with, then the devs might understand that we should have grat power up front, not some of this state crap that is ruining our damage output. I'm sorry, but aren't the Carbineers for crow control, and commandos for mass mayhem?
First off, QFE.
second, simply make grenades give heavy weapon xp and nix there restrictions. I actaully like being able to hit everything withen a 30m radious of where I hit, it's very much mass mayhem.
My new revised commando outline.
offense 5
defense 3
crowd control 1
primary role. Mass Mayhem
secondary role.anti vehicular/turrent/fortification specialist
Commandos are what are known in military circles as "Shock troopers". They can cause mass confusion just by there pressense. They can inflict large amounts of damage over a wide area very quickly, but have very little staying power. Rifleman do there damage by applying a modest amount of damage exactly where the target is most vulnerable. Commando's simply apply larger amounts of high explosives, and let the chips fall where they may.
One of commando's oldest specialties is that of anti armor/fortifications. generations of practice and improvement has evolved into the commando's most prized weapons, the proton grenade. a noteworthy example is the destruction of an entire at-at by a single proton detonator by lukeskywalker. Proton grenades are small nuclear devices that armor simply does not protect against. becuase of there high damage, bulkyness, proton grenades can only be deployed against static targets, or vehicles. (programming note: easiest way to do this is that everything but vehicles/rmor/turrents have 100% nuclear resist)
Specials
armor break, novice commando can only be used with heavy weapons.
combat adrenalin rush. novice commando
modify combat speed +20 last 30 secs hugeaction drain after it wears off, 2 min recharge time
improved combat adrenalin rush incindaray weapons 3
modify combat speed +30 last45 secs hugeaction drain after it wears off 2.5 min recharge.
advanced combat adrenalin rush. master commando
modify combat speed +30 last 1 min negates heavy weapon speed penalty, complete action drain after it wears off. 4 min recharge.
fix our aoe damage to be 80%, and make our states stick, we will have a winner here folks!
it's spelled TURRET already!!! No N. No N!