Commando Archive

Thread: Simple Fix for Heavy Support Weapons Revised

Raptor2k1
Mon Mar 01, 2004 4:21 pm
#1


I think most commandos will agree with me on the point that, currently, heavy support weapons are for the most-part not worth using, and are far to expensive. After thinking the issue over, and comparing damage with other professions and taking into account the new HAM system coming with the combat rebalance as well, I've thought up a relatively simple solution that I think would appease most.



  • All heavy weapons are made non-disposable. They're simply too expensive now for the damage they do. I can do just as much damage as a HPBC using a pistol and spamming fanshot on most targets. Rifles, for example, easily out damage pretty much all of the heavy support weapons, and have much better accuracy. If it's still felt that these weapons shouldn't last as long as others, simply make them decay faster than others (reasons stated later.)

  • Indoor restriction removed from all of our weapons. This restriction eliminates half of our trees in-doors and is just silly. If someone wants to blast themselves into oblivion by firing at point blank in a building, let them. - Corrected on TC

  • Damage, accuracy, and speed remain the same. With these being non-consumable, misses aren't as big of an issue economically.

  • HAM Cost Increase/Delay between attacks increased from what it is now, so long as we can make precise, slow, yet steady attacks with the weapons they're doing their job (albeit accuracy against a humanoid running around should be a bit lower than when using them on stationary players, creatures, and NPC's)

The goal of these changes is to make the heavy weapons viable with as little change as possible to the weapons themselves. Making them non-disposable is acceptable, as theyare a bit onpar with otherelite weapons on the average target, and cannot focus on a specific HAM pool. In addition, the massive HAM cost (or delay if gone thatroute)from firing prevents a player from spamming heavy weapons attacks, and makes the user think of how they're going to use them- whichI think was part of the goal of adding charges to them.


The other big perk of making them non-consumable is that they can then be equiped like normal weapons, which addresses the really, big issue of not being able to tell how accurate your shots are going to be until they're fired off.


The perks here for us are that we can use all of our trees anywhere, heavy support weapons become affordable for you average soldier, and balance is maintained, while granting us something useful for oyr hefty skillpoint investment.



The ony issue remaining I can think of regards RL damage to turrets and mechanical objects, but these changes in general would be an excellent first step to a more permanent solution.

Message Edited by Raptor2k1 on 03-26-2004 04:20 PM



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


JohboBocal
Tue Mar 02, 2004 1:09 pm
#2

I would like to see the indoor restriction dropped.







Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
Raptor2k1
Tue Mar 02, 2004 4:35 pm
#3

I almost forgot to add, with these changes in place, the all important ability to tell how accurate your shots are going to be before firing is introduced to the Heavy Support Weapons. Nothing is more annoying than having to guestimate if you're in ideal range.



Plus... we might actually see some troops running around with rocket launchers now, rather than seeing them only as something that gets whipped out for a split-second when fired.





Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Raptor2k1
Thu Mar 04, 2004 4:34 pm
#4

Gah, not again! No one ever responds for some reason.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Darigon
Thu Mar 04, 2004 5:10 pm
#5

Great ideas!! I agree 100% with them. Unfortunatly this is probably as far as theyll go.



~Darigon - Human Master Brawler, Master Swordsman, Master TKA, Fencer 3440

~Behold, a Pale Horse, and the Man who rode on It was Death, and Hell followed with Him.

~Ask not for whom the Bell tolls.... it tolls for Thee...
ElrohirSoR
Thu Mar 04, 2004 6:03 pm
#6

I would love to see the indoor restriction removed. When i hunt Nightsisters at the cave outside the stronghold, my groups strategy is to pull the mob that are 100% energy resist and 10% blast resist(mainly spellweavers and protectors) outside of the cave and have a buffed/armored TKM tank it while I fire at it with my rockets. Man it hurts my bank account everytime i fire one but they do their job well against these npc.Letting us just fight inside the cave would make my life just a lot easier. In addition with new dungeons like the Genosian Dungeon on Yavin, being able to use heavy weapons (when you have enough room to use one without self incapping)would make a commando a lot more effective. Currently a master commando is almost completely useless in the dungeon against the harder mobs in there with medium armor and high heat resist.


Making heavy weapons non disposable would be a dream come true. As it is right now they do eat up a good chunk of your health bar per shot. In my opinion increasing ham cost wouldnt solve much, especially since a lot of players run around with Master Doctor buffs. Once you get your Strength, Quickness, Focus over 1500 you suffer no HAM cost at all. This is not hard thing either with BE enhanced Brandy and Food. So buffed commandos will still spam heavy weapons, kill it for the non buffed people, then the cries of nerfs will follow.





Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
ElrohirSoR
Thu Mar 04, 2004 6:06 pm
#7

bah hit submit by mistake before i got to finish.


For the heavy weapon to become non disposable there has to be some major compensation to the weapons speed, accuracy or damage. It would be good to see the speed mod lowered while leaving the weapon stats the same so that there's no real way for a commando to effective spam a rocket launcher. Might i even suggest something like a 2.5 to 3 second cap on how fast you can fire one.





Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
Ster
Thu Mar 04, 2004 6:20 pm
#8

1 - Take out the indoor restriction


2 - The weapons themselves do not have to be non-disposable, just the actual weapon itself.


3 - If any of you are from beta and remember being able to make your own grenades, I would like to see us making our own rocket shells and heavy particle beam batteries. This would make it so that every shot is not so expensive and still keep the weaponsmiths just as busy with our profession as any other.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
Glasi
Thu Mar 04, 2004 6:48 pm
#9

edit: um...i didnt' click reply. don't know how this got posted.

as long as i'm here. i agree with removing the indoor restriction. why can the guy next to me stuff his kimogila into a cave but i can't toss a grenade?

Message Edited by Glasi on 03-04-2004 05:50 PM



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RIP -- BHA & swgbounties.com
Raptor2k1
Thu Mar 04, 2004 10:07 pm
#10

"Making heavy weapons non disposable would be a dream come true. As it is right now they do eat up a good chunk of your health bar per shot. In my opinion increasing ham cost wouldnt solve much, especially since a lot of players run around with Master Doctor buffs. Once you get your Strength, Quickness, Focus over 1500 you suffer no HAM cost at all. This is not hard thing either with BE enhanced Brandy and Food. So buffed commandos will still spam heavy weapons, kill it for the non buffed people, then the cries of nerfs will follow."


I was thinking about that myself actually, and that would really be the only tricky part. I suppose this could be avoided by making it so that either the HAM cost is horendously high unbuffed, or there is a flat HAM cost that buffs do not effect for these weapons only.


Regardless, I forgot about a speed cap. I was using my HPBC at the geonosian cave today, shooting at guys that ran out by the enntrance, and I noticed how ridiculously fast I was plowing through ammo. No one should be able to fire a heavy weapon that fast, so a speed cap of 2-4 seconds would be a must (think of how long it takes to reload a RL in comparison to other weapons in FPS games for example.) This would also help prevent them from being spammed, and to be honest, would probably be better than making the HAM cost ridiculously high.


To compensate for the lack of speed then, perhaps we could get a bit more accuracy added to the weapons themselves, and make the firing delay a flat time amount that is constant for all levels of commando, with the only difference that skills bring being accuracy and certs.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Donmeka
Thu Mar 04, 2004 10:57 pm
#11

since flames are useless on some really strontg enemies there should be another weapon like heavy support to fight them with. i want to fight enraged rancors



Your friendly neighborhood thug
"Give the man a gun, he's superman. Give him 2 and he's God"
----------------------------------------------------------------------------
SpinningCloud wrote(on jedi using FD):
"Think of it, you drive up to someone and they fall over 'dead' before a shot is fired...sure, like I believe the Jedi died of a heart-attack, lol."
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Donmeka
Thu Mar 04, 2004 10:58 pm
#12

i mean something strong since most weapons arent really good compared to the flames.



Your friendly neighborhood thug
"Give the man a gun, he's superman. Give him 2 and he's God"
----------------------------------------------------------------------------
SpinningCloud wrote(on jedi using FD):
"Think of it, you drive up to someone and they fall over 'dead' before a shot is fired...sure, like I believe the Jedi died of a heart-attack, lol."
--------------------------------------------------------------------------------
G13Kryptic
Thu Mar 04, 2004 11:29 pm
#13

good post, i couldnt agree more, now we just need our SEA's to work right , sigh*



Founder of ASC | Anti-Shuttlewait Coalition
Mastered | More than you!

Unlocked on | Before you did newb


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