Commando Archive
Thread: Publish 8 Publish Notes (On Test Center Only)
I laughed whenI read that.... kamakaze droids....
Just imagine:
An imperial army is in a small valley, legions of stormies, ST's, AT's in doves...
As the sun rises from the nearby hill, a small, black box appears....
All of a sudden a wave of hundreds ofMSE droids chirping uncontrollably down the hill
For the imperials it is to late..... BOOM!!!
One lone commando steps on the hill
"Sweet"
Combat Balance: A major Combat Balance pass will be happening in Publish 8. The goal of the combat balance is to make combat challenging and equitable across the combat professions. The Combat Balance consists of several aspects.
The first aspect is the Weapon Balance. The Weapon Balance pass is intended to bring relative power of weapons between professions more in line with each other. This is not to say that they will all be the same. Different weapon types will still have various strengths and weakness providing different abilities in which they are ideally suited. Certain weapons classes will stay more or less powerful than the average but this is to reflect a balance paradigm of the profession that uses those weapons. Additionally weapon certifications will be rearranged to provide a better power progression and to better match up with when Weaponsmiths are granted the schematics to craft them. A major goal of the weapon balance pass is to provide players with a consistent and balanced power progression as they advance up their profession as well as providing interesting and varied weapon choices at all skill levels.
The second aspect of the Combat balance will be the HAM redesign. A very critical part of the overall combat rebalance is the change to the functionality of the HAM system. This change will allow a greater ease in balancing overall HAM costs for weapons and special moves. It will also allow Mind to be removed as a special damage type and place equal emphasis on Health, Action and Mind pools for both abilities and damage.
The third aspect is the Profession Balance. Once the underlying core systems for combat (weapons, damage & HAM) are balanced it will be possible to look at all combat professions and balance them in a way that emphasizes each of the professions roles in combat and to give purpose to each individual player as well as reasons for choosing various profession combinations in groups. This includes a skill mod balance, skill tree progression tweaks, combination stacking, special abilities (existing and some new) and overall difficulty.
Lastly is the follow up to many of the preliminary changes that have been made so far. This includes balancing armor, buffs and DoTs, bringing them in line with the combat balance overall.
jessedredd wrote:
I think that I havn't been paying attention lately, wasn't this suppsed to be a majorcombat balance patch? Did I miss something? If I'm wrong and just been totally off in space somewhere, please let me know. This is one of the things on the In-development page. I dont really see any of this in the patch notes. If I'm off, just let me know and ignore me after.
Go check out the stickied post I made earlier today (Links to Useful Commando Posts/Threads)...visit the link regarding "State of the Game"...in it JustG announced the Combat Balance is delayed for further review. TH has told me and others that Commandos were going to get special attention in the Combat Balance, but since it's delayed, he has hinted at our Top 5 being more important then ever (in regards to possible mini-publishes while we wait for the delayed Combat Balance)...
Message Edited by garvin on 04-12-2004 09:11 PM