Commando Archive
Thread: Helios: Please Address a Commando Concern over the new Weapon Availability Change
*Le_Jedi_Fou* Hello devs. Question : with the new CU, it's very hard to start another combat profession when you're already have a Combat Level. Fighting a mob level 3 unarmed with Novice Brawler will grant no XP because your combat level is too high (Master Carbineer). What is your plan about that ?
*Keldarin* The new weapon certification system should also help alleviate this problem. Once you have leveled to a certain point with a given profession you will be able to use a comparably leveled weapon from another profession. You would not be nearly as powerful as the same level player from that profession but it will help greatly in earning experience for the new profession.
Here is my HUGE problem with this...How will this effect Commando Weapons? We were completely retooled to be, on one regard, to be seen asa Weapon Toolbox by other professions (we dabble them for specials, they dabble us for Heavy Weapons)...That's one ofthereasons why we didn't get any unique specials...
NOW...anyone with the right level in other professions would be able to use these Commando Weapons without paying the price. Currently testing has shown that some of our weapons are using mods like Rifle, Pistol and 1H...So basically, other professions would be able to use our weapons better then us (hopefully these are just bugs that will be fixed soon)...
And then there is the FT...So what if we'd be able to use the FT slightly better, it would still be out there for anyone with the "right level" to use without taking up box one of Commando...The special abilities that the FT has gained in exchange for our unique specials would be up for grabs...It would be like giving any ELITE profession our Commando Flame Specials...That's even worse then us losing them in the first place...I would hate to think of someone Mastering Pistoleer/TKM (just an example) and being able to do a Flame Special because they can use the FlameThrower (which currently converts any special into an AOE attack and adds a DoT automatically). Imagine if I could not only use the T21 from Rifleman, but also their best special, without ever taking up even Novice Rifleman...how well would that go over?
This is not going to go well...not at all...Do we really need tests to tell us how bad an idea this is....And if, per chance, certain weapons like Commando weapons, like the FT, are "restricted" to certain professions even with the new system, what happens when we start hearing folks whine "Commando weapons are restricted, how come mine aren't? Why are they more important then us?"
Message Edited by garvin on 04-14-2005 09:42 AM
garvin wrote:
This is something that I posted elsewhere, but since Helios has been so awesome in keeping an eye on our concerns, I was hoping, if he has time, he could address this concern as well...it's a pretty big one....taken from the HOC chat.
*Le_Jedi_Fou* Hello devs. Question : with the new CU, it's very hard to start another combat profession when you're already have a Combat Level. Fighting a mob level 3 unarmed with Novice Brawler will grant no XP because your combat level is too high (Master Carbineer). What is your plan about that ?
*Keldarin* The new weapon certification system should also help alleviate this problem. Once you have leveled to a certain point with a given profession you will be able to use a comparably leveled weapon from another profession. You would not be nearly as powerful as the same level player from that profession but it will help greatly in earning experience for the new profession.
Here is my HUGE problem with this...How will this effect Commando Weapons? We were completely retooled to be, on one regard, to be seen asa Weapon Toolbox by other professions (we dabble them for specials, they dabble us for Heavy Weapons)...That's one ofthereasons why we didn't get any unique specials...
NOW...anyone with the right level in other professions would be able to use these Commando Weapons without paying the price. Currently testing has shown that some of our weapons are using mods like Rifle, Pistol and 1H...So basically, other professions would be able to use our weapons better then us (hopefully these are just bugs that will be fixed soon)...
And then there is the FT...So what if we'd be able to use the FT slightly better, it would still be out there for anyone with the "right level" to use without taking up box one of Commando...The special abilities that the FT has gained in exchange for our unique specials would be up for grabs...It would be like giving any ELITE profession our Commando Flame Specials...That's even worse then us losing them in the first place...I would hate to think of someone Mastering Pistoleer/TKM (just an example) and being able to do a Flame Special because they can use the FlameThrower (which currently converts any special into an AOE attack and adds a DoT automatically). Imagine if I could not only use the T21 from Rifleman, but also their best special, without ever taking up even Novice Rifleman...how well would that go over?
This is not going to go well...not at all...Do we really need tests to tell us how bad an idea this is....And if, per chance, certain weapons like Commando weapons, like the FT, are "restricted" to certain professions even with the new system, what happens when we start hearing folks whine "Commando weapons are restricted, how come mine aren't? Why are they more important then us?"
This has "bad idea" written all over it...We need to hear more...A Lot More!
Message Edited by garvin on 04-14-2005 09:42 AM
ads a nov command o we cant USE it...
and if THIS is whats going ot happen...
i demand FS can tune cystals
and Master Commandos use lightsabers ![]()
Message Edited by Latenighter on 04-14-2005 01:02 PM
garvin wrote:
This is something that I posted elsewhere, but since Helios has been so awesome in keeping an eye on our concerns, I was hoping, if he has time, he could address this concern as well...it's a pretty big one....taken from the HOC chat.
*Le_Jedi_Fou* Hello devs. Question : with the new CU, it's very hard to start another combat profession when you're already have a Combat Level. Fighting a mob level 3 unarmed with Novice Brawler will grant no XP because your combat level is too high (Master Carbineer). What is your plan about that ?
*Keldarin* The new weapon certification system should also help alleviate this problem. Once you have leveled to a certain point with a given profession you will be able to use a comparably leveled weapon from another profession. You would not be nearly as powerful as the same level player from that profession but it will help greatly in earning experience for the new profession.
Message Edited by garvin on 04-14-2005 09:42 AM
Commando weapons should all have a skill box requirement in addition to their level requirement. In the current build they don't work this way. That's a bug that will be fixed in an upcoming TC publish. Nothing has changed for commando certs with the new system.
Message Edited by DarkMiru on 04-14-2005 07:07 PM
what about the fact that a novice commando isn't the required CL that the corresponding novice weapon requires. (i even have other combat skills besides the commando prereqs, yet i'm 3 CL shorts of being able to use the launcher pistol)
Helios_SOE wrote:
garvin wrote:
This is something that I posted elsewhere, but since Helios has been so awesome in keeping an eye on our concerns, I was hoping, if he has time, he could address this concern as well...it's a pretty big one....taken from the HOC chat.
*Le_Jedi_Fou* Hello devs. Question : with the new CU, it's very hard to start another combat profession when you're already have a Combat Level. Fighting a mob level 3 unarmed with Novice Brawler will grant no XP because your combat level is too high (Master Carbineer). What is your plan about that ?
*Keldarin* The new weapon certification system should also help alleviate this problem. Once you have leveled to a certain point with a given profession you will be able to use a comparably leveled weapon from another profession. You would not be nearly as powerful as the same level player from that profession but it will help greatly in earning experience for the new profession.
Message Edited by garvin on 04-14-2005 09:42 AM
Commando weapons should all have a skill box requirement in addition to their level requirement. In the current build they don't work this way. That's a bug that will be fixed in an upcoming TC publish. Nothing has changed for commando certs with the new system.
Helios_SOE wrote:
garvin wrote:
This is something that I posted elsewhere, but since Helios has been so awesome in keeping an eye on our concerns, I was hoping, if he has time, he could address this concern as well...it's a pretty big one....taken from the HOC chat.
*Le_Jedi_Fou* Hello devs. Question : with the new CU, it's very hard to start another combat profession when you're already have a Combat Level. Fighting a mob level 3 unarmed with Novice Brawler will grant no XP because your combat level is too high (Master Carbineer). What is your plan about that ?
*Keldarin* The new weapon certification system should also help alleviate this problem. Once you have leveled to a certain point with a given profession you will be able to use a comparably leveled weapon from another profession. You would not be nearly as powerful as the same level player from that profession but it will help greatly in earning experience for the new profession.
Message Edited by garvin on 04-14-2005 09:42 AM
Commando weapons should all have a skill box requirement in addition to their level requirement. In the current build they don't work this way. That's a bug that will be fixed in an upcoming TC publish. Nothing has changed for commando certs with the new system.
Helios_SOE wrote:
garvin wrote:This is something that I posted elsewhere, but since Helios has been so awesome in keeping an eye on our concerns, I was hoping, if he has time, he could address this concern as well...it's a pretty big one....taken from the HOC chat.*Le_Jedi_Fou* Hello devs. Question : with the new CU, it's very hard to start another combat profession when you're already have a Combat Level. Fighting a mob level 3 unarmed with Novice Brawler will grant no XP because your combat level is too high (Master Carbineer). What is your plan about that ?
*Keldarin* The new weapon certification system should also help alleviate this problem. Once you have leveled to a certain point with a given profession you will be able to use a comparably leveled weapon from another profession. You would not be nearly as powerful as the same level player from that profession but it will help greatly in earning experience for the new profession.
Message Edited by garvin on 04-14-2005 09:42 AM
Commando weapons should all have a skill box requirement in addition to their level requirement. In the current build they don't work this way. That's a bug that will be fixed in an upcoming TC publish. Nothing has changed for commando certs with the new system.
But commandos will be able to use the same rifle I do without having to be a rifleman right? I presume that BH's will ahve their own special weaopons too. So is it only the "vanilla" combat elites that get really nerfed by this change? Are we the only ones whose skill boxes look more and more like ghost towns?
Helios_SOE wrote:
garvin wrote:
This is something that I posted elsewhere, but since Helios has been so awesome in keeping an eye on our concerns, I was hoping, if he has time, he could address this concern as well...it's a pretty big one....taken from the HOC chat.
*Le_Jedi_Fou* Hello devs. Question : with the new CU, it's very hard to start another combat profession when you're already have a Combat Level. Fighting a mob level 3 unarmed with Novice Brawler will grant no XP because your combat level is too high (Master Carbineer). What is your plan about that ?
*Keldarin* The new weapon certification system should also help alleviate this problem. Once you have leveled to a certain point with a given profession you will be able to use a comparably leveled weapon from another profession. You would not be nearly as powerful as the same level player from that profession but it will help greatly in earning experience for the new profession.
Message Edited by garvin on 04-14-2005 09:42 AM
Commando weapons should all have a skill box requirement in addition to their level requirement. In the current build they don't work this way. That's a bug that will be fixed in an upcoming TC publish. Nothing has changed for commando certs with the new system.
Thanks for the quick response Helios...When the CU is done, I'm going to really miss all this fantastic attention you've been giving us...![]()
Making most if not all Commando weapons have a "skill box requirement" just makes sense, even more then any other weapon in game, since our weapons TAKE other professions, specials and basically "convert" them into Commando unique specials...not having it this way would be like giving away our ability to create unique specials.
Helios_SOE wrote:
garvin wrote:This is something that I posted elsewhere, but since Helios has been so awesome in keeping an eye on our concerns, I was hoping, if he has time, he could address this concern as well...it's a pretty big one....taken from the HOC chat.*Le_Jedi_Fou* Hello devs. Question : with the new CU, it's very hard to start another combat profession when you're already have a Combat Level. Fighting a mob level 3 unarmed with Novice Brawler will grant no XP because your combat level is too high (Master Carbineer). What is your plan about that ?
*Keldarin* The new weapon certification system should also help alleviate this problem. Once you have leveled to a certain point with a given profession you will be able to use a comparably leveled weapon from another profession. You would not be nearly as powerful as the same level player from that profession but it will help greatly in earning experience for the new profession.
Message Edited by garvin on 04-14-2005 09:42 AM
Commando weapons should all have a skill box requirement in addition to their level requirement. In the current build they don't work this way. That's a bug that will be fixed in an upcoming TC publish. Nothing has changed for commando certs with the new system.
Sorry to hijack, but Helios:
What steps will be taken to insure that profession identity is not compromised? Obviously, this works great for commando, but there are many iconic weapons for other professions that should be available for only those professions, including some from the CU:
Bounty Hunter: Light Lightning Cannon, Scatter Pistol
Rifleman: Berserker Rifle, T-21 Rifle
Pistoleer: Geonosian Sonic Blaster, DE-10
TKA: Massassi Knuckler, Black Sun Knuckler
Carbineer: Elite Carbine, Nym Slugthrower
Swordsman: Power Hammer, Scythe
Combat Medic: Alliance Disruptor
Squad Leader: Intimidator Pistol
Etc, etc. Will these unique weapons be preserved to their professions? Otherwise, what is the point to having seperate combat professions?
Message Edited by gera on 04-14-2005 10:33 AM