Commando Archive
Thread: Post patch weapon tests
Were you consistently getting full AoE on the PFT as well? Against a broad spectrum of mobs? Even a few hours after you first tested it/after you switched weapons? Was it long after the servers come back up in the morning?
If yes to all...then Im pretty dang annoyed at this now. But at least the DoTs are sticking more even on legacy weapons (been noticing that lately...)
tacwraith wrote:
well in bria and starsider the aoe damage is consistently full for the rifle-type heavy weapons. Flamer and acid did stop full damage after a while and started doing half damage on splash targets.
All in all, even if the aoe was fixed its pointless. The game is now designed for 1 group taking down 1 critter. Only in groups of people all using AOE is a commando even welcomed with a smile. However, a commando will STILL be chosen last as pistoleer fanshot used with any other weapon still outdamages all our weapons by a significant margin.
I still say aoe weapons should only be the grenades and our old consumables with damn high damage and loooong timers. let us keep these current nerfed heavy weapons as non-aoe but with utility built in 'em.
I beg to differ, fanshot does do a lot, but I'd bet you could outdamage a pistoleer's fanshot with improved leg on a really good pft or lbc...
JoKen_Jash wrote:
...
I beg to differ, fanshot does do a lot, but I'd bet you could outdamage a pistoleer's fanshot with improved leg on a really good pft or lbc...
If the AoE damage comes from both the energy and elemental potential of the weapon, and not just the elemental (as is the case now on all the commando weapons I've tested), then you're probably right. But, with only elemental coming through in the AoE, thats 88 damage to the cone of a PFT, or 200 damage to a 6m radius with a LBC.
In other news, has anyone ever heard any dev rationale for why legshot is the highest damage mult of head/body/leg? That still boggles me... Not that I want to sound like I'm crying nerf.
---Edit: forgot an html tag--
Oh, and I also feel like I've noticed an increase in the frequency of flame DOTs sticking, especially with the PFT. And this is with a pre-patch 19 PFT. I haven't done any actual testing, so I might be wrong, but I definitely noticed it before reading this thread or any other comments about such an increase.
Message Edited by LecheHombre on 07-23-2005 01:27 PM
Message Edited by LecheHombre on 07-23-2005 01:28 PM
Blixtev (par to his post on the BH forums) appears to be working on BH stuff. I have a bad feeling we've "gotten our fix" and the Devs have moved on, without realizing that this is still a major problem for all of us.
Despite my asking for updates, I have nothing Dev-related to mention on the matter
I realize SOE's gotta feed the monkey, but maybe they'd cash in on a few more bananas if all the professions worked.
StarNick wrote:
So its working for some and for others nada...
Blixtev (par to his post on the BH forums) appears to be working on BH stuff. I have a bad feeling we've "gotten our fix" and the Devs have moved on, without realizing that this is still a major problem for all of us.
Despite my asking for updates, I have nothing Dev-related to mention on the matter
Thats is probably the most depressing thing I have read...
Aside from when I was handed the CU docs and it had no specials for Commando....
maybe it's time we broke out the nerf weaponrly RL. And show the folk over at SOE just what it's like to be NERFed! ![]()
StarNick wrote:
So its working for some and for others nada...
Blixtev (par to his post on the BH forums) appears to be working on BH stuff. I have a bad feeling we've "gotten our fix" and the Devs have moved on, without realizing that this is still a major problem for all of us.
Despite my asking for updates, I have nothing Dev-related to mention on the matter
Accually, from what I read, Blix said he went into work one weekend after realizing how boring NPC missions are, and got it to the way it is now in that weekend. From what it sounds like, the AoE issue sounds REALLY complicated, and the NPC missions are a minor tweak. If nothing else, it sould be reassuring that at least one dev goes in on weekends, and does some work.
But I may be a bit optimistic
Kesslan wrote:I do belive that is the case. I mean having done some computer programming since public school myself all the way into college before I got bored of it. It's generaly a simpel thing to do something like raise the 'mob' level. Pop in a sort of if statement. IF player level = X then mob level range =X sorta thing. Cut and paste a loot table, make a few quick tweeks to it to make it 'unique' to those mission NPCs etc. That sort of thing can be pretty easily fixed.
But when you get to the grenades, the experimentation/crafting bugs, and possibly the AOE it gets alot more complicated. Some of the stuff can be tweeked probably very easily (like say grenade damage etc) but honestly the grenades need total revamps. On both the WS and the commando side (as the end user of the crafted product). I mean our throwing mods etc are all fine. The skills involved are fine. It's really just the timers, the states, state durations and chances to stick, the grenade ranges and did I mention the timers?
On the crafting side there's also ALOT of grenades that have enhancer slots... with no enhancers. hell C22s have something lke 4 sub component/enhancer slots..... that nothing goes into. O.o
And WS still has heavy and chemical warhead schematics.... that you would assume are for explosive devices. But ummm...they dont go into anything.
Though honestly I'm pretty sure at the MOST they could fix the grenade issues in a week or two if they actually dedicated some one to it. And the AOE issue it seems is far more complicated as they seem to have been trying to fix that lately. (As it IS working after server restart. But something is conflicting with the code an hour or so after the servers are up causing it to quickly break again)
I mean code isnt the simplest thing int he world at times. Especially when you take into account how many lines of code there must be for something as big as SWG. And even for just something as 'simple' as AOE. And all it takes is ONE character. ONE. To muck the whole thing up. Hell one of the meanest viruses that was out somewhere round the early 90's I belive it was. Was actually purely accidental. Some guy made a 'simple' 5000 line program. But due to something like 4 inccorect characters in over 5000 lines of code. It turned into a self replicating virus. (That was all it actually did realyl. It would get on a hard drive. ANd just fill up the HD with copies of itself. All cause of 4 lousy characters)
QFT
I do belive that is the case. I mean having done some computer programming since public school myself all the way into college before I got bored of it. It's generaly a simpel thing to do something like raise the 'mob' level. Pop in a sort of if statement. IF player level = X then mob level range =X sorta thing. Cut and paste a loot table, make a few quick tweeks to it to make it 'unique' to those mission NPCs etc. That sort of thing can be pretty easily fixed.
But when you get to the grenades, the experimentation/crafting bugs, and possibly the AOE it gets alot more complicated. Some of the stuff can be tweeked probably very easily (like say grenade damage etc) but honestly the grenades need total revamps. On both the WS and the commando side (as the end user of the crafted product). I mean our throwing mods etc are all fine. The skills involved are fine. It's really just the timers, the states, state durations and chances to stick, the grenade ranges and did I mention the timers? ![]()
On the crafting side there's also ALOT of grenades that have enhancer slots... with no enhancers. hell C22s have something lke 4 sub component/enhancer slots..... that nothing goes into. O.o
And WS still has heavy and chemical warhead schematics.... that you would assume are for explosive devices. But ummm...they dont go into anything.
Though honestly I'm pretty sure at the MOST they could fix the grenade issues in a week or two if they actually dedicated some one to it. And the AOE issue it seems is far more complicated as they seem to have been trying to fix that lately. (As it IS working after server restart. But something is conflicting with the code an hour or so after the servers are up causing it to quickly break again)
I mean code isnt the simplest thing int he world at times. Especially when you take into account how many lines of code there must be for something as big as SWG. And even for just something as 'simple' as AOE. And all it takes is ONE character. ONE. To muck the whole thing up. Hell one of the meanest viruses that was out somewhere round the early 90's I belive it was. Was actually purely accidental. Some guy made a 'simple' 5000 line program. But due to something like 4 inccorect characters in over 5000 lines of code. It turned into a self replicating virus. (That was all it actually did realyl. It would get on a hard drive. ANd just fill up the HD with copies of itself. All cause of 4 lousy characters)