Commando Archive

Thread: Updated list of Commando Issues

StarNick
Mon May 02, 2005 8:16 pm
#1

Commando Issue 1: Commando's specials are built in our weapons. AOE is our special. Yet we lose out in the AOE opposed to other professions' AoE specials. This means our specials are ineffective and we are not a "5 Strong" in damage dealing. AOE damage is greater with a Pistoleers Pistol and fan shot than our master weapon's "AOE special" and a non-AOE special attack we gain dabbling.

Heavy Weapon AoE splash damage is unimpressive and weak compared to non-heavy weapons and AoE specials used in conjunction with them. Make commando splash damage at the very least comparable, or more damaging when used with these AoE Specials. This is our biggest issue, as not only is our role now defined with AoE, but also our Heavy Damage.

Commando Issue 2: AoE splash damage still hits (and aggros) targets through walls. Also, with certain weapons our splash damage is doing 0 or 1 damage (most likely a bug).

Commando Issue 3: Grenade Damage and Timers. For their damage, and the amount of time between throws, grenades are not useful to a commando as they leave us vulnerable for long periods of time with barely any return. Beef up grenades and maybe lessen the timers. Also, theres a conversion issue with converted grenades being taken out of a crate having 10x of a timer. Also, state affects on grenades are not lasting long enough. Ie Snare on a cyroban grenade lasts a second or two. Lastly, have grenade timers set on an independent timer such as the case with burst run, alleviating the vulnerability a commando faces when he/she throws a grenade (unable to do any action until the timer ceases).

Commando Issue 4: Lack of Advanced Kinetic Weaponry for higher level commandos. We were told that Commando would gain an Advanced Launcher Pistol. If so, where is it? Our current LP's (many were prized posessions and goraxed) are now worthless and of no use to high level commandoes. If an advanced Launcher Pistol, or/and an Advanced Rocket Launcher (iconic weapon that is now underused for the most part) could be added, it would be most desirable.

Commando Issue 5: Plasma Flamethrowers do not accept ranged power-ups, however our other weapons do. Also pre-CU converted grenade power-ups do not seem to work.

Commando Issue 6: Our Fire DoT incaps targets, thus breaking us off from engagement (breaks the Aggro). However, the target recovers and can attack once the Fire DoT subsides. Only non-DoT damage will kill the target.

Commando Issue 7: The Proton Rifle loot is a random loot, and falls short damage wise opposed to its brother, the Proton Carbine.

Commando Issue 8: Weaponsmith related also - The Rocket Launcher, a CL 22 weapon requires more time and resources to craft than any other Heavy weapon. Take away the proton grenade requirements for the rocket launcher and replace with simplier components (such as the loader for the launcher pistol that is the counterpart of the power handler for kinetic weapons, as the RL is kinetic). Or make grenade factory crafting simplier.

Message Edited by StarNick on 05-11-2005 08:04 PM



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

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Cpl_Fisher
Mon May 02, 2005 8:43 pm
#2

My goraxed launcher pistol got a higher spee, and lower damge after conversion



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Darth_Niu
Mon May 02, 2005 8:47 pm
#3

/agree


Also, I had a chance to test my Heavy Particle Cannon at Fort Tuskan and I noticed that despite it is supposed to inflict damage to all enemies in line with the target it consistantly hit for 0 damage to everything but the actual target. I tried for about 30 minutes with no change no matter how I moved to change the angle of attack.


Also, I noticed in the same test period that my Acid Rifle would blind me if I fired at anything less than 15 meters from any suface along the path of the 'bolt'. This was pretty consistant too. Targets resisted the Blind 50 to 60% of the time.


Also, Grenades are working thru walls as noted above and the radius of the burst is pretty substantial. I grenade tossed at a target in the back of room 2 on the left of the entry at Fort Tuskan was causing things to agro in both buildings on the other side of the street. Best guess based on the radar window is that some of those agros were between 45 and 60 meters distant.





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Raptor2k1
Mon May 02, 2005 9:08 pm
#4

I think the HAR and Acid Launcher have their effects mixed up too. I can't use the HAR without blinding myself right off that bat, and there's not even any mention of a radius in the examine window. I'm thinking that the splash radius is supposed to belong to the higher end variant. That actually has the effect listed on it.



Kyeran Halkyon

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


Smoki
Mon May 02, 2005 9:20 pm
#5

Plasma Flamethrowers don't accept ranged powerups and our master weapon is gimped because of it


Lightning Beam Cannon = Beam weapons 4 cert and is 722dps


Plasma Flamethrower = Master Commando and is 598dps?


Whats goin on here



-Smoki
Latenighter
Mon May 02, 2005 10:51 pm
#6

Commando Issue 1: Commando's specials are built in our weapons. AOE is our special. Yet we lose out in the AOE "war" with other professions. This means our specials are ineffective and we are not a "5 Strong" in damage dealing. AOE damage is greater with a Pistoleers Pistol and fan shot than our master weapon's "AOE special" and a non-AOE special attack we gain dabbling.

Heavy Weapon AoE splash damage is unimpressive and weak compared to non-heavy weapons and AoE specials used in conjunction with them. Make commando splash damage at the very least comparable, or more damaging when used with these AoE Specials. This is our biggest issue, as not only is our role now defined with AoE, but also our Heavy Damage.



I think adding something at the begining of the issue statement to make it clear to the dev's why this is a problem would help. Just a suggestion.



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
knighttom
Mon May 02, 2005 11:35 pm
#7

not sure i i post this here or not eyes are trying to close on me so there might of been a better thread to post it in


while using a heavy weapon in missions it incaps the target in a way that you get faction but no reward loot and cant attack the target to finish it off



crap there was something else that i wanted to list but i cant seem to think of it right now







]{ith]{ana
Master Commando
Bounty Hunter
Rebel Lt. Colonel

knighttom
Mon May 02, 2005 11:37 pm
#8

oh and alot of our weapons are just about worthless to a master commando


so far all that looks usable for a master is plasma flamethrower and the lightning cannon



granted i might be adding the cannon because i like the special effect






]{ith]{ana
Master Commando
Bounty Hunter
Rebel Lt. Colonel

GlanocRunningstrider
Mon May 02, 2005 11:52 pm
#9






knighttom wrote:

oh and alot of our weapons are just about worthless to a master commando


so far all that looks usable for a master is plasma flamethrower and the lightning cannon



granted i might be adding the cannon because i like the special effect






I agree, besides the plasma and supposedly the lightening cannon (have not found a good one yet) our other weapons play very little roll. Sure the acid rifle blinds and the rocket launcher KD's, but they are both very low DPS compaired to the plasma flamer and are not worth the effort to switch over to just for the state effect and then have to switch back because they do little damage in the interim between applying states. Additionally, the elemental damage on the various weapons seems to play very little role in combat (correct me if I am missing something) and lacks any real punch to make these other weapons worth switching to in combat.




The Empire is Mother, The Empire is Father.
Agisto
Tue May 03, 2005 3:18 am
#10







Raptor2k1 wrote:

Some more issues I thought of:



  • No way to abort que'd up special that I know of (not really commando-specific, but still a big deal)

I haven't verified this, but doesnt pressing 'Esc' escape do that?



  • NPC targets that loose all their HP from fire DoT's become incapped and have to recover from that, then they get up (and can get incapped again if the DoT kills 'em again) and you have to shoot them again to kill them. This can be annoying as they regen some HP when they get back up; this also means that once you've fairly killed something, it has the potential to get back up and bit you in the rear. Not working as intended I don't think.

I agree, and I think several people areexpiriencing this as a very irritating, I know I am S)








_______________________________________________________________________________
RSBarak
Tue May 03, 2005 4:14 am
#11




Raptor2k1 wrote:



Some more issues I thought of:



  • No way to abort que'd up special that I know of (not really commando-specific, but still a big deal)

  • NPC targets that loose all their HP from fire DoT's become incapped and have to recover from that, then they get up (and can get incapped again if the DoT kills 'em again) and you have to shoot them again to kill them. This can be annoying as they regen some HP when they get back up; this also means that once you've fairly killed something, it has the potential to get back up and bit you in the rear. Not working as intended I don't think.







I believe with the recent patch that you can end queued commands by pressing the Esc key




Serion Mourir
Xerion Mourir
Visit a New ST RPG: USS Lakota Website
Rathask
Tue May 03, 2005 9:44 am
#12

Fix the Snare on Cryoban grenades so that it lasts for more than one second? lol



- Reb. Col. Raytheon Kednallen (ret.),
Master Commando/Master Bounty Hunter
Shadowfire

- Raythen: Master Commando/MBH/Pistoleer TC-Ep3
Raptor2k1
Tue May 03, 2005 12:27 pm
#13

Some more issues I thought of:



  • No way to abort que'd up special that I know of (not really commando-specific, but still a big deal)

  • NPC targets that loose all their HP from fire DoT's become incapped and have to recover from that, then they get up (and can get incapped again if the DoT kills 'em again) and you have to shoot them again to kill them. This can be annoying as they regen some HP when they get back up; this also means that once you've fairly killed something, it has the potential to get back up and bit you in the rear. Not working as intended I don't think.




Kyeran Halkyon

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


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