Commando Archive

Thread: First Draft: State of the Commando Profession, May 2005

StarNick
Wed May 26, 2004 3:41 pm
#1

Ok folks, heres the first draft of the new state of the commando profession, which will be presented to the developers.

Please comment on structure/content, make suggestions to add/delete, etc etc.

This is the Big one...

Message Edited by StarNick on 05-26-2005 06:43 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!

Pyro Games

StarNick
Thu May 26, 2005 3:41 pm
#2

State of the Commando Profession

May 26, 2005



The State of Our Weapons


--Item One is in regards to Playability Concerns, with all bugs aside. Item Two discusses detailed current weapon issues–


Item One: Heavy Weapons do not power up specials in this current span of time. Originally, our weapons are supposed to add in a AoE effect to any special we use in conjunction with our Heavy Weapons as well as a state effect. AoE is nearly non-existent or broken, and state effects are weak. At the very least the Commando Community requests full AoE splash damage and state effects that can stick and/as well last longer than they currently do.

However, if AoE on our weapons was working, the community fears for playability concerns. If AoE is the sole way of allowing the profession to reach its damage dealing role, it does not account for two problems:

1) A straight AoE profession is not entirely damage dealing and commandos only become a "5" in offense when facing multiple enemies. In dungeons where facing many enemies at once may be certain doom for a commando’s group or against a single boss like Necrosis all our damage dealing capabilities effectively are lost. In the long run, commando will not be a group friendly profession, nor live up to its role against single targets. Against single targets, in order to be comparable the Commando requires to take up other range professions to come close to our role, unlike that of our damage dealer professions.

2) AoE is more of a special use, or skill, rather than what constitutes a full profession. Thus, we do become a toolbox profession more so than Pre-CU as another profession can just pick up Beam Weapons IV (for the Lightning Beam Cannon) so they can take out many mobs with AoE in conjunction with their specials. This undermines our profession due to the fact that since all our unique weapons essentially do the same function, only the most damaging Heavy Weapons will be used to come close to our “5 Offense” rating (two weapons: Plasma Flamethrower, and the Lightning Beam Cannon because its similar in damage and has longer range). As a result, commandos fear the profession is heading to become a “one trick pony” of old. Our role then, as a Heavy Weapons Specialist and damage dealer is therefore contradicted.


What Commando Needs:


Adding variety to our weapons will allow us to have two options:

  • Damage Dealer of Area Mitigation (AOE)

  • Damage Dealer of Single Target (Non-AOE/Front-loaded)



  • Solutions to Adding Variety:


    Note: The Commando Community has been actively discussing these four solutions and expanding them further.

    1) To accomplish this, give us an Advanced Launcher Pistol and Rocket Launcher. Then, divide our weapons into these two categories where we have novice to master AoE and Non-AoE weapons that fit our role, and uniquely power up specials Such power-ups could be armour break (a medium to full armour break), increased damage on Non-AoE Heavy Weapons, or powerful state effects that allow for more damage/inhibits defenses to allow for more damage. Our AoE Weapons in this case, would regain at least 80-100% AoE damage

    Adding this kind of variety to our weapons, will make Commando a true hybrid and live up to our role without other profession’s specials, while having the ability to enhance other profession’s specials without becoming a toolbox profession (where Mastery offers little). At a cost, Heavy Weapons have higher Special Action Costs (SAC), no specials, and the slowest weapons in the game.

    2) Or...the possibility of allowing Heavy Weapons, since they already are very unique, to having the ability to have “weapon modes”. A commando, in battle, can switch between a “spray” (AOE) or a “concentrated damage” (Non-AOE/Frontloaded). This wouldn’t require immense and lengthy reworking of current weapons nor the need to come up with new ideas of “power-ups” to make our weapons more comparable/damage dealing (ie armour break, new specials, damage modifiers, etc)

    3) Or...grant commandos an “offensive stance”, much similar to BH’s “Duelist Stance” but rather than to allow tanking, allow offense on commando’s part. This special would function by extending either armour breaks, AoEs, or damage multipliers to using Heavy Weapons or combinations of the three. Effectively, this would add Heavy Weapon damage to such an extent to allow different combinations and uses of our weapons (more variety) and achieve our role at the same time. This offensive stance would be used to enhance our damage output without necessarily unbalancing other professions. Our Heavy Weapons would still have states and maybe other innate abilities.

    4) Or...just have regular Heavy Weapons and “Commando Specials” and be very similar to how riflemen or swordsmen is structured for a damage dealing profession, rather than having Heavy Weapons defining the commando role. Adding Specials in would be the best way to amplify what we have without having to worry about unbalancing other profs by people dabbling in our weapons. The Offensive stance could be used in this solution, but our weapons would effectively become like our counterpart’s.

    In conclusion, the Commando Community is steadfast in producing the most balanced Commando Profession that is both fun to play and achieves its role. In order to not incur coding messes, we want the best solution to be developed that is not necessarily the easiest, but the most effective in making a commando, a Commando.
    -----


    Item Two: In order to make a case for Item One and its proposed solutions as well prediction where the Commando Profession is heading with bugs aside, I present the current state of affairs of our weapons after intense testing on TC-Bria:


    Heavy Weapons:



    Note: I haven’t nailed down the chances, but it appears that DoTs are sticking 10-30% of the time, and State effects somewhere around that range. Also, these results are for Publish 17 and from a Master Commando/Master Carbineer/0404 Pistoleer Template.

    Launcher Pistol

    AoE: Yes, does one damage point

    State: N/A

    Heavy Acid Rifle

    AoE: No, it has a radius of 6 meters but doesn’t do any AoE whatsoever.

    State: Blinds, but rarely

    Plasma Flamethrower

    AoE: Yes, does one damage point. However, in the beginning of testing I was able to get 39.7% of my original target damage in splash, in the middle of testing however it reverted back to producing only 1 damage in splash.

    State: This was the primary weapon I took fire DoT chances. I was only able to produce one DoT out of 11 shots. This however is low, and I was able to stick a few fire DoTs later on during testing in lesser shots, so the mean average seems to be around 10-30%. Regardless, fire DoTs/States are very rare and don’t help with the profession in damage dealing.

    Flamethrower

    AoE: At first I was not getting any AoE splash damage. However, splash damage kicked in, doing 80% of my original target damage in splash. After switching to other Heavy Weapons and receiving only one damage point in AoE, the Flamethrower reverted back to doing one damage point as well.

    State: Same as the Plasma Flamethrower.

    Lightning Beam Cannon

    AoE: Yes, but one damage point in splash damage.

    State: The DoT seems to be applied a bit more than the flamethrowers, but its still rare and doesn’t help all that much.

    Acid Stream Launcher

    AoE: Yes, but one damage point in splash damage.

    State: Yes, it blinds targets. This was the best state producing Heavy Weapon I tested, in a matter of a few shots I was able to get blind effects.

    Proton Rifle

    AoE: Does not fire, the Proton Rifle has 6 meter radius in description, but its not an AoE-Weapon, or at least originally wasn’t. The community does not wish to see the Proton Rifle being an AoE weapon.

    State: Doesn’t do states, but doesn’t fire due to a bug

    Rocket Launcher

    AoE: No, same as the Heavy Acid Rifle where it used to do AoE in the Combat Upgrade Beta. It no longer does AoE, but still lists a radius of 6 meters.

    State: Very rarely does the RL seem to KD. It doesn’t spam the commando with messages that you didn’t KD the target, but I was only able to produce one or two KD effects testing the weapon.

    From my own as well as community member’s opinions on these results:

  • AoE is now on a dice roll (but that roll is broken), could explain the erratic behavior of our AoE. However, since I was able to continually attain very specific AoE damages when it was working for my weapons, it did not seem to be a random event.


  • AoE is different for each Heavy Weapon. This could explain why the Plasma Flamethrower recieved a 40% AoE, while the Flamethrower a 80% AoE before reverting back to one damage point on splash damage. This however, would be a bad route to go due to damage disparities in our weapons (lack of an advanced LP/RL for example).


  • The Heavy Acid Rifle and Rocket Launcher and Proton Rifle are intended not to do AoE, but are incorrectly labeled with radii. This would be taken as an attempt at creating variety in our weapons. However, we lack an Advanced Rocket Launcher (or similar non-AoE CL 54 weapon), the proton rifle still does not fire nor is accessible to most commandos, and none of these weapons are powerful enough compared to non-damage dealing weapons.


  • Grenades:


    I have taken great interest in our grenades, as if they are improved they can easily supplement our heavy damage dealing role, also because they are now worse than before the Combat Upgrade. During testing, I have discovered that grenade damages change when you are equipped with weapons. Without a weapon equipped, you will typically attain 100-200 damage even with proton grenades. With a weapon equipped, you’ll attain the “correct” damage levels (around 600-800 for a proton grenade). Also, if I may note, if equipped with the Proton Rifle, you cannot fire off a grenade. This leads me to conclude that grenades are somehow tied in with weaponry you have equipped, which should not be the case.

    Note: I have discovered a fundamental grenade timer of around 18 seconds. This appears to count for every type of grenade, and does not follow the independent timer. Rather, this is the weapon delay between throws. Also, all my grenades were tossed in a Master Commando/Master Carbineer/0404 Pistoleer template, and all grenade speeds were of 6.66. Please note I may be 1 or 2 seconds off with timers.

    C12/C22 Grenades
    Timer: Approx 18 seconds (No Independent timer)
    State: No idea if it works correctly, as I don’t believe theres a way to see if its doing “more damage”.

    Imperial Detonators
    Timer: 21 Seconds (3 second Independent Timer)
    State: No state. I was unable to achieve a KD, instead I attained a “weird’ medical looking special effect (like a heart monitor line) over my target.

    Glop Grenades
    Timer: 26 Seconds (8 second Independent Timer)
    State: Was able to attain the Blind state, worked quite nicely actually.

    Cyroban Grenades
    Timer: 17-21 seconds. There didn’t appear to be an Independent Timer (where you will get a system message saying that you need to wait xx seconds to throw xx grenade). Could be because of lag, but the median time between throws was 18 seconds.
    State: The Snare lasts for only 1 second, 2 at most.

    Proton Grenades
    Timer: 26 seconds (8 second Independent Timer)
    State: No fire DoT was able to be attained. Rather, I was able to attain bleeds (and was able to get them about 25% of the time)

    Thermal Detonator
    Timer: 59 seconds (41 second Independent Timer). This, has to not be intended as the Proton Grenade has a fire DoT (well should have) and more damage, but a much lesser timer.
    State: I was able to attain a fire DoT, about 20% of the time.

    In the current state of grenades, their states are far too weak as well as too infrequent if the damage is to be this low. They are further undermined by long delays between throws. As a commando with the Plasma Flamethrower, I am able to do around 6,000 damage in the span of 18 seconds with improved legshot in the Master Commando/Master Carbineer/0404 Template. Grenades are much worse than they ever were as a result.

    Also, grenade stacks have not changed nor the crafting of them, as they’re very time consuming and now even less economically sound to use for commandos. In order to increase their usefulness, either make states much more frequent, stronger, and last for the length of time it takes between throws. If damage is increased significantly, we fear that grenades would become too unbalanced and effectively be the “one hit kill” that should not be in the game.

    The community would like to see grenades’ states to be much more useful, grenades be faster (at the very least, have them follow grenade speeds!), much easier to produce, be made in larger stacks (at least stacks of 20), and offer a greater range of damages. In the beginning of the CU Beta, grenades seemed nearly perfect. This of course, would come at one sole cost: Make grenades give only Heavy Weapons Experience, in order they will not be abused again by Force Sensitive Grinders in the village quests.

    Also, there are currently two AoE problems with grenades:

    1) Grenade radii, are a bit too large. Thirty meters seem to be too big of a radius.

    2) On some grenades (or all), the radius seems to start (or at least is taken into account) where the player is standing. So in effect, a commando can aggro mobs 20 meters behind him, when he’s throwing a grenade 35 meters in front of him (a 55 meter radius apparently)

    Current State of Affairs concerning other topics of Interest


  • Commando No longer has a melee weapon, the Massassi Knucklers are weak and no longer Master Commando. This puts back the questions of, what it means to be a hybrid and what does it entail? As we no longer have melee components to the profession (aside from some ranges, and maybe AoE)


  • Commando’s Proton Rifle is weaker than the proton carbine. Its much harder to attain (CL 92 Necrosis opposed to a quest that a CL 70-80 can solo). Its also a random loot, the community would like to see its damage bumped up significantly to account for its rarity, or bumped up to that of the Proton Carbine and be made as easy to attain in quest form.


  • Currently the elemental damage on commando weapons do not work. They do not add damage in combat. Moreso, the damage that originally generated by the elemental aspect of our Heavy Weapons during the CU Beta were weak.


  • There is a “Heavy Weapon Power-up” section on the bazaar, but no actual Heavy Weapon Power-ups. Also, normal weapon power-ups cannot be placed on the flamethrowers. Are there new Heavy Weapon Power-ups in development? If so, the community feels it doesn’t want to rely on power-ups for damage, but would like to see what is in store regarding this.


  • Currently all our fire DoTs, rather than killing, incapacitate our targets which erases all existing states and requires commandos to re-initiate combat. This happens only in PvE, and our targets fall over incapacitated then arise still burning. In tight spaces, or dungeons, this is a very annoying bug for both the commando and group members as it can happen from low level mobs to boss NPCs. We know the fire DoTs do not kill (as seen in PvP and as noted from the Developers), but this bug needs to be squashed.


  • Crafting all our weapons, primary the Rocket Launcher and Grenades, are a chore for weaponsmiths. Our newly made non-consumable weapons (the Lightning Beam Cannon for example) require close to the resources and components of a T-21 and in some cases more components than the Plasma Flamethrower. Unlike other professions, from a low level commando our weapons cost as much as a mastery weapon. Regarding the Rocket Launcher, due to its low level and being the hardest weapon to craft in the game, the weapon will be widely unavailable to low level commandos. Concerning grenades, they are currently uneconomical for commandos to use as it takes many factory runs to pull off just one crate, especially since grenade stacks are still 5 uses rather than being raised as once promised in the Combat Upgrade. The Commando Community Requests that changes and reductions be made to commando weapons. This would allow weaponsmiths to have a much easier time producing our weapons for such a minority of the game player’s as there isn’t a huge market for commando weapons opposed to free CL-only certified weaponry as our weapons are wholly profession based.


  • The implications of the AoE question on our weapons, and the fact that grenades are functioning poorly have a negative impact on PvE and Group work with the Commando Profession. This has been outlined, however ironically commando is somewhat viable in PvP currently, most likely due to the fact that our weapon damages are about comparable with other professions’ and when DoTs are stuck, they help us far more in PvP than PvE. We are on the level of the other professions, only when we use their specials however. We still do not live up to our damage dealing role, but we are not handicapped in PvP as we are in PvE. However, if our weapons are given better variety, functioning AoE, and the profession given better grenades - we will be able to achieve that role in all aspects of the game.

    A prediction for future state of affairs


    The Commando Community knows what will entail if commando remains a profession devoted to AoE. Our weapons do not generate immense amounts of damage where we will need to be careful with our weapon fire, and thus have to be in fine control as our heavy damage could potentially get us killed. Since our weapons do not generate this kind of damage, but still generates an AoE commandos are now in a situation where we become useless in aspects of the game (PvE/Dungeon/High Level, outlined earlier) and do more harm than good when using our own weapons. They are the same as our specials, so it would be as if all of another elite’s certified weaponry/specials become invalid during game play, which we have yet to see. This also brings up the old argument pertaining to rifles, with the concept of minimum ranges. The riflemen feared they would be rendered useless, and the profession undermined in dungeons and tight places if rifles were given a minimum range. The same argument applies to the commando profession in terms of AoE.

    If commando continues forward with being solely based off of AoE, we fear that the current state of affairs will be the same as, or worse, before the Combat Upgrade, and that commando will be more of a pain than blessing to use in high level PvE encounters. By giving variety to our weapons that defines a profession, the Commando Profession is enabled to carry out our heavy damage role, as well as our role of a hybrid.

    Message Edited by StarNick on 05-27-2005 05:53 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!

    Pyro Games

    Cpl_Fisher
    Thu May 26, 2005 3:49 pm
    #3

    I want a master commando weapon that is higher than cl54....... and has no aoe.



    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!
    sas-quatch
    Thu May 26, 2005 4:00 pm
    #4



    StarNick wrote:
    State of the Commando Profession

    May 26, 2005



    The State of Our Weapons


    --Item One is in regards to Playability Concerns, with all bugs aside. Item Two discusses detailed current weapon issues–


    Item One: Heavy Weapons do not power up specials in this current span of time. Originally, our weapons are supposed to add in a AoE effect to any special we use in conjunction with our Heavy Weapons as well as a state effect. AoE is nearly non-existent or broken, and state effects are weak. At the very least the Commando Community requests full AoE splash damage and state effects that can stick and/as well last longer than they currently do.

    However, if AoE on our weapons was working, the community fears for playability concerns. If AoE is the sole way of allowing the profession to reach its damage dealing role, it does not account for two problems:

    1) A straight AoE profession is not entirely damage dealing and commandos only become a "5" in offense when facing multiple enemies. In dungeons where facing many enemies at once may be certain doom for a commando’s group or against a single boss like Necrosis all our damage dealing capabilities effectively are lost. In the long run, commando will not be a group friendly profession, nor live up to its role against single targets. Against single targets, in order to be comparable the Commando requires to take up other range professions to come close to our role, unlike that of our damage dealer professions.

    2) AoE is more of a special use, or skill, rather than what constitutes a full profession. Thus, we do become a toolbox profession more so than Pre-CU as another profession can just pick up Beam Weapons IV (for the Lightning Beam Cannon) so they can take out many mobs with AoE in conjunction with their specials. This undermines our profession due to the fact that since all our unique weapons essentially do the same function, only the most damaging Heavy Weapons will be used to come close to our “5 Offense” rating (two weapons: Plasma Flamethrower, and the Lightning Beam Cannon because its similar in damage and has longer range). As a result, commandos fear the profession is heading to become a “one trick pony” of old. Our role then, as a Heavy Weapons Specialist and damage dealer is therefore contradicted.


    What Commando Needs:


    Adding variety to our weapons will allow us to have two options:

  • Damage Dealer of Area Mitigation (AOE)

  • Damage Dealer of Single Target (Non-AOE/Front-loaded)



  • Solutions to Adding Variety:


    To accomplish this, give us an Advanced Launcher Pistol and Rocket Launcher. Then, divide our weapons into these two categories where we have novice to master AoE and Non-AoE weapons that fit our role, and uniquely power up specials Such power-ups could be armour break (a medium to full armour break), increased damage on Non-AoE Heavy Weapons, or powerful state effects that allow for more damage/inhibits defenses to allow for more damage. Our AoE Weapons in this case, would regain at least 80-100% AoE damage

    Adding this kind of variety to our weapons, will make Commando a true hybrid and live up to our role without other profession’s specials, while having the ability to enhance other profession’s specials without becoming a toolbox profession (where Mastery offers little). At a cost, Heavy Weapons have higher Special Action Costs (SAC), no specials, and the slowest weapons in the game.

    Or...the possibility of allowing Heavy Weapons, since they already are very unique, to having the ability to have “weapon modes”. A commando, in battle, can switch between a “spray” (AOE) or a “concentrated damage” (Non-AOE/Frontloaded). This wouldn’t require immense and lengthy reworking of current weapons nor the need to come up with new ideas of “power-ups” to make our weapons more comparable/damage dealing (ie armour break, new specials, damage modifiers, etc)

    Or...just have regular Heavy Weapons and “Commando Specials” and be very similar to how riflemen or swordsmen is structured for a damage dealing profession, rather than having Heavy Weapons defining the commando role.


    -----


    Item Two: In order to make a case for Item One and its proposed solutions as well prediction where the Commando Profession is heading with bugs aside, I present the current state of affairs of our weapons after intense testing on TC-Bria:


    Heavy Weapons:



    Note: I haven’t nailed down the chances, but it appears that DoTs are sticking 10-30% of the time, and State effects somewhere around that range. Also, these results are for Publish 17 and from a Master Commando/Master Carbineer/0404 Pistoleer Template.

    Launcher Pistol

    AoE: Yes, does one damage point

    State: N/A

    Heavy Acid Rifle

    AoE: No, it has a radius of 6 meters but doesn’t do any AoE whatsoever.

    State: Blinds, but rarely

    Plasma Flamethrower

    AoE: Yes, does one damage point. However, in the beginning of testing I was able to get 39.7% of my original target damage in splash, in the middle of testing however it reverted back to producing only 1 damage in splash.

    State: This was the primary weapon I took fire DoT chances. I was only able to produce one DoT out of 11 shots. This however is low, and I was able to stick a few fire DoTs later on during testing in lesser shots, so the mean average seems to be around 10-30%. Regardless, fire DoTs/States are very rare and don’t help with the profession in damage dealing.

    Flamethrower

    AoE: At first I was not getting any AoE splash damage. However, splash damage kicked in, doing 80% of my original target damage in splash. After switching to other Heavy Weapons and receiving only one damage point in AoE, the Flamethrower reverted back to doing one damage point as well.

    State: Same as the Plasma Flamethrower.

    Lightning Beam Cannon

    AoE: Yes, but one damage point in splash damage.

    State: The DoT seems to be applied a bit more than the flamethrowers, but its still rare and doesn’t help all that much.

    Acid Stream Launcher

    AoE: Yes, but one damage point in splash damage.

    State: Yes, it blinds targets. This was the best state producing Heavy Weapon I tested, in a matter of a few shots I was able to get blind effects.

    Proton Rifle

    AoE: Does not fire, the Proton Rifle has 6 meter radius in description, but its not an AoE-Weapon, or at least originally wasn’t. The community does not wish to see the Proton Rifle being an AoE weapon.

    State: Doesn’t do states, but doesn’t fire due to a bug

    Rocket Launcher

    AoE: No, same as the Heavy Acid Rifle where it used to do AoE in the Combat Upgrade Beta. It no longer does AoE, but still lists a radius of 6 meters.

    State: Very rarely does the RL seem to KD. It doesn’t spam the commando with messages that you didn’t KD the target, but I was only able to produce one or two KD effects testing the weapon.

    From my own as well as community member’s opinions on these results:

  • AoE is now on a dice roll (but that roll is broken), could explain the erratic behavior of our AoE. However, since I was able to continually attain very specific AoE damages when it was working for my weapons, it did not seem to be a random event.


  • AoE is different for each Heavy Weapon. This could explain why the Plasma Flamethrower recieved a 40% AoE, while the Flamethrower a 80% AoE before reverting back to one damage point on splash damage. This however, would be a bad route to go due to damage disparities in our weapons (lack of an advanced LP/RL for example).


  • The Heavy Acid Rifle and Rocket Launcher and Proton Rifle are intended not to do AoE, but are incorrectly labeled with radii. This would be taken as an attempt at creating variety in our weapons. However, we lack an Advanced Rocket Launcher (or similar non-AoE CL 54 weapon), the proton rifle still does not fire nor is accessible to most commandos, and none of these weapons are powerful enough compared to non-damage dealing weapons.


  • Grenades:


    I have taken great interest in our grenades, as if they are improved they can easily supplement our heavy damage dealing role, also because they are now worse than before the Combat Upgrade. During testing, I have discovered that grenade damages change when you are equipped with weapons. Without a weapon equipped, you will typically attain 100-200 damage even with proton grenades. With a weapon equipped, you’ll attain the “correct” damage levels (around 600-800 for a proton grenade). Also, if I may note, if equipped with the Proton Rifle, you cannot fire off a grenade. This leads me to conclude that grenades are somehow tied in with weaponry you have equipped, which should not be the case.

    Note: I have discovered a fundamental grenade timer of around 18 seconds. This appears to count for every type of grenade, and does not follow the independent timer. Rather, this is the weapon delay between throws. Also, all my grenades were tossed in a Master Commando/Master Carbineer/0404 Pistoleer template, and all grenade speeds were of 6.66. Please note I may be 1 or 2 seconds off with timers.

    C12/C22 Grenades
    Timer: Approx 18 seconds (No Independent timer)
    State: No idea if it works correctly, as I don’t believe theres a way to see if its doing “more damage”.

    Imperial Detonators
    Timer: 21 Seconds (3 second Independent Timer)
    State: No state. I was unable to achieve a KD, instead I attained a “weird’ medical looking special effect (like a heart monitor line) over my target.

    Glop Grenades
    Timer: 26 Seconds (8 second Independent Timer)
    State: Was able to attain the Blind state, worked quite nicely actually.

    Cyroban Grenades
    Timer: 17-21 seconds. There didn’t appear to be an Independent Timer (where you will get a system message saying that you need to wait xx seconds to throw xx grenade). Could be because of lag, but the median time between throws was 18 seconds.
    State: The Snare lasts for only 1 second, 2 at most.

    Proton Grenades
    Timer: 26 seconds (8 second Independent Timer)
    State: No fire DoT was able to be attained. Rather, I was able to attain bleeds (and was able to get them about 25% of the time)

    Thermal Detonator
    Timer: 59 seconds (41 second Independent Timer). This, has to not be intended as the Proton Grenade has a fire DoT (well should have) and more damage, but a much lesser timer.
    State: I was able to attain a fire DoT, about 20% of the time.

    In the current state of grenades, their states are far too weak as well as too infrequent if the damage is to be this low. They are further undermined by long delays between throws. As a commando with the Plasma Flamethrower, I am able to do around 6,000 damage in the span of 18 seconds with improved legshot in the Master Commando/Master Carbineer/0404 Template. Grenades are much worse than they ever were as a result.

    Also, grenade stacks have not changed nor the crafting of them, as they’re very time consuming and now even less economically sound to use for commandos. In order to increase their usefulness, either make states much more frequent, stronger, and last for the length of time it takes between throws. If damage is increased significantly, we fear that grenades would become too unbalanced and effectively be the “one hit kill” that should not be in the game.

    The community would like to see grenades’ states to be much more useful, grenades be faster (at the very least, have them follow grenade speeds!), much easier to produce, be made in larger stacks (at least stacks of 20), and offer a greater range of damages. In the beginning of the CU Beta, grenades seemed nearly perfect. This of course, would come at one sole cost: Make grenades give only Heavy Weapons Experience, in order they will not be abused again by Force Sensitive Grinders in the village quests.

    Also, there are currently two AoE problems with grenades:

    1) Grenade radii, are a bit too large. Thirty meters seem to be too big of a radius.

    2) On some grenades (or all), the radius seems to start (or at least is taken into account) where the player is standing. So in effect, a commando can aggro mobs 20 meters behind him, when he’s throwing a grenade 35 meters in front of him (a 55 meter radius apparently)

    Current State of Affairs concerning other topics of Interest


  • Commando No longer has a melee weapon, the Massassi Knucklers are weak and no longer Master Commando. This puts back the questions of, what it means to be a hybrid and what does it entail? As we no longer have melee components to the profession (aside from some ranges, and maybe AoE)


  • Commando’s Proton Rifle is weaker than the proton carbine. Its much harder to attain (CL 92 Necrosis opposed to a quest that a CL 70-80 can solo). Its also a random loot, the community would like to see its damage bumped up significantly to account for its rarity, or bumped up to that of the Proton Carbine and be made as easy to attain in quest form.


  • The implications of the AoE question on our weapons, and the fact that grenades are functioning poorly have a negative impact on PvE and Group work with the Commando Profession. This has been outlined, however ironically commando is somewhat viable in PvP currently, most likely due to the fact that our weapon damages are about comparable with other professions’ and when DoTs are stuck, they help us far more in PvP than PvE. We are on the level of the other professions, only when we use their specials however. We still do not live up to our damage dealing role, but we are not handicapped in PvP as we are in PvE. However, if our weapons are given better variety, functioning AoE, and the profession given better grenades - we will be able to achieve that role in all aspects of the game.

    A prediction for future state of affairs


    The Commando Community knows what will entail if commando remains a profession devoted to AoE. Our weapons do not generate immense amounts of damage where we will need to be careful with our weapon fire, and thus have to be in fine control as our heavy damage could potentially get us killed. Since our weapons do not generate this kind of damage, but still generates an AoE commandos are now in a situation where we become useless in aspects of the game (PvE/Dungeon/High Level, outlined earlier) and do more harm than good when using our own weapons. They are the same as our specials, so it would be as if all of another elite’s certified weaponry/specials become invalid during game play, which we have yet to see. This also brings up the old argument pertaining to rifles, with the concept of minimum ranges. The riflemen feared they would be rendered useless, and the profession undermined in dungeons and tight places if rifles were given a minimum range. The same argument applies to the commando profession in terms of AoE.

    If commando continues forward with being solely based off of AoE, we fear that the current state of affairs will be the same as, or worse, before the Combat Upgrade, and that commando will be more of a pain than blessing to use in high level PvE encounters. By giving variety to our weapons that defines a profession, the Commando Profession is enabled to carry out our heavy damage role, as well as our role of a hybrid.


    great post starnick. i took yet another leave from commando untill its fized somehow. Not a flame> I WILL RETURN to commando. just when it works right.


    id have to agree mostly with the grenade and proton rifle issues. both of those do need to be addressed.







    sas-quatch
    wookiee warrior extrordinare
    ex-commando
    Msmuggler/Mrifleman



    Sas-quatch
    ~R-E-F Armorsmith~
    Ardessa Baid
    ~R-E-F Master Structures~
    Schooter' Wavingstrider
    ~R-E-F Medic~
    ~SUPPORT YOUR LOCAL CRAFTERS AND BUY PLAYERMADE~
    R-E-F Web Site
    sas-quatch
    Thu May 26, 2005 4:01 pm
    #5

    oops didnt mean to quote post there folks.

    sorry to make you read it twice



    Sas-quatch
    ~R-E-F Armorsmith~
    Ardessa Baid
    ~R-E-F Master Structures~
    Schooter' Wavingstrider
    ~R-E-F Medic~
    ~SUPPORT YOUR LOCAL CRAFTERS AND BUY PLAYERMADE~
    R-E-F Web Site
    Real1StarNinja
    Thu May 26, 2005 4:04 pm
    #6

    StarNick, you rock!

    I love your ideas and hope we see some action on this.



    WolfGuy - Putting foot to ass for the Rebellion
    WolfGirl - Crafting fine armours and space wares
    StarNick
    Thu May 26, 2005 4:05 pm
    #7

    Three things Im going to add or stress more:

  • Rocket Launcher construction (mentioned fleetingly, will update with grenades on the "Topics of other interest"


  • The annoying bug with fire DoT that incaps, not kills, targets


  • Power-ups with FT's. Its on our issue's list that they don't seem to take them, however I could use some updates and feedback - on EACH weapon - regarding this manner. Can a crafter please test this out for me?


  • Will be adding these as soon as possible (or when i get feedback), right now I haven't really eaten all day and Im starved (and a bit tired from this labor of love, worked on it for a good 3 hours).

    Keep coming with feedback, also please edit that quote post as its rather too large



    --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!

    Pyro Games

    Shaundo
    Thu May 26, 2005 4:09 pm
    #8

    Is the creature/npc incap from dot damage/get back up and keep fighting bug relevant to be included with this information or is it a separate issue? I'm glad to see everything I'm reading in this post. I still wish we just had some specials back so people who don't want to do the "powering up" another ranged profession thing can be good commandos and still free to pursue another role. (People like me who are cm/commando or commando/crafter). I understand that a commando who is Powering Up another profession will outdamage me, but I'd like to be satisfied with the damage I can do as a standalone commando. I still think the easiest solution would be to add two specials at novice commando, a HW single target shot and a HW cone. While no one is capable of making a flamethrower blast shoot like a bullet, a highly trained soldier, Master Commando, could focus the weapon's shot fairly accurately on a single target like the old /flamesingle.
    Cpl_Fisher
    Thu May 26, 2005 4:10 pm
    #9

    there is a section on the bazaar that says heavy weapon powerups.


    maybe they havn't been added yet?





    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!
    Knightcrest
    Thu May 26, 2005 4:14 pm
    #10






    StarNick wrote:
    Three things Im going to add or stress more:


  • Rocket Launcher construction (mentioned fleetingly, will update with grenades on the "Topics of other interest"



  • The annoying bug with fire DoT that incaps, not kills, targets



  • Power-ups with FT's. Its on our issue's list that they don't seem to take them, however I could use some updates and feedback - on EACH weapon - regarding this manner. Can a crafter please test this out for me?


  • Will be adding these as soon as possible (or when i get feedback), right now I haven't really eaten all day and Im starved (and a bit tired from this labor of love, worked on it for a good 3 hours).

    Keep coming with feedback, also please edit that quote post as its rather too large





    Ya know.... to be honest I love grenade wiring kits for grenades. For heavy weapons... just make our damage PUP'd without the need for constantly having to power up our weapons and you will hit a 5 on a damage needs. I hate constantly having to have my inventory full with PUP's to be able to maintain max damage during a firefight. \


    I won't get started on my thoughts on PUP's for everyone, and would hate to hurt some artisans wallet, but PUP's are a pain and not fun to always need to keep them out of a crate for max dmg. Sliced/Modifying weapons should make them as good as they get and keep the star wars feel of having cutsomized weapons once the new slicing bit gets put in (if ever). Like I said I won't get into my REAL thoughts on PUP'ing weapons... that is a basic pointblank overview.






    Colonel Valdan Nightwind
    Captain of the Wrath of Night
    Elder Smuggler/Master Pilot
    Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
    JeffIncredible
    Thu May 26, 2005 4:33 pm
    #11

    I have a suggestion, that i'm still thinking out. But it's easier adding other minds.


    In regards to AoE, and other professions dabbling to steal commando's seemingly sole usefulness.

    I suggest making AoE an ability you need to activate, along the lines of Advanced Aim. Once activated then your attacks will gain the AoE effect. I'd suggest having a 3 tier system effecting how long the special lasts for. Activation should only be possible while a commando weapon is equipped, and if possible make the aoe effect only stay active while a commando weapon is equipped?



    I USED TO take Defense Stacker 2....do you?

    Ex-Triple Threat |o|o|o|O
    StarNick
    Thu May 26, 2005 4:37 pm
    #12

    That may be very tricky to implent (more trickier than weapon modes probably), but if we can develop it, we'll see.

    As for the issue of letting commandos be able to be comparable/do damage without the need of another ranged profession (for those melee commandos out there, or crafter commandos), the argument of giving us more variety in weapons to allow us to use our marksman abilities in order to achieve our dev-given role and the revamping of grenades would be the solution to that problem.



    --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!

    Pyro Games

    Knightcrest
    Thu May 26, 2005 4:40 pm
    #13






    JeffIncredible wrote:

    I have a suggestion, that i'm still thinking out. But it's easier adding other minds.


    In regards to AoE, and other professions dabbling to steal commando's seemingly sole usefulness.

    I suggest making AoE an ability you need to activate, along the lines of Advanced Aim. Once activated then your attacks will gain the AoE effect. I'd suggest having a 3 tier system effecting how long the special lasts for. Activation should only be possible while a commando weapon is equipped, and if possible make the aoe effect only stay active while a commando weapon is equipped?





    I could go for that... Offensive Stance. You activate it, same timer as Defensive stance for BH's and well you get AoE the entire time with basic armor break? Anyone else wanna add think or discuss? Adding other minds is the key to making Commando the way we want it as we still await our revamp (since we were put even lower than before). I like it, and think it could be really fun if done right. Mix tacwraiths idea with yours and bam we have a plan that is balanced and allows a commando to "shape" his charge.



    Colonel Valdan Nightwind
    Captain of the Wrath of Night
    Elder Smuggler/Master Pilot
    Kylin Nightwind - Jedi/Alliance Ace & Tyrin Nightwind - TnT Engineering 3781, 4123 outside Doaba Guerfel, Corellia
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