Commando Archive

Thread: Playability concerns for Starnick to pass along

MrBulwark
Thu May 26, 2005 8:01 am
#1

I have a concern with the playability of commando once the bugs are fixed.


Commando is currently defined as "taking other professions specials and making them better." Which, in and of itself, sounds great.

My concern is that the way we do this is by taking SpecialX and making it an AoE with a possile state change.

Will AoE be useful for high end content?

Iti s usually the case thatmost high end MoBs are best handeled one at a time. Using an AoE weapon will often pull more than one MoB

Prior to patch 17, you could always count on Commando's to take out the swarms of gray con mobs that attack you on your way to your objective. Post patch-17, this is moot since gray's no longer agro.


What is our role?

Are commando skills useful in a group setting?


Even giving us a non-AoE weapon would be useless since we are no longer "taking other professions specials and making them better" we are just "taking other professions specials"


I'm worried I won't be using my commando skills very often.






BULWARK



What people are saying about Bulwark:
Bulwark.....simply brilliant.
As much as i would enjoy forcefully inserting Bulwark into a wood chipper, he has a point.
We've already went on record as saying you're fine with us Bulwark.
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Litushot
Thu May 26, 2005 8:33 am
#2

Right now, the only way we power up other profs is via our general ranged speed and accuracy mods, as well as our limited defenses.......since we have zero AOE and our weapons are borked to high-heaven



Draeka Lightheart- "I came, I saw, I burned...."
Jack O'Neill- "I'm not getting all my memos!"
R.I.P. Litus Darkheart, forgot to clone on 3/15/05...
MrBulwark
Thu May 26, 2005 8:50 am
#3

But this is more of an issue with the way we are designed. It has nothing to do with the current commando Bugs.





BULWARK



What people are saying about Bulwark:
Bulwark.....simply brilliant.
As much as i would enjoy forcefully inserting Bulwark into a wood chipper, he has a point.
We've already went on record as saying you're fine with us Bulwark.
greatest... post... ever...I lay down my mouse and keyboard at your mighty postingness.
Bulwark, that is the best post ever!
nerfherder321
Thu May 26, 2005 2:03 pm
#4

what if we can switch some weapon's mode.... AoE or massive damage... make the ability at master commando or something



i mean if i have a flamethrower i dont actually have to spin around takin the buddies too, but i cna concentrate the fire on a target...







Cheat Fetto
MrBulwark
Thu May 26, 2005 2:24 pm
#5






StarNick wrote:
Exactly the stance Im taking in the Corr forums!




I'm glad I'm not the only one that sees this


Its like the developers saw how well the flame thrower was working, and made all our weapons into flamethrowers (with varying degrees of damage and eye candy).


On the flip side, I'm not sure how a change would make us fit into the new CU. Asside from a very large very slow gun, Is there anything else? Would states stick more reliably make us better? Would a weapon with a 15m range and 5m non-cone AoE solve some of the dungeon issue? Is ranged armor-break our best solution?



enough babbling for one day








BULWARK



What people are saying about Bulwark:
Bulwark.....simply brilliant.
As much as i would enjoy forcefully inserting Bulwark into a wood chipper, he has a point.
We've already went on record as saying you're fine with us Bulwark.
greatest... post... ever...I lay down my mouse and keyboard at your mighty postingness.
Bulwark, that is the best post ever!
StarNick
Thu May 26, 2005 2:26 pm
#6

I gotta admit, you guys really sharpen my focus in my Dev posts/threads/proposals/etc.

Thanks for the idea nerfherder, Im working on the State of the Commando at the moment (putting forth, all bugs aside, playability concerns...goal...possible solutions...support and current affairs of our weapons...grenades). Thats just weapons alone, might be all we need though. Nevertheless, this is definately going to be a large State of the Commando.

Edit: Blast, this is huge already with solutions and data for our AoE/grenade issues...5 pages...

Message Edited by StarNick on 05-26-2005 06:08 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
Fri May 27, 2005 12:49 am
#7

Exactly the stance Im taking in the Corr forums! Current bugs aside, will we be useful in high end/dungeon content with AoE? Thats currently really the only "powering-up" our weapons even do - just tack an AoE (hopefully, concerning bugs, a powerful one) to specials. That however does not account for two problems:

1) A straight AoE profession is more of a crowd control profession, in a sense right? Thats not entirely damage dealing and commandos only become a "5" in offense when facing multiple enemies. This mean, in dungeons where facing many enemies at once may be certain doom or against a single boss like Necrosis all our damage dealing capablities effectively become moot right?

2) That too, all we can do is AoE...against single boss targets we are as effective as a regular non-damage dealing elite, but require other professions to be comparable to that elite. Doesn't that somewhat contradict our primary role? Not all heavy weapons are created equally, but thats all they are - we're back to square one on being a "one trick pony". Thus, we do become a toolbox profession more so than Pre-CU as another profession can just pick up 0400 (for the Lightning Beam Cannon) so they can take out many mobs with AoE. It undermines our profession.

Adding variety to our weapons, will allow us to have the option of being a damage dealer - but the damage mitigated over many creatures, as well as the option of dealing front-loaded damage as like our damage dealing counterparts (either a way of doing high powered specials, slow speed or an armour break which makes our damage more effective). As a result - we become a TRUE hybrid, and live up to our role without other profession's specials (with marksman specials), and having the ability to power up other profession specials if we choose to enhance ourselves moreso. All at the cost of having our specials combined with heavy weapons.

Of course...we probably wouldn't be in our pedicament if we just had regular HW that had damaging specials... =/



--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

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