Commando Archive

Thread: Starnick... a modified version of armor break for commando..and its already coded by the devs.

tacwraith
Thu May 26, 2005 5:30 pm
#1

I was thinking....


the devs have already proved in these past 2 years they give a rat's arse about this proffession.


So instead of asking them to work , how about we ask them just to copy/paste. Soe is good at copy paste. Their trained chimps do it for them and work for 'nanas.



Leave our weapons as they are.



Just add the old pre-CU consumable heavy weapons to the master box.


Voila!


We get 5 rating in damage instantly and without having to switch weapons.


5k max damage rocket launchers, 3k max damage hpbc's, 3k max damage lightning and acid heavy weapons.


At least it will be something to have. The devs will not do anything new or fixit for this proffession and we all know that's a fact.


I want my old toys back, even if they a beatch to craft and get a hold of. A commando's best friend is the wepsmith that makes his toys.




'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

StarNick
Thu May 26, 2005 5:40 pm
#2

Dang...I thought you might have looked into the .tre files for Publish 17 and found some descriptions for a commando armour break heh.

The only problem, is that it may do more harm than good. Or at the least, be more of a coding mess. One problem being is it doesn't really solve the issues non-master commandos. There'll be a huge jump between 4/4/4/4 and Master, and although yes it'll make dabblers maybe master the profession - but if the current AoE problems (even with 100%) is going to make Master a shining knight in golden armour while the rest of commando polished turd. Slapping them in from the old system may have side effects with coding, as everythings converted and the devs have made it clear that we're never going back to the old system. And lastly - instant FOTM as well.

The devs are a bit overzealous in terms of balance between the professions, to the point where the damage dealers (all three of us) aren't as effective as we should be.



--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 5:54 pm
#3






StarNick wrote:
Dang...I thought you might have looked into the .tre files for Publish 17 and found some descriptions for a commando armour break heh.

The only problem, is that it may do more harm than good. Or at the least, be more of a coding mess. One problem being is it doesn't really solve the issues non-master commandos. There'll be a huge jump between 4/4/4/4 and Master, and although yes it'll make dabblers maybe master the profession - but if the current AoE problems (even with 100%) is going to make Master a shining knight in golden armour while the rest of commando polished turd. Slapping them in from the old system may have side effects with coding, as everythings converted and the devs have made it clear that we're never going back to the old system. And lastly - instant FOTM as well.

The devs are a bit overzealous in terms of balance between the professions, to the point where the damage dealers (all three of us) aren't as effective as we should be.



17 armor break... nope not there.




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
tacwraith
Thu May 26, 2005 8:47 pm
#4

Starnick,


now more than ever there ARE NO ISSUES between master and non-masters.


Our heavy weapons have built in attacks. You dont need master commando to use all our grenades except the proton. You dont need master commando to apply fire dots via flamer/lightning/thermal grenade. You dont need master to blind with acid rifle.


Its not like before where commando was no more than flamer4 and the rest was a joke. Now, with no specials of our own, now more than ever commando has the CHANCE to NOT be stuck as a 1 trick pony class.


Dabblers can get the weapon's special effects. Period. No argument on that. The reason WHY you dabble in other proffs is to get the mods or get the specials. No difference with commando there. Our specials=weapons.


However, in other proffessions the damage dealing ability is defined by the mods granted in a specific weapon plus the weapon granted in the master box.


Its no different in commando.. except that dabblers can take all commando specials and HALF OF COMMANDO DAMAGE (dots) and use it to enchance their own..and in AOE too.


The problem we have now is that commando does not have the '5' rating damage ability. If ye haven't figured it out yet, that damage rating HAS TO BE IN THE MASTER BOX ONLY. Giving it to dabblers will only make all other proffessions be rated higher than commandos in damage dealing.


SOE does not want to do squat about the damage that has to go into master box. They did not think it through when they designed CU commando, and they wont think about it now. 'cause its more important to release new rides and eye candy to gain more subscribers. And they definetely do not want to put effort into fixing the proffession.


Thats why I say just copy/paste the old consumables in. the animation is different, the damage is different, their timers are built into the weapons themselves.


A master commando should have the at-a-moments-notice 5-rated damage punch ability.. the 3k damage HPBC (this is before mitigations of course), 5k rocket launcher..single target weapons all of them (they never fixed their aoe precu remember?!!!) .


Combine that with the rest of commando weapons up to box4 and we do indeed have a 5 rated damage dealing ability.


Armor break will not happen. SOE will not re-code our weapons. Heck they have shown they arent willing to even look at the proton rifle and that weapon doesnt even SHOOT to begin with.


So again, give us back what we had. It fits perfectly into the commando role ,its already coded, its done. copy/paste.






'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

Knightcrest
Thu May 26, 2005 10:25 pm
#5

He is right... easy fixes that he suggested are paramount to our identity as a prof since the dev's really are not out to fix us without some long drawn out revamp proposal. So many ways to fix us, so many ways to give us damage.... so few shots at someone from SOE giving a rats ass.... wonder how many of these new subscribers think Republic Commando is after seeing the Star Wars Commando... Hope Lucas Arts can tell these new players that a Commando can blow things up without getting their group killed, and that SWG is just a comic parody of that ancient genre.



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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