Commando Archive

Thread: f o o k sake i have just wasted all my free force xp on +ranged speed

avatar12m
Sun Sep 05, 2004 8:14 am
#1

why the hell don't they test stuff or explain **edit** all these force things are for, i just ground for 3 months choose ranged speed as one of my 2 free slots that does nothing what so ever for flame thrower





Errop
Lilorphanorange
Sun Sep 05, 2004 8:36 am
#2

aww crap ranged speed doesnt help out the flamethrower? we got ripped off. No point in becoming a jedi unless you are gonna drop commando. dam suxXor



"Freedom isn't Free"
~Rixen~
Master Pistoleer, BH 0044
Brilyn
Sun Sep 05, 2004 9:37 am
#3

Keep the boxes.


Log a ticket, see what the response is.



Then /bug the problem.





You'll be even more pi$$ed if you drop the boxes, and they fix it sometime next week......



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
VengerStarsider
Sun Sep 05, 2004 9:38 am
#4

its not working for rifle and stuff either i read, its probably bugged


melee speed enhancement is working, so this is probably a bug


StarNick
Sun Sep 05, 2004 9:52 am
#5





aww crap ranged speed doesnt help out the flamethrower? we got ripped off. No point in becoming a jedi unless you are gonna drop commando.




Not only that, its harder to grind from scratch as a commando since we get 2k less xp off of every kill...


Example on how bad that can affect us:


Lets say you wanted jedi and needed to grind 38.5 million weapons xp (the combat xp will double it, making it 77 million....one of my estimates from a while ago)


For a commando...thats12,032 Creatures/NPCs that give max XP...and thats if you GET max xp....remember sometimes the flame DoT takes away your xp....so most likely this could very well go up to 13,000 things to kill


For a non-commando...that number is only 7,404 creatures/NPC...and if soloing which you prolly would be doing anyways, you'll get full xp on anything that gives the full since you dont rely on a powerful DoT....


Thats a HUGE difference for just a 2k xp difference for each kill...this btw is using the 3.2k for commandos...and 5.2k for others....nearly a 4,630 difference in things to kill....


Oh btw...for Mokk missions, which I do believe give the 3.2k per mokk/lair (total of 6)...thats 2,006 missions....for non-commando thats 1,234 missions....if you're doing the grinding while doing cash grinds....only plus: We get more cash (lol)...40.7 million opposed to 66.2 million credits!


For sake of fairness, HW xp should either count more than normal xp or the cap raised to 5.2k rather than 3.2k....



--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

Sovi-FFO
Sun Sep 05, 2004 10:10 am
#6






StarNick wrote:





aww crap ranged speed doesnt help out the flamethrower? we got ripped off. No point in becoming a jedi unless you are gonna drop commando.




Not only that, its harder to grind from scratch as a commando since we get 2k less xp off of every kill...


Example on how bad that can affect us:


Lets say you wanted jedi and needed to grind 38.5 million weapons xp (the combat xp will double it, making it 77 million....one of my estimates from a while ago)


For a commando...thats12,032 Creatures/NPCs that give max XP...and thats if you GET max xp....remember sometimes the flame DoT takes away your xp....so most likely this could very well go up to 13,000 things to kill


For a non-commando...that number is only 7,404 creatures/NPC...and if soloing which you prolly would be doing anyways, you'll get full xp on anything that gives the full since you dont rely on a powerful DoT....


Thats a HUGE difference for just a 2k xp difference for each kill...this btw is using the 3.2k for commandos...and 5.2k for others....nearly a 4,630 difference in things to kill....


Oh btw...for Mokk missions, which I do believe give the 3.2k per mokk/lair (total of 6)...thats 2,006 missions....for non-commando thats 1,234 missions....if you're doing the grinding while doing cash grinds....only plus: We get more cash (lol)...40.7 million opposed to 66.2 million credits!


For sake of fairness, HW xp should either count more than normal xp or the cap raised to 5.2k rather than 3.2k....






Combat exp is 1/10 of regular exp, not half. Plus we can use grenades, 3k combat exp per quenker= 1k jedi exp each.



Sovi | Ninja Exploit Zero
Shaundo
Mon Sep 06, 2004 8:57 pm
#7







why the hell don't they test stuff or explain **edit** all these force things are for, i just ground for 3 months choose ranged speed as one of my 2 free slots that does nothing what so ever for flame thrower





Errop





Here's a little redemption I thought about you may not have even considered. Grab that piece of junk, no ap, no specials, good for nothing launcher pistol off the shelf. Get it sliced if it's not already, slap a maxdamage/pointblank accuracy mod powerup on it. It uses pistol-class specials, even though it gives heavy weapons xp. It's a ranged weapon, not special heavy weapon, so your ranged speed FS mods should work onit. Commandos are master marksmen for a reason. Start spamming that unique blast damage type on some mobs at your fast speed with that little used attack known as /overchargeshot2. I don't know how good it will work, but you could test it.


Who cares about your weapon's condition? LP's usually have 800+ condition to start out with, and they don't cost much to get from most weaponsmiths. If this works, your ranged speed purchase could totally redeem itself. If not, well I love commando anyway.


garvin
Mon Sep 06, 2004 10:05 pm
#8






avatar12m wrote:

why the hell don't they test stuff or explain **edit** all these force things are for, i just ground for 3 months choose ranged speed as one of my 2 free slots that does nothing what so ever for flame thrower





Errop




TH has already confirmed this is a bug...Not sure when it will be addressed, but hopefully it will be soon...they FS stuff are suppose to work with our weapons...not sure about consumable, but they definitely are suppose to work with our FT and HAR...




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

MadDog36
Tue Sep 07, 2004 8:05 am
#9


personally, I was looking forward to having the Heavy Weapons stuff being enhanced by the FS Ranged skills. Are they not going to be? I am stopping by the village today, and have a ton of xp to exchange. I want to make sure that I am taking the right skills.


Also, since I am on the subject, was there any conclusion to ranged/melee defense? Does the FS defense enhance the 125 melee/ranged cap, and does it qualify as an SEA would?



Wigea Avia
TRGA
Rebel Colonel
Warmaker01
Tue Sep 07, 2004 12:30 pm
#10

And Melee once again has another advantage over Ranged fighters. Great. We'll see how long this bug will be around... along with all the other bugs.

Knightcrest
Tue Sep 07, 2004 2:49 pm
#11






MadDog36 wrote:


personally, I was looking forward to having the Heavy Weapons stuff being enhanced by the FS Ranged skills. Are they not going to be? I am stopping by the village today, and have a ton of xp to exchange. I want to make sure that I am taking the right skills.


Also, since I am on the subject, was there any conclusion to ranged/melee defense? Does the FS defense enhance the 125 melee/ranged cap, and does it qualify as an SEA would?






I am guessing a lot of people share your fate in having to wonder what would work for your prof. Flame throwers don't use Ranged Speed as a skill mod.... wait come to think of it neither do rifles, carbs, pistols, they use Flame Thrower Speed, Rifle Speed, Pistol Speed.... see my point? The accuarcy tree I would assume is the same way. No such thing as a Ranged Accuracy skill mod... just specialized one besides something like general ranged aiming. I would also gather that melee speed and accuracy will be in the same boat as no melee classes use those skill mods.


As far as I can tell the FS defense just helps you get to that +125 hardcap.... they do not count towards your +25 limit on SEA's though. If someone knows this to be wrong though please chime in.


Seems to me should have looked at the fs trees rather than rush some crappy fs system out. What do the master boxes yield? What is the point in even having it if it does not count towards your 24 skill points in fs boxes, no mods, not even some lame title? Persuasion seems to have no effect for smugglers on fp perks (big shock to see smugglers get the shaft especially needing medic to do it). Ranged Speed and Accuracy, Melee Speed and Accuracy don't seem to have any use. Bout the only good things are for the healers and crafters. Hell coulda added some taming on for CH's, better terrain nego than what they give, had persuasion available to the smooth talking class of smuggler, *cough* or could that have meant testing more than just old man spawns and the village and actually testing the skills that would be granted and the use thereof. /shrug


Sorry for the start of a rant... just expected more from this publish than a significantly longer grind after doing 23 profs and only getting 2 branches unlocked and then having the skills either not work, be useless, be too little to warrant the boxes, etc. Hope this gets cleared up with the combat revamp



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
Warmaker01
Tue Sep 07, 2004 4:11 pm
#12

So, the sacrifice/delays of the Combat Rebalance &GCW Revamp were all for this final state of Pub.10? It's pretty sad.

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