Commando Archive
Thread: Update to TH's Previous 19 Answers Response...Regarding Our Heavy Weapons Mods...
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Ster
Tue Jun 29, 2004 1:22 pm
#1
garvin wrote:
ADDED NOTE:
Before anyone runs out in preperation of this change and spends millions on Heavy Weapon Mods currently in game...be away...TH's response doesn't say that our "current" heavy weapon looted mods will work...just that our looted mods will work...there is always the chance they may introduce NEW lootable heavy weapon mods...
Personally I hope they don't...I have always pushed for using the mods we have out there because many of us have held onto them so long...plus...they are already in the market...the number of them is similar to any other skill mod floating out in the system...to start ours over again, would put us at a disadvantage regarding looted mods as compared to other professions in my mind...
So again, hopefully this is what TH meant (that our "current" mods will work) but be prepared for it to go the other way just in case...
This is all good news Garvin. I have actually been trying to get these in the hopes of them working in the future. Good to know that he is at least looking at it. We really really need to get that weapon delay gone asap, otherwise I might as well go to a board I have yet to post in; TKA.
Excess3
Tue Jun 29, 2004 4:51 pm
#2
/cheergarvin
You come through for us again.
Good job, good news, turning into not such a craptacular day.
You come through for us again.
Good job, good news, turning into not such a craptacular day.
thepunisher286
Tue Jun 29, 2004 7:58 pm
#3
garvin wrote:Our Previous Question:CommandoAs Commandos, we have heard that many of our issues will be covered within the Combat Balance, but beyond that we have no details on the specifics being addressed. Specifically we would like to know about the plans for non-functional lootable Heavy Weapon Skill Mods (effect skills not present in Commando Profession since Beta), HAR issues.TH's Response:This is an early answer and is subject to change, but one of our goals for Commandos in the Combat Balance is to change the way Heavy Weapon modifiers work. In simple terms, instead of the modifiers coming from the skill tree, the mods would be available through skill tapes and other means. The skill tree would then be used for something else (as of yet undetermined – there are some things on the table, but we wont know until the Combat Balance sandbox is live).When the Combat Balance begins (which will be soon), the correspondents and some players will be brought on to a special Combat Balance server. We will support that with some In Development threads and other communication tools. I’ll also do some update posts, too.After TH made that response, some people paniced over "What will happen to our Heavy Weapon Mods?"...Will they be only gainable via looted mods? And will we have all new Heavy Weapon mods making our current lootable mods (which don't currently work) toast?TH has been pretty busy with the Jedi Revamp, but now that Publish 9 is going live, he had time to get back to me on a Follow up to the question...I asked him for any more info on what will happen to our Heavy weapon mods...will they be grouped together? will they be purely looted? will they just work differently? etc...here is what he just told me...The individual heavy weapon modifiers were not removed. They were compressed and all use the same modifier. What this should mean is that your skill tapes will work.To me this is the best answer we could have EVER hoped for regarding this...My interpretation of what he is saying is that we are returning back to what we had in Beta...all our Heavy Weapon mods falling under "Heavy Weapon Accuracy" and "Heavy Weapon Speed" instead of specific mods...and thus, our Looted Heavy Weapon Mods will once again work!!!!!So now we have 2 big things we know about the CB...we are looking at getting a new tree and our Heavy Weapon mods will be fixed...That's some nice news compared to the recent developments (the 5 second weapon delay...boo...hiss)....PS...regarding that Accuracy Change that many of us were testing on TC...the Devs decided to pull it at the last minute...it DID NOT go into Publish 9...I haven't seen the publish notes yet, but was warned that they may say it did...TH told us this is incorrect if it does say the change went it...REPEAT...the Accuracy change DID NOT go in with Publish 9....
what is cool is that I remember propposing that all heavy weapons be put under one mod so make things MUCH simpler, and far more logicly, and cheaper for people who want to buy skilltapes
*feels special*
jRaylianholy
Tue Jun 29, 2004 8:28 pm
#5
Yeah only 2 more months till i can play again. And every thing sounds like its starting to come together pretty good. Im glad i decided to make a fixed templet before i left. MAster TK and MAster Commando.
StarNick
Tue Jun 29, 2004 10:00 pm
#6
Hell yeah on current skill tapes working rather than making new ones...
I got a pair of tusken boots with +7 HW Speed/+5 Pistol Accuracy while Moving...been on my commando outfit for ages lol.
Also...yeah with the Accuracy change thing...looks as if TH got to them first, I didnt see them mentioned at all in the Publish Notes today...
DrkSensei
Tue Jun 29, 2004 11:14 pm
#8
Hehe if the current tapes work I will be a very very happy man got 25 speed and 25 accuracy already( doesnt hurt that nice nightsister dropped me a 22 speed tape /laugh)
garvin
Wed Jun 30, 2004 12:10 am
#9
Our Previous Question:
Commando
As Commandos, we have heard that many of our issues will be covered within the Combat Balance, but beyond that we have no details on the specifics being addressed. Specifically we would like to know about the plans for non-functional lootable Heavy Weapon Skill Mods (effect skills not present in Commando Profession since Beta), HAR issues.
TH's Response:
This is an early answer and is subject to change, but one of our goals for Commandos in the Combat Balance is to change the way Heavy Weapon modifiers work. In simple terms, instead of the modifiers coming from the skill tree, the mods would be available through skill tapes and other means. The skill tree would then be used for something else (as of yet undetermined – there are some things on the table, but we wont know until the Combat Balance sandbox is live).
When the Combat Balance begins (which will be soon), the correspondents and some players will be brought on to a special Combat Balance server. We will support that with some In Development threads and other communication tools. I’ll also do some update posts, too.
After TH made that response, some people paniced over "What will happen to our Heavy Weapon Mods?"...Will they be only gainable via looted mods? And will we have all new Heavy Weapon mods making our current lootable mods (which don't currently work) toast?
TH has been pretty busy with the Jedi Revamp, but now that Publish 9 is going live, he had time to get back to me on a Follow up to the question...
I asked him for any more info on what will happen to our Heavy weapon mods...will they be grouped together? will they be purely looted? will they just work differently? etc...here is what he just told me...
The individual heavy weapon modifiers were not removed. They were compressed and all use the same modifier. What this should mean is that your skill tapes will work.
To me this is the best answer we could have EVER hoped for regarding this...My interpretation of what he is saying is that we are returning back to what we had in Beta...all our Heavy Weapon mods falling under "Heavy Weapon Accuracy" and "Heavy Weapon Speed" instead of specific mods...and thus, our Looted Heavy Weapon Mods will once again work!!!!!
So now we have 2 big things we know about the CB...we are looking at getting a new tree and our Heavy Weapon mods will be fixed...That's some nice news compared to the recent developments (the 5 second weapon delay...boo...hiss)....
PS...regarding that Accuracy Change that many of us were testing on TC...the Devs decided to pull it at the last minute...it DID NOT go into Publish 9...I haven't seen the publish notes yet, but was warned that they may say it did...TH told us this is incorrect if it does say the change went it...REPEAT...the Accuracy change DID NOT go in with Publish 9....
Warmaker01
Wed Jun 30, 2004 12:18 am
#10
That sounds great, I was worried about the removal of our mods in favor of skill tapes. If I can finally hit something with my Heavy Weapons, then you will see me visiting Weaponsmiths much, much, more frequently. An accurate hit from aHeavy Particle Beam Cannon blastor a stream from the Heavy Acid Launcher will not be pleasant to receive.
TechnoHic
Wed Jun 30, 2004 12:22 am
#11
So, I havent been around for a while, but I just want to say, I dont know if its timing or you garvin, but I always had faith that you would bring the commandos some long desired good news. Keep up the good work, I think it may be time for my return to the commando ranks, if I ever can find time.
garvin
Wed Jun 30, 2004 12:29 am
#12
ADDED NOTE:
Before anyone runs out in preperation of this change and spends millions on Heavy Weapon Mods currently in game...be away...TH's response doesn't say that our "current" heavy weapon looted mods will work...just that our looted mods will work...there is always the chance they may introduce NEW lootable heavy weapon mods...
Personally I hope they don't...I have always pushed for using the mods we have out there because many of us have held onto them so long...plus...they are already in the market...the number of them is similar to any other skill mod floating out in the system...to start ours over again, would put us at a disadvantage regarding looted mods as compared to other professions in my mind...
So again, hopefully this is what TH meant (that our "current" mods will work) but be prepared for it to go the other way just in case...
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