Commando Archive
Thread: Who remembers when Commando ruled
Message Edited by DaBomB691 on 10-25-2004 02:28 AM
ShugFlurry wrote:
Garvin will 0040 Commandos still get a Damage boost or will you need to get to master for a big increase? Or .... NDA prevents you?
To be completely honest, it's hard to say without seeing how things work on the Sandbox...I've only seen things on paper...I will say that a 0040 Commando SHOULD be no less capable with the FT then they are now...BUT...a Commando who goes even slightly farther would be MORE capable with the FT...
With the new HAM changes coming (you've all heard some of them, but not all) I strongly believe we have a chance to get our DoT tick damage pumped back up (a Combat Upgrade programmer even told me it's a good possibility that will need to be tested on the Sandbox)...
And remember my other hints I dropped a long while back...There will be other ways to enhance your Commando abilities (even with the FT) via outside the Commando Profession (and I'm not just talking FS mods)...And I'm not talking about enhancing our exisiting specials...
I think SOE is doing both. All proffessions are getting a nerf in their damage-over-time output.. and i say this because the devs have said that they planned to make changes like making riflemen have a minimum speed cap of 3 seconds.. that means they will hit like a brick but not every second, and thus why riflemen have the highest accuracy mods and the longest range, its their proffession role. Commandos i believe will get a damage boost. We already have the highest delay weapons of all proffessions, but our damage is pretty much nullified right now thanks to the AP0 of our non-consumables and the low damage of our heavy weapons (when compared to the damage output of non-consumable weapon proffession damage in the same time it takes to fire another rocket or grenade).
So I think commando weapons will be receiving some damage boosting but perhaps an even longer firing delay. Other proffessions will be getting a nerf on their damage over time output.. riflemen like i said above, pistoleers will get their damage dramatically lowered per shot BUT their refire rate will be the fastest in the game (i think they will be the 1s cap there is now..or maybe .5 secs), carbineers will be in the middle.
The melee proffessions will follow suit.. the fencer being the one with the best defenses but the lowest damage but also with the highest attack speed, swordman the carbineer-equivalent of good damage and good speed but not so good defenses, pikeman being the commando equivalent of very high damage but very slow and zilch defenses...and teras kasi be the smuggler like proffession of pistoleer-like low damage but fast swing speed yet not so good defenses..but instead have a variety of tricks to make up for it (hit any ham bar,meditate,force of will, etc).
tacwraith wrote:
btw since we posting at same time garvin, do you know if the fs ranged speed and ranged accuracy affect also the accuracy and speed of grenades and rockets? I ask since those aren't 'equipable' weapons and the speed mods seem to be tied to whatever weapon you have equipped.
Not sure...Since my main toon isn't anywhere close to being FS, I haven't been able to test it much...and with JTL, it's been near impossible to get a Dev/Programmer response for about a month now (which was expected around that time)...When the Sandbox goes live,Ihave been told that we will be able to test FS and Jedi templates...so along with pushing for FS mods get fixed, we'll be able to test what they effect exactly and how...
In the meantime, I'll try to get some type of official response from the Devs regarding FS mods...they've told us that after Tuesday (JTL Launch), they'll have alot more time to interact with us correspondents again...