Commando Archive

Thread: A Look at Commando

TK-132
Fri May 20, 2005 7:04 am
#1

Ok at this point a lot of us are really angry, and some haven given up hope for Commando period. Some are even leaving.


Now maybe I'm a little confused, but just exactly how long does it take to fix our AoEs and balance the damage of our weapons?


At least AoEs could be fixed. Come June and no fixes for us I'm gone. A Month is a ridiculous time to wait, assuming there not even really add anything to us and just simply balancingour stuff which I'm tired of hearing.


But besides that I see some problems.


First yes it is nice to have specials built into our weapons. However AoEs are pretty lame. There are never helpful, since the CU focuses with one on one combat. Even in groups you usually want to pick off enemies one by one not all at once. The problem with AoEs besides the fact that theyaren't doing the damage in their radius is that they seem to tick off everything way outside of that radius. Especially grenades.


My problem with all these AoEs is that they are basically crowd control in a way. The thing is were suppose to have hardly any, when looking at our role.


So why have all these massive AoEs?


Well we shouldn't otherwise it's gonna leave us a doomed profession unless those AoEs are damn powerful, but then that will overpowers us since we'll be able to take on swarms of enemies while others can't. Just isn't going to work.


I don't mind having a few AoEs but they should mostly be ingrenades. And grenades still are as useless as ever. I don't know what the Devs are thinking, but there is no way you can grind Combat XP with grenades in the CU. So the crazy timers need to go. I don't think I even bothered to throw any grenades. Grenades should be slow, but they should hit pretty hard and do something nasty. I like the idea of the effects they have, but then they have to work with every grenade to be useful.


Ok built in weapons specials, leaves us on our own the weakest Combat Profession, because we can't deal damage for squat. We are suppose to be damage dealers and the damage we deal is pathetic. We need some useable specials. There is really just something wrong when all Commando is a big certification profession. I mean the only use of Commando is to get the over-par weapons right? The weapons with the highest DPS. So why are they so weak?


Well whatever. We really need specials, otherwise I fear Commando by itself is useless. All other profession could beat us hands because they have all these nice specials. We don't. And most of the Specials in our weapons aren't that great. The KD with the RL is sad, not to mention it basically being a stupid explosion and not a true heavy weapon. The Acid Rifle blinds things which is handy in some cases, but it usually blinds you too. The HPC, I've never even heard of it's piercing line attack being useful. The Flame Dots on our Flamethrowers are nice, but when they keep NPCs from dying they really aren't useful, and the Flame DoT still seems pretty weak in most cases.


Ok basically what I'm saying is things don't add up, and I would almost go as far to say Commando itself needs a revamp. Which is sad since we were targeted as one of the professions that needed the most fixing. I guess so much for that.



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
Litushot
Fri May 20, 2005 7:08 am
#2

......we need a tank.....



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...
StarNick
Fri May 20, 2005 10:19 am
#3

No, we need a new system that can incorporate AoE and other measures to "power-up" specials from other professions, rather than just giving a weak AoE (or a full AoE that will aggro multiple enemies on a non-tank) and weak state effects. I agree with TK-132, that even if we get full AoE once again, it won't be fully balanced...especially if our damage gets increased or the AoE gets increased to compensate. Rather, a more hybrid and diverse system needs to be put in place giving our weapons distinct roles like specials (ie a PFT can do strong AoE, burn, and Heat damage...a RL can punch through armour, no AoE, but has a small chance to KD, rather than both having AoE, and thus the PFT be chosen over the RL each time because the RL's useless damage-wise)



--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

Litushot
Fri May 20, 2005 11:28 am
#4






StarNick wrote:
No, we need a new system that can incorporate AoE and other measures to "power-up" specials from other professions, rather than just giving a weak AoE (or a full AoE that will aggro multiple enemies on a non-tank) and weak state effects. I agree with TK-132, that even if we get full AoE once again, it won't be fully balanced...especially if our damage gets increased or the AoE gets increased to compensate. Rather, a more hybrid and diverse system needs to be put in place giving our weapons distinct roles like specials (ie a PFT can do strong AoE, burn, and Heat damage...a RL can punch through armour, no AoE, but has a small chance to KD, rather than both having AoE, and thus the PFT be chosen over the RL each time because the RL's useless damage-wise)





Wow.....someone's cranky....


But in all seriousness, you are both absolutely right....commando is gonna prove to be a challenge for the devs to fix and balance without us either becoming too over-powering or even worse off than we are now.....I just hope Helios could help us out on this one...





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...
Knightcrest
Fri May 20, 2005 11:59 am
#5






StarNick wrote:
No, we need a new system that can incorporate AoE and other measures to "power-up" specials from other professions, rather than just giving a weak AoE (or a full AoE that will aggro multiple enemies on a non-tank) and weak state effects. I agree with TK-132, that even if we get full AoE once again, it won't be fully balanced...especially if our damage gets increased or the AoE gets increased to compensate. Rather, a more hybrid and diverse system needs to be put in place giving our weapons distinct roles like specials (ie a PFT can do strong AoE, burn, and Heat damage...a RL can punch through armour, no AoE, but has a small chance to KD, rather than both having AoE, and thus the PFT be chosen over the RL each time because the RL's useless damage-wise)





Hmmm a funky idea came to me at lunch today...


It seems that most commandoes want to use all the weapons in their disposal to an equal effect with each having it's own damaging capability and own "special effect". Since the Devs have proven incompetent in making an Adv. RL or Adv. LP (even though an advanced laser rifle, advanced scatter pistol were very easily switched in a couple days in beta...)... why not leave the certs as is and the weapons as they are with one exception. Modify the AoE on a couple... making a few non AoE weapons so that Commando can remain useful in all situations. Now comes the tricky part... take damage away from the weapons and have skill mods in the skill boxes for Heavy Weapons damage (read: like unarmed damage is calculated)... as a Commando gets more training and gets more boxes he/she/it gets stronger and more efficient in their destructive power. Players would not be able to dabble to attain the full firepower of a Commando, however would still be able to make use of heavy weapons in a tree they chose to some extent. This leaving a Master Commando as a powerhouse with his full arsenal keeping the Devs from having to make an Advanced version of each weapon to keep a commando having all weapons viable, but some more useful in certain situations.


Rocket Launcher - Chance to KD with Medium Armor Break(65m)


Plasma Flamethrower - Chance to burn, blue flame with no AoE (25m)


Flamethrower- Chance to burn with wide AoE range (25m)


HAR- Chance to blind with no AoE (50m)


Heavy Acid Stream Launcher- Chance to blind with very high AoE (50m)


Lightening Beam Canon- Chance to burn, slow vehicles with no AoE (65m)


Heavy Particle Beam Cannon- Chance to stun with no AoE (65m)


Launcher Pistol- Low Armor Break ability with very narrow AoE (35m)


Proton Rifle- Highest Armor Break level, high damage, no AoE (65m)


Grenades- Same as before but much faster timers... Cryobans should snare longer thana fraction of a second, Protons cause an Armor Break (40m)



Leave the 'nade line mods alone. Add in Heavy Weapons Damage Mods in x/1-4/1-4/1-4. Since BH is a 4 in offense and have specials.... a Commando's General Ranged Speed and Accuracy mods should be NO less than a BH's general ranged mods.


Yes, I dropped Commando and will not be picking it back up unless something major happens, but I still care about this community. Anyway you look at it guys/gals/trolls... Commando already needs a revamp to keep from being overpowered or underpowered in the current system. My Smuggler doesn't have faith in revamps... how long has he been waiting. My Commando waited for his in the CU and became weaker... seems since the Devs are not out to fix us anytime soon, it may be time to get inline with Smugglers, Squad Leaders, and Rangers once again. The only hybrid that really got any love in the revamp was my Commando/BH... of which no longer has the Master Commando Portion... Dropped all of Commando and picked up the last line of BH I needed and paired it with Carbineer. Keep feeding Starnick with ideas and suggestions and maybe with all of the combined thoughts, somehow a good balance will come from it from mixing and matching ideas etc. Good luck to you all.




Message Edited by Knightcrest on 05-20-2005 02:02 PM



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
Knightcrest
Fri May 20, 2005 1:37 pm
#6


Another thing.... when is the fix for the proton rifle coming???? I mean I just made one of my three a MC again (not my main )on the off chance that they actually do fix us once and for all, and hell... the one very hard to obtain non-AoE weapon we have will not even fire! How hard of a fix can it be.... they had to fix it what 3 or 4 times on the Test Center version? I am guessing that it is because there is no biolink option on it?


Stern has to be on them extremely hard by now with how quiet things have been. Has there been any feedback as to anything coming in a day or two.... not the soon(tm) meaning of the word.



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
StarNick
Fri May 20, 2005 5:03 pm
#7

Im not cranky Just said no to that we need a tank...what we need is a better way of powering up specials (or really actually get them to power up in the first place)...essentially agreeing with the original poster .

Btw, the arguement of too much AoE has been used on the corr forums...that we're not tanks



--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

nerfherder321
Fri May 20, 2005 6:26 pm
#8






StarNick wrote:
Im not cranky Just said no to that we need a tank...what we need is a better way of powering up specials (or really actually get them to power up in the first place)...essentially agreeing with the original poster .

Btw, the arguement of too much AoE has been used on the corr forums...that we're not tanks




uhh Star, we didnt get a fix in the next publish... can you please have them put it IN?




Cheat Fetto
Knightcrest
Fri May 20, 2005 6:29 pm
#9

All these fixes in the new publish and NEW things without even fixing the damn Proton Rifle or any other changes to us? What the hell is wrong with these people??? Don't get me wrong, MP vehicles is cool.... but it doesn't hide the fact that there was not ONE single fix for commandoes.



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
StarNick
Fri May 20, 2005 7:35 pm
#10

"uhh Star, we didnt get a fix in the next publish... can you please have them put it IN?"

NOW Im cranky.



--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

JoKen_Jash
Fri May 20, 2005 8:08 pm
#11

Though multi-player vehicles... Tanks anyone?



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
StarNick
Fri May 20, 2005 8:51 pm
#12

TC's log in is still down...as soon as that goes up Im taking a look at commando. Still a possibly chance, however unlikely, that we got a silent fix with AoE. You never know...



--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

Arklari
Fri May 20, 2005 9:28 pm
#13


#1: We should have the BIG BOOMS. Grenade Timers are INSANE... 5 minutes between thermal dets??????? Grenades barely do any damage and pretty much just piss of the group and the animals. I want grenades to do something. Knockdown/dizzy and like 2k damage with a 5minute timer not the puss damage it does now, BARELY more than our regular weapons.


#2: We can't wear CLONE COMMANDO ARMOR... No comment..... IT has COMMANDO in it's NAME but it's BATTLE armor and not ASSAULT armor.... ?


#3: DEFINATELY need skill specials, not weapon specific specials. The glob grenade should also definately Armor Break (It wears away the armor and shows point of weaknesses)


#4: Flame doesn't work right.... It should not only do a lot of damage, but dumb things (expecially animals) should be running around, screaming in pain and acting like an idiot.


#5: We should be able to craft our own Grenades.... we just should.


#6: We should be able to lay mines, and plant explosives on structures (Turrets, AT-STs, Lairs....)


#7: Electricity in high enough amounts isn't just like a Zap... Molmentary Paralyisis should accur when struck with a lightning beam cannon.


#8: We should be able to use ALL armor types, being most effective in Assault armor.


They need to add "Bacta Recieving Implants" where a squadmate with a Bacta Dispenser can Revive a member from incapacitation. Currently, only jedi can revive from incap with they're heals.


#9: We should have sweet looking armor and have a stance that makes us look highly trained [for example, being able to move while crouched for movement reduction, but a stealth bonus and damage avoidance bonus (smaller target)]. We should be able to use cover.


SOE needs to read these posts and actually reply so we know they are reading them.



Star Wars Galaxies: Attack of the Jedi


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