Commando Archive
Thread: Ok here's what I would do...
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TK-132
Thu Oct 20, 2005 8:49 pm
#1
Alright we all now are Specials are borked. I haven't been able to play yet in beta or since the Publish came out so I have not yet actually been able to test this stuff out myself.
However based off my information from what others have told me I think I can pretty much grasp the situation.
Ok now I don't know what the Damage Multipliers and how stuff like that works with Specials on NPCs and People. I do however have a good examples. Namely Turrets. See Turrets always take the raw Damage you deal no matter what. So turrets make a very good use for Comparison in Damage Dealt by Specials.
Now Advance Critical Shot does about 2500 on average to a Turret, sometimes higher or lower and yes you can get Criticals on Turrets
. Ranged Shot does about 900 Damage. This of course is with my Laser Rifle which I can't really remember the Stats of but it's like 2 something Speed, 400-900 some Damage, and has a SAC of 100. Not great, but whatever. However by looking at my Combat Tab this is the Damage pretty much everyone deals.
So here's how I would change our Specials.
Overkill Shot-10,000 Damage.8 Second Warm-Up Timer.16 Second Cool Down Timer.
Explosive Shot-2500 Damage. Does and Additional 1000-2000 Damage to Droids, Buildings, and Vehicles.3 Second Cool Down Timer. (Does an Additional 50 Damage for each Cybernetic Part your Opponent wears in PvP.)
Focus Shot-2500 Damage. Stops the AOE on any AOE Weapon. On Non-AOE Weapon does and additional 100-500 Damage.3 Second Cool Down Timer.
Point Blank Shot-3000 Damage. Only useable within 12M of Target. On Non-AOE Weapon does an additional 100-500 Damage. 5 Second Cool Down Timer.
These Specials would be useable with any Ranged Weapons. This is to make Commando as valuable to other Professions as other Professions help Commando.
I would also add this Special too if I could.
Bash-3000 Damage. 3 Second Warm-Up Timer. Only useable within 5M of Target. Useable with any Weapon both Ranged and Melee. Also KDs Opponent. 3 Second Cool Down Timer.
Oh yeah and a few other things.
Master Level Rocket Laucnher-Kinetic Damage. 600 Min and 1200 Max. Range 65M. Speed 2.6. SAC 125.
Return old RL and LP Animations to Weapons or at least add some sort of Projectile not just an explosion please.
And are Greandes working? 
I'm done. 
Oh yes and theses are the Advance forms just so you know, including Bash. Also added something to Explosive Shot.
Message Edited by TK-132 on 10-21-2005 10:54 AM
NorEd_Kolev
Thu Oct 20, 2005 11:02 pm
#2
I would like to see Bash with an animation where you take your weapon and just whap the hell out of the target for a few seconds.
TK-132 wrote:
Alright we all now are Specials are borked. I haven't been able to play yet in beta or since the Publish came out so I have not yet actually been able to test this stuff out myself.
However based off my information from what others have told me I think I can pretty much grasp the situation.
Ok now I don't know what the Damage Multipliers and how stuff like that works with Specials on NPCs and People. I do however have a good examples. Namely Turrets. See Turrets always take the raw Damage you deal no matter what. So turrets make a very good use for Comparison in Damage Dealt by Specials.
Now Advance Critical Shot does about 2500 on average to a Turret, sometimes higher or lower and yes you can get Criticals on Turrets. Ranged Shot does about 900 Damage. This of course is with my Laser Rifle which I can't really remember the Stats of but it's like 2 something Speed, 400-900 some Damage, and has a SAC of 100. Not great, but whatever. However by looking at my Combat Tab this is the Damage pretty much everyone deals.
So here's how I would change our Specials.
Overkill Shot-10,000 Damage.8 Second Warm-Up Timer.16 Second Cool Down Timer.
Explosive Shot-2500 Damage. Does and Additional 1000-2000 Damage to Droids, Buildings, and Vehicles.3 Second Cool Down Timer.
Focus Shot-2500 Damage. Stops the AOE on any AOE Weapon. On Non-AOE Weapon does and additional 100-500 Damage.3 Second Cool Down Timer.
Point Blank Shot-3000 Damage. Only useable within 12M of Target. On Non-AOE Weapon does an additional 100-500 Damage. 5 Second Cool Down Timer.
These Specials would be useable with any Ranged Weapons. This is to make Commando as valuable to other Professions as other Professions help Commando.
I would also add this Special too if I could.
Bash-3000 Damage. 3 Second Warm-Up Timer. Only useable within 5M of Target. Useable with any Weapon both Ranged and Melee. Also KDs Opponent. 3 Second Cool Down Timer.
Oh yeah and a few other things.
Master Level Rocket Laucnher-Kinetic Damage. 600 Min and 1200 Max. Range 65M. Speed 2.6. SAC 125.
Return old RL and LP Animations to Weapons or at least add some sort of Projectile not just an explosion please.
And are Greandes working?
I'm done.
Message Edited by NorEd_Kolev on 10-21-2005 02:03 AM
TK-132
Fri Oct 21, 2005 10:50 am
#3
Well all Commandos I think dream of beating their enemies head in with a Rocket Launcher.
Electro5
Fri Oct 21, 2005 10:58 am
#4
All of those damages are WAY too high to be balanced. Especially the 10,000 one. Thats an insta-incap vs anyone in PvP, even with 8000 armor. Would become extreme FotM, everyone would grab Master Commando, a Proton Rifle, and it would become 64m "lets see who manages to fire the insta-incap first".
Oh, and the damage on turrets is skewed, because turrets have no defense/armor at all. The damage you see is the pure, unaltered damage.
TK-132
Fri Oct 21, 2005 11:13 am
#5
I believe Damage is reduced by 3/4 in PvP or something like that. So yes it would be instant Incap since the Damage will be about 3000, however that's ignoring Armor and such which would probably stop it from killing someone.
The DPS is the same as everyone elses if not a little worse. However it's all in one shot. But remember you have a Warm-Up of 8 Seconds. In that time you can be KD and thus your wait will be for naught. You also cannot move. That easily lets your Opponent find cover or get out of your Range if they are smart enough.
Look I dunno the Damage Mods. If someone knows would say something then maybe I can come up with something reasonable.
But also remember I said Turrets. And yes that would be the pure Damage. Against most NPCs your Level I would bet the Damage would be closer to 8000. The idea of Overshot is to be the most powerful attack in-game. Overkill Shot shouldn't be Instant Incap, but it should take out about 5/6 of someones Health. That's reasonable consider how long the Warm-Up is and that you have to wait all that time, in which you can easily be brought down cause you can't move, can't heal, can't do anything but wait and hope you aren't interupted or they go out of range.
Commando is a 5 Damage, BH is a 4. We should do as much Damage as Rifleman and more then a BH.
Message Edited by TK-132 on 10-21-2005 11:16 AM
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