Commando Archive
Thread: So with pub 24 being here today... have they made the specials good enough?
Page 1 of 1
Azarken
Wed Oct 19, 2005 2:23 am
#1
For those of you who have been testing the specials they've given us i've one question
have they made them good enough? Are they strong enough or are they going to require further work?
I know till a few days ago people were complaining they were simply not strong enough. wondering if thats changed since.
Nakahs
Wed Oct 19, 2005 5:17 am
#2
I bet 5 bucks the specials damage multiplier dont work. I also bet 5 bucks that they wont be fixed for another year 
btw any idea when the downtime is over cant wait to do the altruism quest?
Coreena
Wed Oct 19, 2005 6:12 am
#4
Everything indicates that the damage modifiers are still as broken as they were on TC2. THey might have been changed and not added to the patchnotes, guess we find out once the patch is done.
Downtime is planned from 4am to 10am PDT... that will be another 4 hours. Judging from SOE's usual performance with patches, I would say, we can be glad if the servers are up around 1pm PDT though.
Downtime is planned from 4am to 10am PDT... that will be another 4 hours. Judging from SOE's usual performance with patches, I would say, we can be glad if the servers are up around 1pm PDT though.
DeijhaVhu
Wed Oct 19, 2005 7:36 am
#5
Just tested and Deadbang and Focus fire still do the exact same amount of damage as a regular overcharge shot, so basically you now have 3 overcharge shots you can rotate through.
nbd9k
Wed Oct 19, 2005 7:41 am
#6
i did a little examining of each shot, and found they are doing less damage than regular attacks and seem to be working in the opposite direction of how they are supposed to work. I think if everyone gets on and submits a bug message about it, we may get it fixed in the few days.
TK-132
Wed Oct 19, 2005 7:42 am
#7
No offense, but why does SOE add broken stuff to the game. I mean Specials are nice, but weak specials like this really aren't good for much of anything. So much for doing damage. I won't be surprised if there not fixed for a year like someone said earlier.
Message Edited by TK-132 on 10-19-2005 07:47 AM
Bionic
Wed Oct 19, 2005 7:53 am
#8
From my bug report I sent in:
Commando specials have timers that are improperly implemented. Using the same equipment, Improved Critical Shot is doing 1747 damage with no wind-up timer and cooldown of barely two seconds, where Advanced (the highest level) of Overkill shot does only 50 damage more with a ten second wind-up and nearly 30 second cooldown timer. This means that in the same time as doing ONE Overkill Shot, I could have done 20 Critical Shots, while moving no less.
Commando specials have timers that are improperly implemented. Using the same equipment, Improved Critical Shot is doing 1747 damage with no wind-up timer and cooldown of barely two seconds, where Advanced (the highest level) of Overkill shot does only 50 damage more with a ten second wind-up and nearly 30 second cooldown timer. This means that in the same time as doing ONE Overkill Shot, I could have done 20 Critical Shots, while moving no less.
Melvic
Wed Oct 19, 2005 8:10 am
#9
I don't mind them being slow and stationary (it creates a balance and role), but the damage bonus needs to make up for it big time.
Page 1 of 1