Commando Archive
Thread: Commando Update From Beta TH Apporved
Page 1 of 10
JadenKatrell
Mon Oct 10, 2005 3:04 pm
#1
Here are some of the things that Commandos can look forward to in the next update:
Profession: Commando
* Heavy weapon AOE damage % is now displayed on weapons that have splash damage.
* Fixed an issue where commando Area-Of-Effect weapons wouldn't give AOE damage.
* Heavy weapon AOE damage percentage is now explicitly determined by the maximum range of the weapon. Longer range weapons have smaller AOE damage %.
* Decreased the AOE range of commando grenades, should aggro less mobs now.
* Fixed an issue with grenades where the AOE radius of a grenade would be centered on where the attacker was instead of where the target was.
* Increased damage on all commando grenades.
* Slightly increased the chance of grenade effects sticking to their targets.
* Slightly increased the chance of some heavy weapon state effects sticking to their targets.
* Slightly increased the effect duration for some heavy weapons.
* Increased crafted grenade stack size from 5 to 10.
* Added 4 combat specials for Commandos (3 levels each).
These specials are:
Demolition Shot: This ability gives a damage bonus against droids and buildings.
Focus Fire: This ability decreases the area of effect on AOE weapons & gives a damage bonus. The damage bonus is only for non-AOE weapons.
Dead Bang Shot: This ability decreases the range of an AOE weapon & gives a damage bonus - damage bonus only for non-AOE weapons.
Overkill Shot: This ability has a long warmpup/cooldown but gives a great damage bonus. This damage bonus is for non-AOE weapons.
ENJOY!!!!!
Profession: Commando
* Heavy weapon AOE damage % is now displayed on weapons that have splash damage.
* Fixed an issue where commando Area-Of-Effect weapons wouldn't give AOE damage.
* Heavy weapon AOE damage percentage is now explicitly determined by the maximum range of the weapon. Longer range weapons have smaller AOE damage %.
* Decreased the AOE range of commando grenades, should aggro less mobs now.
* Fixed an issue with grenades where the AOE radius of a grenade would be centered on where the attacker was instead of where the target was.
* Increased damage on all commando grenades.
* Slightly increased the chance of grenade effects sticking to their targets.
* Slightly increased the chance of some heavy weapon state effects sticking to their targets.
* Slightly increased the effect duration for some heavy weapons.
* Increased crafted grenade stack size from 5 to 10.
* Added 4 combat specials for Commandos (3 levels each).
These specials are:
Demolition Shot: This ability gives a damage bonus against droids and buildings.
Focus Fire: This ability decreases the area of effect on AOE weapons & gives a damage bonus. The damage bonus is only for non-AOE weapons.
Dead Bang Shot: This ability decreases the range of an AOE weapon & gives a damage bonus - damage bonus only for non-AOE weapons.
Overkill Shot: This ability has a long warmpup/cooldown but gives a great damage bonus. This damage bonus is for non-AOE weapons.
ENJOY!!!!!
JadenKatrell
Mon Oct 10, 2005 3:05 pm
#2
Includes 2 new weapons
They Old Republic Flame Thrower
and the Lava Flamethrower
They Old Republic Flame Thrower
and the Lava Flamethrower
StarNick
Mon Oct 10, 2005 3:12 pm
#3
And all my careful hint dropping plans gone to naught!
Thanks a lot Devs!!
Thanks a lot Devs!!
Wolfmann31
Mon Oct 10, 2005 3:14 pm
#4
Good things, but if they do not appear in the next publish or ToOW, do not cry foul. Tests are still being done, and all might not manage to get to a state where it will be okay to launch them to live.
But, we're getting some love, to at least keep us afloat, working and alive for the duration till we know what we are 
Alastor_Ragna
Mon Oct 10, 2005 3:17 pm
#5
Bornnnnnnnnnnnnnnnnnnnnnn to be wildddddddddddddddddddddddddddddddddddd ( cleans up the flammer )
Attibow
Mon Oct 10, 2005 3:20 pm
#7
JadenKatrell wrote:
* Increased damage on all commando grenades.
WOOHOOO!!! 
JadenKatrell
Mon Oct 10, 2005 3:24 pm
#8
StarNick wrote:
And all my careful hint dropping plans gone to naught!
Thanks a lot Devs!!
Sorry Nick
I couldent contain my self
cyrom
Mon Oct 10, 2005 3:26 pm
#9
i have to tell you all something, i dump commando for BH about 2 weeks ago. i love bounty hunter but now i regret dumping commando and now when i unlock my 2nd char slot i will have 2 charaters. a BH and a commando.
when i first read it i thought you where pulling it out of your ass (you can't trust people on the internet). but star nick said it true. but i'm confuesed about the skills is
1. the driod and building killing skill will make us gods of the DWB and TOW. but what is the point of the building part. is commando going to go to all of the inactive player houses and blow them up? then if is then people will love commando.
2.what is with the two skills that decrees AOE ( i know it will make the weapions a single shot) but what is with the two unless it is a typo that the other one incress aoe.
3.l ove the new power skill. it looks like a upgreaded overcharged shot.
Message Edited by cyrom on 10-10-2005 03:34 PM
RagNoRock5x
Mon Oct 10, 2005 3:27 pm
#10
Blast you beat me to it ![]()
Also the Lava Launcher has a Cooool effect.
The Heavy Republic FT has the Blue flame that we had been wanting on Plasma Flamethrower.
XakTsaroth
Mon Oct 10, 2005 3:31 pm
#12
Can anyone say if these new weapons are craftable or merely lootable?
StarNick
Mon Oct 10, 2005 3:32 pm
#13
Very true Wolfmann - keep that in mind folks. But, Ladies and Gentlecommandos...our mini revamp is in the works essentially!
Heavy weapon AOE damage % is now displayed on weapons that have splash damage.
Rocket Launcher, Proton Rifle, Heavy Acid Rifle are *officially* non-AoE. Heavy Particle Beam Cannon has AoE now.
Fixed an issue where commando Area-Of-Effect weapons wouldn't give AOE damage.
Alleluia!!
Heavy weapon AOE damage percentage is now explicitly determined by the maximum range of the weapon. Longer range weapons have smaller AOE damage %.
Shortest Ranged Weapons yield the most AOE, so the Plasma FT is 65% and the Acid Stream Launcher is 10%. New Republic Flamethrower to Lightning Beam Cannon are between 60% and down.
Decreased the AOE range of commando grenades, should aggro less mobs now.
Right now its I believe 15 meters
Fixed an issue with grenades where the AOE radius of a grenade would be centered on where the attacker was instead of where the target was.
They Work properlly!
Increased damage on all commando grenades.
Before: Frog Proton Grenades had a max of 776 damage. After: Frog Proton Grenades have 1000-1300 damage.
Slightly increased the chance of grenade effects sticking to their targets.
Slightly increased the chance of some heavy weapon state effects sticking to their targets.
Haven't fully tested this, I have however noticed a bit of a difference...
Slightly increased the effect duration for some heavy weapons.
Frog grenades all got a very big boost regarding this (ie Blind on frog grenades is 90%, base DoTs increased, etc)
Increased crafted grenade stack size from 5 to 10.
WOOT!! However these apply to only new grenades
And my friends, the "mini-revamp"...SPECIALS!!!
Added 4 combat specials for Commandos (3 levels each).
These specials are:
Demolition Shot: This ability gives a damage bonus against droids and buildings.
Focus Fire: This ability decreases the area of effect on AOE weapons & gives a damage bonus. The damage bonus is only for non-AOE weapons.
Dead Bang Shot: This ability decreases the range of an AOE weapon & gives a damage bonus - damage bonus only for non-AOE weapons.
Overkill Shot: This ability has a long warmpup/cooldown but gives a great damage bonus. This damage bonus is for non-AOE weapons.
ALL of these specials functioned on a warm-up zip timer. Overkill shot has a 10 second warm-up/60 second cooldown and is suppoused to be very powerful -- very much like tacwraith's ideas of having consumables. Overkill shot will -only- power up the damage for the primary damage, so AoE is BALANCED with it.
If you notice, from TK-132's Commando Fixed thread...Focus Fire?!? I wonder where they got that name from
Also remember:
All these specials work with all our weapons (reportedly only with them too)
Where said damage bonus is only for Non-AOE, that means our AoE on AoE weapons does not get increased...only the primary attack. Our AoE only gets boosted when used in conjunction with OTHER elite specials...so our damage WILL be preserved in melee templates, BUT we can expand on it through ranged templates as we do now.
Unfortunately, these specials were not working fully when they were introduced and overkill did 10% less than improved legshot, and the other 3 functioned just like overcharge shot. Things are still in the very early stages, and in the next patch or so a lot of our feedback (namely the damage) will be included, as well seemingly more...
So is there more on the way? Yep! Helios also wants to give more attention to our grenades, and of course our specials will still need to be addressed.
My theory regarding the specials, is all 3 levels (basic to advanced) showed no differences in description or function...so the modifiers could very well have been either using the basic's version, or drawing off of marksman's overcharge due to a bug.
Heavy weapon AOE damage % is now displayed on weapons that have splash damage.
Fixed an issue where commando Area-Of-Effect weapons wouldn't give AOE damage.
Heavy weapon AOE damage percentage is now explicitly determined by the maximum range of the weapon. Longer range weapons have smaller AOE damage %.
Decreased the AOE range of commando grenades, should aggro less mobs now.
Fixed an issue with grenades where the AOE radius of a grenade would be centered on where the attacker was instead of where the target was.
Increased damage on all commando grenades.
Slightly increased the chance of grenade effects sticking to their targets.
Slightly increased the chance of some heavy weapon state effects sticking to their targets.
Slightly increased the effect duration for some heavy weapons.
Increased crafted grenade stack size from 5 to 10.
And my friends, the "mini-revamp"...SPECIALS!!!
Added 4 combat specials for Commandos (3 levels each).
These specials are:
Demolition Shot: This ability gives a damage bonus against droids and buildings.
Focus Fire: This ability decreases the area of effect on AOE weapons & gives a damage bonus. The damage bonus is only for non-AOE weapons.
Dead Bang Shot: This ability decreases the range of an AOE weapon & gives a damage bonus - damage bonus only for non-AOE weapons.
Overkill Shot: This ability has a long warmpup/cooldown but gives a great damage bonus. This damage bonus is for non-AOE weapons.
ALL of these specials functioned on a warm-up zip timer. Overkill shot has a 10 second warm-up/60 second cooldown and is suppoused to be very powerful -- very much like tacwraith's ideas of having consumables. Overkill shot will -only- power up the damage for the primary damage, so AoE is BALANCED with it.
If you notice, from TK-132's Commando Fixed thread...Focus Fire?!? I wonder where they got that name from
Also remember:
Unfortunately, these specials were not working fully when they were introduced and overkill did 10% less than improved legshot, and the other 3 functioned just like overcharge shot. Things are still in the very early stages, and in the next patch or so a lot of our feedback (namely the damage) will be included, as well seemingly more...
So is there more on the way? Yep! Helios also wants to give more attention to our grenades, and of course our specials will still need to be addressed.
My theory regarding the specials, is all 3 levels (basic to advanced) showed no differences in description or function...so the modifiers could very well have been either using the basic's version, or drawing off of marksman's overcharge due to a bug.
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