Commando Archive

Thread: Isn't it that time again?

Alkeash
Wed Sep 10, 2003 5:35 am
#1

For the wonderfull post you top five gripes...er problems

Well not to steal MS's thunder, but I just can't wait any longer, so here's mine.

1)
Unarmed Prerequisite:
Good idea: we should be masters of combat.
Bad idea: It is only a prerequisite
Solution: Roll the Flame thrower and Acid rifle into one tree, call it something like "Heavy anti-personell weapons" Thake the remaining tree and give us some close quarters combat moves...
Box 1: +5 UA accuracy.
Special move : none
Box 2: +5 UA speed
Special move : Tackle (some form of knockdown)
Box 3: +5 UA toughness
Special move : (none)
Box 4: +5 UA Speed/Accuracy
Special move : Bash (kinda like the double fisted heavy hit you see in movie fights or *cough* Kirk on Trek)
Master : +5 UA toughness.

In the end we get : 2 UA moves, and +10 UA Accuracy/Speed/Toughness.
Sure not enough to rivle TKAs, but we are ment to use weapons, fists are for IF they make it to us

2)
Accuracy Modifiers:
HAR Accuracy Modifiers way screwed up.
+10 novice does NOT stack with + from tree, fix this as it would seem that since the are different on our skill boxes, they also have advese affects when using the HAR.

3)
Ranges:
Heavy Acid RIFLE...
It is a RIFLE, make it the range of a RIFLE!
Flame Thrower: Close range weapon? (best accuracy at max range!)
Please, switch the range mods for the HAR and FT, and tweek the FT's current range mods so we don't have the 0/-50/0 modifier, that is just plain screwey.

4)
Graphics:
HAR graphis is a pointy stick, pointing straight up.
nuf said.

5)
Prone:
Going prone brings back fond memories of Quake 2 and 3.
HAR and FT take on the graphic fire rate of the LP. Is realy cool looking but is yet again screwey.
Accuracy when prone is worse than when kneeling. Is this intended?

Well there you have it, my top 5. Please add and keep it constructive.

Peace, Love, and Heavy guns!
Tortza, Eclips



Elli / Ille Dullard (TC)
Bringing you the best from a Dullard
Hydrotricithline
Wed Sep 10, 2003 5:38 am
#2






Alkeash wrote:
For the wonderfull post you top five gripes...er problems

Well not to steal MS's thunder, but I just can't wait any longer, so here's mine.

1)
Unarmed Prerequisite:
Good idea: we should be masters of combat.
Bad idea: It is only a prerequisite
Solution: Roll the Flame thrower and Acid rifle into one tree, call it something like "Heavy anti-personell weapons" Thake the remaining tree and give us some close quarters combat moves...
Box 1: +5 UA accuracy.
Special move : none
Box 2: +5 UA speed
Special move : Tackle (some form of knockdown)
Box 3: +5 UA toughness
Special move : (none)
Box 4: +5 UA Speed/Accuracy
Special move : Bash (kinda like the double fisted heavy hit you see in movie fights or *cough* Kirk on Trek)
Master : +5 UA toughness.

In the end we get : 2 UA moves, and +10 UA Accuracy/Speed/Toughness.
Sure not enough to rivle TKAs, but we are ment to use weapons, fists are for IF they make it to us

2)
Accuracy Modifiers:
HAR Accuracy Modifiers way screwed up.
+10 novice does NOT stack with + from tree, fix this as it would seem that since the are different on our skill boxes, they also have advese affects when using the HAR.

3)
Ranges:
Heavy Acid RIFLE...
It is a RIFLE, make it the range of a RIFLE!
Flame Thrower: Close range weapon? (best accuracy at max range!)
Please, switch the range mods for the HAR and FT, and tweek the FT's current range mods so we don't have the 0/-50/0 modifier, that is just plain screwey.

4)
Graphics:
HAR graphis is a pointy stick, pointing straight up.
nuf said.

5)
Prone:
Going prone brings back fond memories of Quake 2 and 3.
HAR and FT take on the graphic fire rate of the LP. Is realy cool looking but is yet again screwey.
Accuracy when prone is worse than when kneeling. Is this intended?

Well there you have it, my top 5. Please add and keep it constructive.

Peace, Love, and Heavy guns!
Tortza, Eclips




I agree with most of your post..


As with the knockdown.. yea sure I'd like to try to get a 9000 damage pvp hit.. but in balance sake.. lets leave the KD out




My thoughts;

Not yours.


-Tumblak Illumanaki-
"Spreading lies and misinformation since 04/15/2003..."
Alkeash
Wed Sep 10, 2003 5:44 am
#3

We have timers on our Heavy weapons specials, why not put one on our KD. (sorry forgot to add that idea). Use KD as a way to put distance between us and the attacker.

Commando: (KD) 5 second pause
Them: (on back) 3 second pause.
Commando: run run run
Them: stand and fire (2 seconds)
Commando: return fire.

That way we CAN't KD AND get the bonus.

Oh crap...

6)
Weapons:
Weapons acting like melee weapons.
Giving us 3X damage to rifle wielders. Poor rifle wielding NPCs, toasted one for 8K damage with special
And i'm sick of swinging my weapons, dear Lord let me just fire at them



Elli / Ille Dullard (TC)
Bringing you the best from a Dullard
Ivoni
Wed Sep 10, 2003 7:47 am
#4

1. Specific metal not removed from all grenade schemetics - Crism Silicate Ore from Proton Grenade for example. This gates not only making proton grenades but rocket launchers as well. Was this intended?

2. Problems with various guns:

- All other acid weapons in game are AP1 except the HAR and glop grenade. Was this intended?

- Heavy Weapons max charges dropped from 200 to 40 charges. Was this intended? If so can all be AP3. Otherwise their time and cost to manufacture isn’t justified.

- Launcher Pistol. In addition to being AP0, there are no specials for this nor do we get any better with it. With the recent fixes to the rest of our weapons we feel a need for a better answer than get Master Pistoleer as well. As it stands a Master Commando duels a Master Pistoleer/Novice Commando and gets beaten with his own gun. Was this intended?

- Radius attack from consumed Heavy Weapons not functioning. Beam Cannons and rocket launchers with a radius don’t seem to be hitting anything in said radius. Not even a miss message. Was this intended?

- Large Pause when initiating combat with Flamethrower & Har. If you are running you will stop to start fighting and then start running again.

- Accuracies are wrong with weapons. Kneeling is more accurate than prone. Was this intended?

- New weapon range modifiers for all weapons save Rocket Launcher make no sense. The range modifiers are supposed to indicate to the user where to ideally be when using the weapon and in which direction things get worse. To give a few examples:

- Flame Thrower: +11@0m/-55@50m/0@64m. I can shoot it at 64 with no problem? Ideal should be 16m
-Heavy Acid Rifle: +16@0m/-13@35m/-116@64m. At least this says to use point blank. But ideally I should be at 35m?
-Acid Stream Launcher:+1@0/+26@16m/-120@64m. This reads like what the flamethrower and HaR should be, but not a launched consumable.
-Heavy Particle Beam Cannon: -120@0/+14@48m/-122@64m. This is exceptionally harsh. In 16m you go from +14 to -122.

3. Typos

- Two Different Accuracies for Acid Rifle. The +10 given at Novice Commando does not stack with those given by the Acid Rifle line. You end up having a +10 and a +70.

- Questions about the knockdown given to Bounty Hunter in Carbine 3. Reading the description of it implies it is a flamethrower attack. “Fire Knockdown: This ranged attack blasts the target with a quick rush of flame aimed at their upper body, which can cause them bowled over by the sheer force directed at them, causing them to be dizzy as well.”

- Beam Rifle. No one has a cert for this.

- Odd Certification for Acid Rifle. It says cert rifle acid beam. This doesn’t follow the format of any others.

- Typo in the abilities description of Flame Cone2 in the abilities and commandos menu. It says to type /flameCone1

4. Incorrect titles per column. These reflect beta idea of Commando which has since changed. Field Tactics: Artilleryman (?), Heavy Support Weapon: Expert Commando, Flamethrower Specialization: Grenadeer (?), Acid Rifle Specialization: Ordnance Manufacturer (?) STATUS: No Change

5. No Heavy Weapons Powerups exist. Short of the pistol powerups and grenade powerups, we have none. STATUS: No Change

6. The rewards for Master Commando are quite slim. Any chance of a better reward for such efforts? Perhaps increased accuracy?



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Ivoni
Wed Sep 10, 2003 7:51 am
#5

Another problem with gun

- Acid specials cooldown are not effected by speed modifiers. 20 seconds to cooldown at Acid tree1. 20 seconds to cooldown at Acidtree4. +10 speed vs +45 speed effect the delay none at all.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
Alkeash
Wed Sep 10, 2003 8:35 am
#6



Ivoni wrote:
Another problem with gun

- Acid specials cooldown are not effected by speed modifiers. 20 seconds to cooldown at Acid tree1. 20 seconds to cooldown at Acidtree4. +10 speed vs +45 speed effect the delay none at all.




Is is possible when they split the Acid and Flame trees into 2 different trees in beta, they moved the modifiers from the original, BUT renamed the variable without changing the pointer? Like the modifiers still remain in the FT tree, but the true modifiers are calcluated from the modifier variable in the novice (+10) skill? And Modifiers in the HAR tree have a different variable name, so it never increases?

If thats true, then some of our HAR woes could go away with a hot fix.......



Elli / Ille Dullard (TC)
Bringing you the best from a Dullard
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