Commando Archive
Thread: Well this makes me very sad...
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Garibaldi_di_Alia
Thu Aug 14, 2003 5:53 am
#1
I read Q's post on the "Commando Issues".
Now, I'm not blaming Q, cause he's just relaying what some developer told him.
But as you read his response, and then read the 3 letters we formally sent in, you can see that no one read any of them. Q's statement contridicts half of what Mr Dev2 responded to our first letter, and its clear that many employees have their head in the sand (for lack of a better description) when it comes to the plight of commandos in SWG.
Q says the specials are not intended to be used often, as your weapon is all powerful due to the rare resources to make them, but Dev response to letter one, says the weapons are not impressive, try using the specials they make up for the "gimpness". That is weapons with dpm equal to D-18 pistols. Its so sad that they don't even acknowledge this, that FWG5 pistols can get over 3000 dpm, but flamers are lucky to be around 1300.
Q's response, the weapons are intended to be close range.. yeah close range is 10m, not 0.0. Even melee occurs at 3m with ideal at 1. Plus the range modifiers do not support this statement. With mobs that start hitting melee at 15m, 0.0 is suicide.
What about the Beam Rifle? it current gives rifle exp, is going to continue to give rifle now that it's got valid cert? did they eve read the 3rd letter? or the 2nd? Do they even realize that the weapon crafter has a funky schematic to make the Beam Rifle? Some how when I read that, I think they believe the 2 weapons are he same thing, and that we're just confusing them... Beam Rifle is not the same weapon craft as the Heavy Acid Rifle.
It's all very upsetting. When I read this, I see the dev's thinking that "Hey commando works, all our maxtrics say so..what's the problem?"
Now, I'm not blaming Q, cause he's just relaying what some developer told him.
But as you read his response, and then read the 3 letters we formally sent in, you can see that no one read any of them. Q's statement contridicts half of what Mr Dev2 responded to our first letter, and its clear that many employees have their head in the sand (for lack of a better description) when it comes to the plight of commandos in SWG.
Q says the specials are not intended to be used often, as your weapon is all powerful due to the rare resources to make them, but Dev response to letter one, says the weapons are not impressive, try using the specials they make up for the "gimpness". That is weapons with dpm equal to D-18 pistols. Its so sad that they don't even acknowledge this, that FWG5 pistols can get over 3000 dpm, but flamers are lucky to be around 1300.
Q's response, the weapons are intended to be close range.. yeah close range is 10m, not 0.0. Even melee occurs at 3m with ideal at 1. Plus the range modifiers do not support this statement. With mobs that start hitting melee at 15m, 0.0 is suicide.
What about the Beam Rifle? it current gives rifle exp, is going to continue to give rifle now that it's got valid cert? did they eve read the 3rd letter? or the 2nd? Do they even realize that the weapon crafter has a funky schematic to make the Beam Rifle? Some how when I read that, I think they believe the 2 weapons are he same thing, and that we're just confusing them... Beam Rifle is not the same weapon craft as the Heavy Acid Rifle.
It's all very upsetting. When I read this, I see the dev's thinking that "Hey commando works, all our maxtrics say so..what's the problem?"
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