Commando Archive

Thread: I'm going to have to disagree with you here.

SuperTurbo
Mon Mar 29, 2004 5:29 pm
#1


For a quick fix, ask for the following 3 items.


1) Make FT AR3 (at minimum, AR1). Keep dmg, and speed.


2) Make HAR AR3. Keep dmg, and speed.


3) Make it actually happen.


I would've asked for the pre-nerf flame DOT, but I've gotten used to it.


But if we can't get AR to both the FT and the HAR, well, then we should ask for our old flame. That pre-nerf flame DOT was the equivalent to AR4. No effects to the resists.



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
JLG88
Mon Mar 29, 2004 6:25 pm
#2

WHOA that would make the 12k you do now 23k **edit**ing damge a hit......asking a little too much there......



ULTRA- !!!!!
vonbraat
Mon Mar 29, 2004 6:46 pm
#3


at least make the lp an AP weapon. you're shooting mini rockets for **edit**'s sake. and in what way is acid NOT armor piercing? acids eats through metal...


i dun know about making the FT AP though. maybe AP1...



and there was much rejoicing...
KangX
Mon Mar 29, 2004 6:52 pm
#4







SuperTurbo wrote:

1) Make FT AR3 (at minimum, AR1). Keep dmg, and speed.





Two things come to mind here.


1) It's never going to happen in a million years.


2) It's not really needed. What's needed is balancing the profession, not just teaching the old pony more tricks. We need more reasons to 'Master' Commando not more reasons to get Flame 4.








SuperTurbo wrote:

2) Make HAR AR3. Keep dmg, and speed.





I think AP2 would be more realistic to shoot for (and more likely to get). Only one non-consumable weapon in the game has AP3, the T21 for rilfemen and we have three consumable ones with different damage types. (I know the consumables need work, accuarcy, cost, ect. Fixing our disposables would be a better, more "commando-ey" way to fix our AP short comings)







SuperTurbo wrote:




But if we can't get AR to both the FT and the HAR, well, then we should ask for our old flame. That pre-nerf flame DOT was the equivalent to AR4. No effects to the resists.




All weapon inflicted DOTs got the same "nerf, adjustment, blance" or whatever you want to call it. There is no way the Devs are going to change it back. Swoop bikes make high damaging DOTs just to exploitable.




I think the Commando profession is out of the "quick fix" catagory at this point, we need a major over haul of our skill trees, how our consumables are made (and in what quanity) needs to be addressed, and what weapons (and there effects) we have available to use.


As Commandos we put a lot of points into our profession and we want our money (or points) worth out of it, so I understand the requests for "enhancements".


But we've got to look at the way SOE is going with thier changes. From the way they've been making changes I think it's safe to say they are not going to make make Commandos any more powerful than any other combat profession no matter how much we ask.


What we should be getting for our points is versatility.


If you look (and just look) at our skill trees what do you see? It looks like we get all sorts of niffty explosives, a flaming death dispenser, a portable acid cannon, a rocket launching pistol and launchers of different damage types to take out the biggest threats in the Game. Sounds pretty cool huh?


Now as Commandos we know most of those things don't work right, can't hit the broad side of a barn (from inside), are more damaging to Us than the target, we get no specials, not enough accuracy, cost to dang much, ect.


My whole point here is that we need to fix "Commando" not just fix our weapons.


My 2 cents.



Xavian Dusk, Radiant, Master Commando


SuperTurbo
Mon Mar 29, 2004 7:37 pm
#5

Why asking for AR3? Gives room for the developer to negotiate it to a lesser number.


Also, having AR over none armored targets does not gain extra damage. That's a misconception.


Having AR on the flamer simply means that it's still very usable against AP3, heavy armored high heat resistants targets.


THERE IS NO added damage against what we normally target.


As for the reasoning for HAR, the DXR6 Tenlos Disruptor rifle is AR2, Acid damage, and much faster damage per second speed rate. Making the HAR AP3 would simply bring it to a point where it's comparable to the relative new rifle.


Also, you missed my point. This is asking for temp fix until the revamp. I'm not asking it to be the permanent end game for the profession. I've been playing towards Master Commando since July of last year. I remember when we had nothing. I also remember the good times when the flamer was a PvP terror, and I'm still around now when the flamer got nerfed. I plan to stick with this profession. Definetly not new to the profession.


Heck, at anytime, I carry about 12 different weapons, just to have different damage types, armor piercing etc...



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
PanzerGR
Mon Mar 29, 2004 8:07 pm
#6

there is no reason, no warrant, to give the flamethrower an AP (whyt he term AR ever got used is beyond me) value ata ll. It does not pierce armor.


I can see boosting the flame DoT a bit higher...but a flamethrower is not an armor piercing weapon. If the FT was ever given an armor piercing value you could kiss all the complaints abotu CM's gone because everyone would be all over the commandos.



Boosting the ArmorPiercing on a weapon liek the RL Lightning Canon and Heavy Acid Rifle would make more sense and be more realistic...provided that the accuracy mods ont hese weapons wer enot riflemen-equivelant...they are after lal heavy weapons and should nto have the same accuracy as smaller arms fire. But yeah they should get a bit more punch to AP.






"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

Raptor2k1
Mon Mar 29, 2004 9:54 pm
#7

Hehe, a FT with any sort of AP would unsanely overpowered. Besides, fire doesn't really pierece armor, it just kinda coats it. Howver, I will agree with AP3 on the HAR (albeit, IMO that's not enough, I want to see it be an effective ranged weapon, not a FT clone.)



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


KangX
Mon Mar 29, 2004 10:17 pm
#8









SuperTurbo wrote:

Why asking for AR3? Gives room for the developer to negotiate it to a lesser number.




I doubt that SOE considers it to be open for negotiation.





SuperTurbo wrote:

Also, having AR over none armored targets does not gain extra damage. That's a misconception.


Having AR on the flamer simply means that it's still very usable against AP3, heavy armored high heat resistants targets.


THERE IS NO added damage against what we normally target.



I wasn't really addressing this aspect.





SuperTurbo wrote:


As for the reasoning for HAR, the DXR6 Tenlos Disruptor rifle is AR2, Acid damage, and much faster damage per second speed rate. Making the HAR AP3 would simply bring it to a point where it's comparable to the relative new rifle.




I don't see AP3 making them comparable, there are other factors involved. What Riflemen do with a DXR6 and what we do with a HAR are very different (meaning specials). I also don't believe "damage per second" is the only factor in balancing a weapon, again there are other factors involved.





SuperTurbo wrote:

Also, you missed my point. This is asking for temp fix until the revamp. I'm not asking it to be the permanent end game for the profession.





I didn't miss your point, you made it quite clear.


It's bad design to put something in you know you're going to be taking out, it cause all sorts of problems (not that SOE isn't guilty of some bad design issues). I just can't see them even considering it






SuperTurbo wrote:


Heck, at anytime, I carry about 12 different weapons, just to have different damage types, armor piercing etc...



Me too, variety is the spice of combat



I certainly hope you don't think I'm trying to flame your post, I'm not.


You want some positive changes for us Commandos.


That's what we all want.


All I'm trying to say is that as a Proffession we're now beyond the "quick fix". It's going to take a lot of work to make us a balanced effective combat class without the NEED to dabble into other areas, to use some of our basic weapons and enter combat effectively.



Your original post is like many posts made by frustrated, long time commandos and I feel the pain, I do.


I also think it's the type of post that TH was talking about when he said "..you all want to be uber." or something like that. Not because I'm saying that's what you want, but because a big shot in the arm to one or more of our weapons is the only "simple fix" anybody can think of.



My point is that we need more than a "quick fix" can give us and sence SOE is planning on balancing everything (though it got moved back) they aren't likely to responed with any specific non -bug related changes.



Xavien Dusk


Master Commando


Radiant

Xavien
SuperTurbo
Tue Mar 30, 2004 9:16 am
#9

...I simply miss the days of Commando PvP Terror. We were the ones leaving everyone else down on the floor, out of the fight. We've been replaced by the CM...



SuperTurbo, DO
Master Commando, LLC Specialist, TK defense artist.
JLG88
Wed Mar 31, 2004 3:14 pm
#10

yes ap DOES do extra damage.....1.25 times more per ap level



ULTRA- !!!!!
Page 1 of 1
Previous Next