Commando Archive
Thread: Correspondent Report Submitted 9-10-03
Greetings fellow commandos.I have submitted my first report to the DEVs. The report is extensive and covers many of the complaints, questions, suggestions and other issues I've seen addressed in the commando forum. As soon as I receive any feedback, I will post the information here.I've been told by Xahn that it can take up to 2 weeks to receive a response from the DEVs, depending on how busy they are. That means that you may not see any response posted he until as late as September 24.
Please keep in mind that I am trying to represent all of you. All of you should be happy with some of the issues addressed in the report but none of you will be happy with all of them. I have merely tried to pass on issues brought up by other commandos. Items not addressed or fixed this time around will go into the next report. I want to thank all of you who have posted suggestions and helped me in a variety of ways. I especially want to thank Ivoni for his tireless efforts on my behalf and yours.
I will post the report in the next message so that you can see what has been submitted and what answers we're waiting on. It's late... I'm tired... I can't think of anything else to say but be patient and wait for the response from the DEVs...
1. Specific resources have been removed from several commando weapons, making them easier (and on some servers, possible for the first time) to produce. Crism Silicate Ore, however, has not been removed from the Proton Grenade spec. This makes it very difficult, if not impossible to produce proton grenades and rocket launchers as well.
ACCURACY AND SPECIALS
2. Two issues that tie together: heavy weapon accuracy and slim rewards for Master Commando. Currently, the Master Commando level is weak, giving accuracy bonuses to thrown weapons and rocket launcher only. At Master level, we end up with accuracy bonuses ranging from a total of 80 for flamethrower down to 40 for the lightning beam cannon. Compare this with Master Rifleman who ends up with an accuracy rating of 112. We’d like to see accuracy improved, particularly at Master Level. Also, would it be possible to add a generic “heavy weapon” bonus to accuracy and speed at Master level that would stack with specific weapon bonuses?
3. The range of our specials is extremely short. The profession may be designed for close combat but the current range of 16 meters is prohibitive. Could the range be extended?
4. Recovery from our special attacks is very long with reports of up to 15 seconds. Could recovery time be reduced a bit?
5. Since Commandos seem to be designed as close combat “tanks”, would it be possible to add special bonuses which reduce armor HAM penalties. That would allow commandos to wear heavy armor more easily and actually be the tank that stands toe to toe with tough enemies while your comrades attack from a distance.
WEAPON QUESTIONS
6. All other acid weapons in game are AP1 except the Heavy Acid Rifle and glop grenade. Was this intended or can the AP level of the HAR and glop be improved?
7. The maximum charges of heavy weapons have dropped from 200 to 40 charges. Was this intended? If so, then all of the charged weapons should be AP3. Otherwise their time and cost to manufacture isn’t justified. Four rocket launchers on Gorath are currently being auctioned off with bids starting at 50,000 credits. How about being able to recharge these weapons?
8. 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. Would it be possible to add the LP to an existing Commando skill tree (making it a true heavy weapon and NOT a pistol) and give it LP specific bonuses and specials?
9. Radius attack from charged 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. Area of effect doesn’t seem to be working with grenades, either.
10. There is a large pause when initiating combat with Flamethrower & HAR. If you are running you will stop to start fighting and then start running again. This can be lethal.
11. Accuracies seem to be wrong with weapons. Kneeling is more accurate than prone. Was this intended?
12. Range modifiers for all weapons except the Rocket Launcher seem to make no sense. The range modifiers should indicate to the user where to ideally be when using the weapon. To give a few examples:
-
- Flame Thrower: +11@0m/-55@50m/0@64m. Good at range, gets bad, then good again? -
-Heavy Acid Rifle: +16@0m/-13@35m/-116@64m This says to use point blank but ideally I should be at 35m? -
-Acid Stream Launcher:+1@0/+26@16m/-120@64m Shouldn’t our charged launchers be best at longer ranges? -
-Heavy Particle Beam Cannon: -120@0/+14@48m/-122@64m. This is exceptionally harsh. In 16m you go from +14 to -122.
13. 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.
14. Using Flame Cone type attack gives no xp from additional targets killed. Only xp from targetted mob is received.
15. Grenade Revamp. There is a serious desire to see the grenade manufacturing and use revamped. It takes 5 factory runs to make one crate. This doesn’t seem bad till you consider it takes 27 minutes to make one five charge grenade. Also, consider adding a AoE dizzy, stun, or blind on some of the grenades. They are relatively useless and unused and this adds value to a cool weapon. It's also a charged weapon so deserves having more utility.
TYPOS
16. Confusion over the knockdown given to Bounty Hunter in Carbine 3. Reading its description 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.”
17. Beam Rifle. No one has a cert for this.
18. Odd Certification for Acid Rifle. It says cert rifle acid beam. This doesn’t follow the format of any others.
19. Typo in the abilities description of Flame Cone2 in the abilities and commandos menu. It says to type /flameCone1
20. Incorrect titles per skill 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 (?). Following an extensive vote, we would like them changed to the following:
-
Field Tactics: Grenadier -
Heavy Weapons Support: Demolitions Expert -
Flamethrower Specialization: Incendiary Specialist
-
Acid Rifle Specialization: Corrosives Specialist
Yeah range and recovery need to stay as is. (Keeps the nerf bat away atm)
/agree with the pistol stuff (put acid rifle and flamethrower on same line give pistol its own line)
/agree ar1 for pistol and acid rifle
/agree the sdkfhdskhf stoping when you switch to flamethrower
/agree master commando needs something else and grenades need some effects
those are my top 4 issues in no peticular order
Also anyone have thoughts on how too high the RAW damage is on the flamethrower,i mean a flamthrower 4 can 1 shot kill most anyone.
I think the RAW damage of flamer should go down so its at least 2 shots.
The burning DOT should stay as it is.
Anyone have any thoughts also on the acid rifle doing Corrosive DOT on action bar?
Again...shut up Darkcobra it sounds to me like you just want a commando nerf..are you even really a commando? cause you dont sound like one to me.
Commando DarkWolf Kauri Talus Daeric.
You'll see me there,sorry if you have a godmode fantasy and i dont,i just like PvP with challenge,not just a who shoots first fest.
As for you telling me to shutup,i must sadly say that you should revise your argument database.
I wont shutup just cause you say so,its kind of obvious.Another way to act when in a conversation or while posting is giving counter ideas or giving reasons other than insults or "SHADAP" kind of things.
Anyway thats what mature and civilised people do in our current society...
Oh yea the reason why im askin for the PvP damage decrease is cause thats the ONLY PLACE COMPLAINS FOR NERFS COME FROM!!!!
And i kinda dont want the WHOLE damage set to be messed up so that i cant kill mobs like i currently do.
Sorry for tryin to limit the damage done to my class and probably YOURS ...sheesh.
Hope you'll remember that idea when no one listen to me and they nerf ALL damage of commando PvP PvE