Commando Archive
Thread: Hope I'm not beating a dead horse
I posted this in the TestCenter earlier trying to be constructive....
First off, I'm posting here because I know you test center guys are the guinea pigs for new changes and the pioneers at fixing problems. I also thought this might help everyone out. On a side note I'm not a test center member because I wasn't sure whether 3 or 4 hours each evening would be enough to be a good tester, so don't hate me for posting here. Plus I'm not sure whether I have the drive to grind out another commando.
Anyhoo, I've compiled a list of what I think would be simple changes to the commando profession without having to go through too much hassle. Hopefully you can try them out on TestCenter and bring them live without too much fuss in your developer meetings.
Certifications and Skill Tree Text:
1) Congrats to whomever fixed the heavy acid rifle certification, but they kind of got the text wrong. "cert rifle acid beam?" The text in the skill tree needs to be changed to "Heavy Acid Rifle Certification." A simple database change I would think, no?
2) Change the "Heavy Rocket Launcher" text to "Rocket Launcher." Make all of the skill tree text read just "Rocket Launcher", this includes the certifications and the accuracy and speed mod descriptions. To my knowledge there is no Heavy Rocket Launcher.
3) Change the "Heavy Acid Beam" text to "Acid Stream Launcher". Weaponsmiths make Acid Stream Launchers; I saw one once, but it was way too expensive. Or you can do this vice versa, whichever one is easier.
4) The Lightning Beam Cannon does acid damage? And yes I know this is something from beta, the lightning beam cannon use to be an acid gun or something, but the damage type needs to be changed. Maybe this is harder to do than the first three, just throwing it out there.
*** When and if these changes are made double check, to make sure all certifications work. Also how can you tell if a certification works for a support weapon (charged weapon) or a grenade?. Currently you can't equip them, so how do you know? All you can do is just put them in your toolbar and pray that you're certified and hope that you hit something, but thats a topic for another thread. Also there is no way to tell the accuracy modifier on the targeting reticule for charged weapons or grenades.
Last One IDEAL RANGE:
Psst... Hey Mr. AT-ST... let me shoot you with this rocket at 0m, you stay right there, don't move....
1) Lightning Beam Cannon: Ideal Range changed to 35m or so witha + (positive)to accuracy modifier, the thinking being it would have similar ranges of a carbine.
2) Heavy Acid Beam (er... Acid Stream Launcher, if you decide to change it): Ideal Range same as #1 with the same logic as #1.
3) Heavy Particle Beam: Ideal Range same as #1 with the same logic as #1.
4) Rocket Launcher: Ideal Range of 45-55m keeping the +8 to accuracy modifier (orto-hit modifier, sorry if I'm using the wrong terminology).
5) Grenades: Ideal Range of 20m with a + accuracy modifier. Currently C22 Frag gernades crafted by weaponsmiths have an ideal range of 10m. Maybe I'm wrong on this, but in this game meters seem more like feet, so thats why I made this suggestion.
6) Flamethrower: Ideal Range of 10m or 20m with a 0 or +10 accuracy modifier. Make the point blank range have a +20 or +30 modifier. It is after all a flamethrower, but at the very least, change the ideal range. Maybe 20m would be the better option because we don't have a lot of melee defense. This would at least bring it up to pistol standards.
7) Heavy Acid Rifle: Ideal Range of 45m or so with a + accuracy modifier.
Ok we all know we could debate on even just these things for hours, but, the point of this post is to give a constructive list of things to INITIALLY or TEMPORARILY change for the commando. That means the developers won't have to sit around in a meeting and debate for hours on the changes. At least the first group of changes can be done without much debate I would think. I would also think the second group could be done with little debate as well, they can always be modified later. Its not like it would upset the balance of the game that much, most of these weapons aren't even widely available.
Oh and if I'm wrong on any of the stats, I apologize.
So Vass, or whichever dev may read this, print this out and take it to your next meeting. I would think everyone could agree on at least the first group of changes so things would be consistent. The second group would at least make us able to hit something with the weapons that we have. I will also make this post in the commando forums.
*P.S.- Don't take out the pistol special moves for the Launcher pistol, I spent way too much time mastering pistoleer
. Besides, the launcher pistol eats up a lot of action and there are a great many things resistant to blast damage, so I think it makes a good balance, even if AT-ST's will be vulnerable to it. The AT-ST would still be able to wack us in one or two hits, we might be able to kill it with20-30 hits.
I am willing to anaylze the problems with commando and post stuff like this periodically. I would just hope that the posts are being read and replied to. For the most part, I can see that in the Test Center, so thats why I posted here. I understand you guys (the devs) can't monitor all the forums. Oh and my post will probably say anonymous because I'm not registered with the test center or something. I don't post much, I just read a lot. So below is my character name and server, hope that should be enough.
Bohi Oenaer
Tarquinas Server
Master Gunfighter, Master Marksmen, Aspiring Commando to the bitter end