Commando Archive
Thread: My template was master commando/master rifleman, but now wondering...
Page 1 of 10
Thunderheart
Fri Jan 23, 2004 4:31 pm
#2
Thats a good question. The versatility of the SWG combat system is so that you can mix and match.
The commando is one of the most powerful (if not the most powerful) stand alone professions at the moment. There are a range of heavy weapons, but the flamethrower is probably the meanest weapon in the game right now.
Beyond that, it gets tricky. We are in the middle of doing a combat rebalance so the choices of what hybrid professions you are thinking about will effect your defense modifiers. Under the hood, SWG works very much like a PnP game. People choose professions, weapons, species and a bunch of other choices, and combat calculates all of those details during combat. You go into combat and the system makes your "to hit" rolls, your defense and "saving throw" rolls and counts it all up.
The tricky part is that currently, defense mods stack. This will change because there are some min-maxers out there who have really learned how to stack these defenses well and it confuses the issue. For instance, you might be fighting a guy who has "pistoleer" in his permatage who is also a commando and maybe something else. Depending on how a player stacks each profession defence mod will effect how easily you hit and do damage, and how much damage as well. Its not to clear cut when you are in game in a running battle.
So give some thought to which hybrid combo you want to go with. Ask around and see what works well. Just remember that defence mods won't stack like this when the balance is done (because its caused a lot of unfair combat situations.)
For all the rest of the folks who will come by this thread:
- Yes there will be a fire suppression tool for Fire DoTs. It only makes sense that if you have a weapon, you have a counter measure. Currently, you need water to put out a fire DoT and there are none, which is why many players have asked that there be one.
- No combat DoTs will stack anymore because some players were using them in PvP exploits and Combat Experience exploits. Players would run up, stack 3 or 4 fire dots on a MOB or another player and run away while the fire burned - - because there is no way to extinguish the fire. Then they would run back and fire a quick shot from a blaster and finish the kill. It was never intended to work that way.
JChace029
Fri Jan 23, 2004 4:33 pm
#3
What about different DoTs TH? FlameCone2 will not stack with FlameCone1?
Incarnation
Fri Jan 23, 2004 4:36 pm
#4
No, you get a health dot, an action dot, a mind dot, and a fire dot. Two healths can't stack and two fire's can't stack. How do you figure that Commando is a powerful prof btw?
Kiaca
Fri Jan 23, 2004 4:38 pm
#6
I think that's 1/2 of what he was talking about. Stacking flame DOTs from the same weapon.
Reilec
Fri Jan 23, 2004 4:39 pm
#7
Are youkidding me TH? The Commando profession has 1 useful line and 1 useful stand alone weapon, the Rocket Launcher. The Launcher Pistol only seems to be useful if you dabble in Pistoleer.
Nobody in their sanity is going to PvP with a friggin Flamethrower unless they want a quick death.
Flamethrower special range: 17m
Master Brawler Lunge 2 (KD): 20m
You know how many melee profession players have Master Brawler? Jesus...
KaptainKrude
Fri Jan 23, 2004 4:40 pm
#8
Thunderheart wrote:
- It only makes sense that if you have a weapon, you have a counter measure.
Ok, then where's my "smelling salts" to cure dizzy/KD?
"Eye drops" to cure Blind?
"Alcohol" to cure Intimidate? (hehe, think beer muscles)
Etc, etc, etc...
collateral
Fri Jan 23, 2004 4:40 pm
#9
Thunderheart wrote:
No combat DoTs will stack anymore because some players were using them in PvP exploits and Combat Experience exploits. Players would run up, stack 3 or 4 fire dots on a MOB or another player and run away while the fire burned - - because there is no way to extinguish the fire. Then they would run back and fire a quick shot from a blaster and finish the kill. It was never intended to work that way.
Psykeman420-HS
Fri Jan 23, 2004 4:41 pm
#10
Thunderheart says:
The commando is one of the most powerful (if not the most powerful) stand alone professions at the moment. There are a range of heavy weapons, but the flamethrower is probably the meanest weapon in the game right now.
and you need to mention that commando spends more points than most other professions to have 1 weapon worth using, that our Grenades, Acid Rifle and Launcher Pistol have little to no use and that our heavy support weapons while good against turrets have no other use, are too expensive to be worth using and no longer are anti-ATST type weapons.
most powerful stand-alone profession, i think that TKM takes the cake there, i think Commando needs a revamp so that Flamethrower is not our only means of offense that works effectivly.
Another note: This bleed nerf, and i will call it that, hurts PvE people like me who do not use it for pvp or exploitations, Pikeman rely on hitting our bleeds on a mob in PvE, and beileve me Pikeman is bad enough off as it is, and the changes we have asked for since launch are weapon changes, not skill changes or a revamp, just to have some decent accuracy and reduced HAM costs. yes there are other issues we have like defense and stuff that Mitigation hurt us more than helped us on and Block being odd against other defense, it doesn't block all damage and has nothing to balance that against the other 2 types (Dodge/CounterAttack) so we are again gimped.
Thundeheart, i know you read alot of posts, i know that combat revamp is on the way but take these to heart.
1.) Commando needs revamped
2.) Pikeman needs major and minor changes
The commando is one of the most powerful (if not the most powerful) stand alone professions at the moment. There are a range of heavy weapons, but the flamethrower is probably the meanest weapon in the game right now.
and you need to mention that commando spends more points than most other professions to have 1 weapon worth using, that our Grenades, Acid Rifle and Launcher Pistol have little to no use and that our heavy support weapons while good against turrets have no other use, are too expensive to be worth using and no longer are anti-ATST type weapons.
most powerful stand-alone profession, i think that TKM takes the cake there, i think Commando needs a revamp so that Flamethrower is not our only means of offense that works effectivly.
Another note: This bleed nerf, and i will call it that, hurts PvE people like me who do not use it for pvp or exploitations, Pikeman rely on hitting our bleeds on a mob in PvE, and beileve me Pikeman is bad enough off as it is, and the changes we have asked for since launch are weapon changes, not skill changes or a revamp, just to have some decent accuracy and reduced HAM costs. yes there are other issues we have like defense and stuff that Mitigation hurt us more than helped us on and Block being odd against other defense, it doesn't block all damage and has nothing to balance that against the other 2 types (Dodge/CounterAttack) so we are again gimped.
Thundeheart, i know you read alot of posts, i know that combat revamp is on the way but take these to heart.
1.) Commando needs revamped
2.) Pikeman needs major and minor changes
shutout
Fri Jan 23, 2004 4:42 pm
#11
doctors have cures to all of these. so do squad leaders.
KaptainKrude wrote:
Thunderheart wrote:
- It only makes sense that if you have a weapon, you have a counter measure.
Ok, then where's my "smelling salts" to cure dizzy/KD?
"Eye drops" to cure Blind?
"Alcohol" to cure Intimidate? (hehe, think beer muscles)
Etc, etc, etc...
KaptainKrude
Fri Jan 23, 2004 4:46 pm
#12
shutout wrote:
Doctors have cures to all of these. so do squad leaders.
You're right that they do, but the proposed solution to Fire DOT is a craftable "extinguisher" usable by anyone and a craftable food "Flame Out" that again can be used anywhere, anytime, by anyone.
QwiqShot
Fri Jan 23, 2004 4:48 pm
#13
Thunderheart wrote:
People choose professions, weapons, species and a bunch of other choices, and combat calculates all of those details during combat. You go into combat and the system makes your "to hit" rolls, your defense and "saving throw" rolls and counts it all up.
In this post you mention the defense roll counts, is this part of what you meant when you said to wait on completing an SEA guide, what direct affect will this have on SEA? Are we goin to have a forumla change on the SEA's or removals of them all together? Toss us a bone, many people are spending huge sums of money on them.... ![]()
Also, I heard some of the changes coming down the pipe for Chefs, Very interseting stuff, I see many of the Chef items will have affects that SEA's have as well such as Terrain Negotioation affects on drinks i believe it was....
Spookie changes movin in.
Page 1 of 10