Commando Archive
Thread: Our Next Question For TH...Time to start picking...
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garvin
Wed May 05, 2004 10:35 am
#1
Next week is our turn again to get one of our questions answered...So I thought today was a good day to start discussing what our next question will be...While considering a new question, remember that TH and the rest of the Devs are pretty much tight lipped on the specifics of anything related to the Combat Rebalance...I'll start by posting our current 10 Questions as well as the question we asked last week (with a link to TH's response)...we can then choose another of our 10 Questions to ask, or we can come up with a new question...
1.) Is the HAR working as intended? The fact that it has the same accuracy and speed level as well as the same range and delay restrictions as our Flame Thrower, yet it is fairly weaker and has no DoT doesn't appear to justify it's practical usability. Should the HAR have a DoT, longer range, no delay, etc? Various other weapons in game have AP like the DXR-6b Rifle (AP2) and the Light Lightning Cannon (AP1), yet the Heavy Acid Rifle has AP0. The HAR is the only Acid weapon in game without any AP. Is this a bug?
2.) What is the future plans on Commando Grenades? Added state Effects, increased numbers in packs, increased range and lower HAM costs are all valid suggestions that have come up in our community.
3.) Can we combine the HAR and flamer tree to make room for a launcher pistol (or alternatively an unarmed dirty move tree) that has LP only specials and additional pistol accuracy/speed bonuses? Alternatively, is there any way we could have additional pistol accuracy/speed bonuses and maybe LP only specials added to one of the existing commando trees?
4.) We have been often told to wait for the "Combat Balance" and various changes will make more sense to us. Is this still the plan, or will we see various mini-publishes that solve our more pressing issues (like listed in our Top5)? Will some of the delayed Combat Balance issues relating to Commando be added in game while we wait?
5.) With Unarmed being a requirement for Commando, is there anything in the works, for Commando Unarmed "Dirty" moves? *Nothing that would compete with TKA, but something like escape tactics, Stuns by hitting with the butt of the weapons, etc.* Should Commandos also derive more Melee Defenses then other Ranged Professions because of this requirement as well as the fact that all our specials only work at Melee Range? Should Commandos get, in addition to Ranged Mitigation, some level of Melee Mitigation as a result of having an Unarmed Pre-req?
6.) With new weapons schematics appearing, what ideas do you have for new Commando weapons, if there are any in the works at all?
7.) Currently the only Skill Mods that apply to Commandos are listed as Heavy Weapons and Thrown Weapon Accuracy. Heavy Weapon Mods haven't had an effect on any Commando skill since Beta. Is there a fix or addition in the works to add Tapes and Segments into the game for Commando Weapons or make the current Heavy Weapon tapes and attachments encompass all the Commando Heavy weapons as they once did?
8.) If other professions are gaining access to weapons that do Blast Damage, which encroaches on the Commando purpose, has our status as the "Heavy Weapon Specialists" changed in the minds of the Devs? We were led to believe that we were the specialists at taking down Turrents and ATSTs via Blast Damage, yet if other's can out Blast Damage us via speed and accuracy, our role appears reduced. Will we see a new purpose/theme for our profession coming down the road?
9.) Master Commando is not balanced appropriately to make the effort worthwhile. For example, there is not currently noticeable difference between fighting a Master Commando and fighting a Flame 4 Commando when it comes to using the Commando Flame Thrower (our primary weapon). Are there any plans to increase the benefit of being a Master Commando?
10.) Considering that Commandos are meant to be the games "Heavy Weapon Specialists", is there a reason that no Commando weapons have AP or was this just a programmer oversight?
And the Question We asked Last Week:
With a current influx of new weapons and equipment appearing for various profession, Commandos would like to know what ideas the Devs have for new weapons, fixes to our weapons, or revamps of our current Commando weapons, when we might see them (i.e. publish 10, publish 12, etc) and will they include ranged specials, AP and/or be non-consumable? In other words, beyond the Combat Rebalance, what do Commandos have to look forward too in the way of new Commando related content?
Here is where I personally lean for our question next week (in order of my preference):
- Heavy Weapon Skill Attachments (Question #7)and Power-Ups...where are they now and when will they be fixed/added
- Focus on the fact that Smugglers, in their revamp, will be getting some Unarmed specials added stemming from their unarmed pre-req...we also have an unarmed pre-req, so will we be getting unarmed specials, or increased melee defenses (Question #5)...
- Status of our Grenades (Question #2)...When will the bugs be fixed?
- Something about making Master Commando (Question #9) more worthwhile (beyond the new Armor Cert)
- Status of new weapons (Question #6 with an alteration)like the E-Web, Beam Rifle Cert, HAR Revamp and/or Rocket Launcher Revamp
I think we may have a chance with some or all of those of not getting a typical "will be addressed in the Combat Balance"...but I could be wrong...
So what are you thoughts...do you like any of those? Do you have a preference for a different or new question...please share...
Message Edited by garvin on 05-05-2004 11:39 AM
Cylenthia_Tavishaun
Wed May 05, 2004 11:01 am
#2
I personally would like something done with the grenade line. Bring them in line with what CMs can currently throw. There as been talk of KD grenades, Stun grenades, Blinding grenades, and C4 shaped charges. It is pathetic to throw a Nuclear device such as the proton grenade only to have it do minimal damage and/or kill yourself. Do CM's get poisoned for poison their own group when they throw their mind bombs? I'm not against CM's having these, they needed something to improve that class albeit it is a frightful class now and the commando class is laughed at.
thepunisher286
Wed May 05, 2004 11:21 am
#3
#5 for me.
But for our best interest, I think the question concerning the addition of melee attacks to the smuggler for thier unarmed pre-req and what we are getting for our own pre-req. Assuming we get anything at all, I strongly feel that the devs would give the commandos melee defense instead of puting in attacks for us. Devs have always cut corners with us, but hopefully this will change in the future.
I want to know if they have new weapons in the works or not, period. I don't care about details at this point in time because its no use to us. We can always get it pushed for dmg/speed/accuracy changes in the future when we get our "sandbox" to test the commando proffesion; this is assuming the promise is kept about Garvin and a few select others get the privilage to test it out in gods play ground.
Hellshot
Wed May 05, 2004 11:24 am
#4
I realize that this is not on the list, but I think a question worth asking is if there are plans to change the nature of how heavy weapons, especially the rocket launcher. Right now these weapons are too difficult to craft, owing to specialized parts, resoucres, and the need for multiple factory components. Thisrenders these weapons either extremely expensive (going for 1kcr per shot or more)or unavailable because weaponsmiths dont want to spend the time and energy to make these weapons when they could make more money on other weapons.
Eege
Wed May 05, 2004 11:39 am
#5
I'd have to saw either 2, 4 or 5. All are good questions htat I would like to see answered. Pick one of those 3 and I'll be happy. Pick a different one and well....I'd still behappy to have it answered so long asn the answer isn't "wait for combat balance".
Skeptic666
Wed May 05, 2004 1:06 pm
#6
Sorry to be mr negative commando but any thing you ask is going to be a we are working on things youll see changes in the Combat Balance. Yada yada.
So any thing you ask will not realy matter.
But if I had a question ide like to get a awnser to ide like to know about our grenades and what they are doing to them.
Or our unarmed tree are we getting some defesens to KD and stuff? Cuz they better not drop it to something else cuz I like my tkm.
Squishy91
Wed May 05, 2004 1:18 pm
#8
I think most of the questions posed will be answered with an all mighty "wait for the combat balance" but I like question 6. It would be nice to have another broken weapon to play with.
eakop
Wed May 05, 2004 1:43 pm
#10
I Like
#10
#5
But I won't hold my breath for non "wait for the combat balance" answers we will receive to every question asked, since the CB has become such an easy out for the devs.
I would also like the simple question asked:
When can we expect the "Combat Balance" to make it to the "Special TC server", the TC server, and then finally to the Live Servers. After all it would be nice to know when our questions that being answered with "Wait for the CB" will be answered.
-eakop-
#10
#5
But I won't hold my breath for non "wait for the combat balance" answers we will receive to every question asked, since the CB has become such an easy out for the devs.
I would also like the simple question asked:
When can we expect the "Combat Balance" to make it to the "Special TC server", the TC server, and then finally to the Live Servers. After all it would be nice to know when our questions that being answered with "Wait for the CB" will be answered.
-eakop-
NoLifeAtAll
Wed May 05, 2004 1:47 pm
#11
As a PvPer, I would just like to say that Commando is horrible in PvP and only good in PvE. The TKM's are over powering most other professions with Knock Down. I am curious if Commando will be given some more strength in PvP rather than just a PvE profession?
Raptor2k1
Wed May 05, 2004 3:23 pm
#12
2, and the altered, 6 in order of preference.
Message Edited by Raptor2k1 on 05-05-2004 03:25 PM
DavanAlvachta
Wed May 05, 2004 4:07 pm
#13
The Launcher Pistol is the only weapon we have a commando-specific certification for, and also have no mods or specials for.
Why?
Why?
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