Commando Archive

Thread: Commando's upcoming Damage : Plea To DEVS

nwargasm
Fri Aug 15, 2003 4:29 pm
#1

I just wanted to ask that the Devs spend a moment thinking about the commando class before they just increase the damage a bit ( I'm not saying you guys aren't doing this, I just want to make a reminder to this) Like BH, a class im not too familiar with, I read in the patch notes that their damage was increased too. I have no facts for this, but a type of "lets add a couple more points of damage per attack" works for that type of class, but it won't work for commandos. Please really think about the design of our class.


We have huge penalties when hit while holding heavy weapons. 3x or something. Our specials are "0" range, so we will be hit for 3x's damage when we're trying to use our guns as you guys have designed us so far. So merely throwing on a bit more damage to our weapon will not work. I read in the post ( great job on working with the community, I amglad to see that things are getting done.. soonerbetter than later ) that damage was increase significantly, or something to this effect. I probably speak forthe community when saying that if Significant = 500 more dmg toa sepcialsdamage will simply not fly. With 3x's damage, 20 second delays, significant damage should be thought about carefully. The damage per minute should equal out.


With my launcher pistol...


normal attacks;200 damage every 2 seconds = 6000 dpm


Special attacks; using stopping shot ( a level 3 pistoleer skill ) doing 800 dmg every 5 seconds = 9600 dpm.


Flame thrower


normal attack; 300 damage every 5 seconds = 1500 dpm


special attack; 800 every 20 seconds = 1800 dpm.


I was in the narglatch cave last night fighting witha master smuggler who was using last ditch shotfor 1000 damage a second.


last ditch : 1000 damage every 1 second = 60,000 dpm.


I asked how they were doing so much damage and the only response i got was "My gun is fast." I understand they're were master... but this is 60 THOUSAND damage a minute without calculating HAM, which I didnt see them loosing much more than like 1/64th their ham bar so its not even worth calculating.


Again, I understand that you guys are adressing the heavy weapons damage but please really pay special attention and don't gimp us again. We're waiting patiently, for the most part, for our fixes to come. If these are going to be fixed in the next patch, lets make sure we get them right!


Please think about dpm AS WELL AS our penalty for damage against us.


to break it down...


Flame thrower special:


3000 dmg a shot every 20 seconds = 9000 dpm. Well thats more like it. but this is JUST on par with another classes dpm. We have a 3x's damage penalty to us, as well as being the #1 target in a battle. If we have such a HUGE risk for taking HEAVY damage, this needs to be balanced out with more firepower. Add another 1 or 2k damage to the hits and it will be more reasonable.


This would make for 5000 damage a shot every 20 seconds = 15000 damage. Yes that sounds like a lot, but with major damage ( being a heavy weapons class and all ) we carry major risks... Well, I see that we already carry the major risk of getting killed quickly if anything comes close to us... I thinkour class deserves the major damage output to balance us out. To me this makes complete sense as far as balancing is concerned. You people might think i'm crazy, but think about the other classes dpm for a bit and calculate it out.


If commandos are only going to do as much damage as another class AND carry a 3x risk to damage recieved, whats the point? I'm fine with getting hit for a bajillion dmg... as long as I can dish out my bunch before that 1 hit inc/slain lands on me.


Picture a battle. some at-st's and some ground troops... a group would already have a bunch of BH's CH's medics whatever.. A commando shoots to slow to duel it out with ground troops, but i'm sure they would be saying "good thing we have a commando here to work on that at-st!" ...which would make our class a fine counterpart to a battalion.


Please respond with feedback, and PLEASE DEVS take this into consideration when figuring out how much damage commandos should do.




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nwargasm WHAMbulance :: Corbantis :: Imperial :: Master Commando
s_ripper
Fri Aug 15, 2003 4:34 pm
#2

I do not know where people are getting this, but WE DO NOT GET HIT FOR 3x DAMAGE FROM MELEE. Maybe its because you dont have any heavy weapons available on your server, I dont know. In fact its the other way around, we do 3x the damage to rifle wielders.


Beyond that I agree.




------------

Scistuie Dylan, Starsider


Novice Pyrotechnic Artist... er.. Commando
nwargasm
Fri Aug 15, 2003 4:37 pm
#3

Hrmm.. Going to have to double check this when I get home tonight.



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nwargasm WHAMbulance :: Corbantis :: Imperial :: Master Commando
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