Commando Archive
Thread: Total disgust in PvP and the suggested changes in commandos and pvp!
Garibaldi_di_Alia wrote:
Problem lies in this.
There is no way to separate an AT-ST from a normal mob or a player. 1500 pt sounds like alot, but really, a FWG5 with bodyshot 3 can almost do that.
So to make heavy weapons "heavy" would require that they do 3000 to 5000 pts of damage, cause really, whats 1500 pts to an AT-ST with 15K HAM and can kill you in one shot from range? But then, if they did that, and we went out solo hunting Kimos on Lok, then everyone would be up in arms, to nerf us...
So the answer is, I don't know. I don't know how you get SOE to add in a feature that only targets big pets and not normal mobs, and still allow us to level at a decent clip. After all, killing pets in pvp = 0 exp.
We go around blowing up peoples pets and future vehicles, will keep us all at novice level. Best we can hope for, is a level playing field, where we're no better and no worse than any other elite or hybrid profession, cause it'll just be a nerf cycle like every other mmorpg.
I too do not understand the time its taking to push these things forward.
Well to be honest, SOE should have had this figured out a long time ago. If they were thinking that players would be happy to work up a profession that isnt even a viable working profession till the vehicles are introduced in 6 or more months, then they are sadly mistaken. They deem the most important issues need to be addressed first, yet they obviously dont consider a totally broken profession like commando to be a first priority. This is just disgraceful.
If there is no way to separate an AT-ST from a normal mob or a player, why did they even release the game. This is a major issue within the game mechanics. They are going to be reducing pvp damage by 75% soon. Now how is that gonna work with CH pets? I mean the rancors and gurrecks are still gonna have over 10k HAM and now instead of doing my top dmg i do with my pistol (which SOE forced me to work up in pistoleer in teh first place) of 1600 dmg, ill instead do 400 dmg to arancor pet in pvp....and that will be my best damage. However that same rancor pet will still do 500+ dmg to me each hit. Now unless they put in something that distinguishes between a wild rancor mob, and a tamed rancor pet this is going to make pvp all about the pets again. Then again if they can put in something that distinguishes between a mob and a pet, then why cant they put in something thatseperates anAT-ST from a normal mob or a player?
The excuse of the devs not being able to put in code to seperate AT-ST from a normal mob or a player is just a cop out on their part. Lets try to concentrate on what we can and cant do now, and not make plans for something that may not be in the game for another 6 months to a year.
Last night I was in Bestine pvping with some otehrs rebels. One rebel BH that wasnt in our group was bragging how he can kill other rebels and the rebel scum needs to get the hell out of town. Nobody paid any attention to him. We ran up to a covert imperial that was about to decelare, the rebel BH out of our group healed the imp, then attacked me. With one shot he incapped me with Torso Shot then he ran off. When I got back up I saw him and shot him and I did over 1400 dmg to him in one hit. That incapped him, and I ran over and deathblowed him. Then he precedeed to send me tells saying no hard feelings and bragging about how the fire dmg is gonna set in and do massive wounds to me. Sure enough 5 minutes later the fire dmg is still on me and THEN starts to do massive dmg, about 400 dmg each tick and eventually wounded me 800 health points. There is so many things wrong with that one pvp experience it would make any normal gamer just laugh, realize SWG is a complete joke of a pvp game, cancel their account and play a serious pvp game. However I guess im to thick headed to realize that ![]()
First of all the fact that a rebel can attack another rebel like that is just foolish. This create a whole realm of problems in itself. Secondly, the fact that either of us can take out the other one in just one shot is beyond lame. And third, the fact that BH get a cheap FIRE dmg shot that lingers around for 5 minutes doing nothing but then after 5 minutes kicks in and does 400 dmg and eventually wounds someone for over 800 health dmg in a matter of seconds is completly retarded for both the BH AND his target, let alone say how unfair this massive dmg fire attack is compared to a Commando. Btw this whole concept of the heavy weps styles are suppose to be so massive in dmg that they need a 12k action delay after each style is horsecrap. The BH can use their Torso Shot (the fire damage massive wound style) and can immediatly keep attacking right after using it.
Can someone please tell me why they even bothered putting in a commando profession. Whatever a commando can do, other professions can do 100x better and not get the same drawbacks. And they are suggesting that we are to only recieve the styles and defensive skills from other professions if we truely want to be able to compete. Whats the point in becoming a Commando, seems to me unless they truely rework and fix our profession that we would be better off being a single wep spec character.
Btw there was a guy who was a Master Marksman on Lok who saw me soloing Elder Snorbals the other day. He was like "WOW what are you doing to those things. Commandos must rock!" I had to hang my head in shame and tell him the truth. It wasn't any kind of commando skill or ability I was using, just simply a chain of pistol whips and stopping shots from my pistoleer profession I had to use to bring down the beasts and I simply had Novice Commando tagged over my head.
He further asked me the common questions that Im asked many times a day......"Is commando still broke?", "whats so broke about commados?", and "please explain to me (in detail) why commandos are so gimped then?"
After he saw me solo a pack of snorbals and elder snorbals he was like "Wow instead of BH I think im gonna go Commando now!" After I told him the extensive probs with commandos and the fact that I was indeed using pistoleer styles and not Commando ones he said to me "I think I'm gonna become a Master Pistoleer and Bounty Pistol BH!" Pretty soon the entire game is gonna be nothing but Master Pistoleers/Bounty Pistoleers, or Pistoleer/CHs.
Its a shame....SWG had so much potential and the implementation of those great ideas all fizzeled out due to the greedy suits at SOE and the devs not willing to stand up for themselves and their game.
But by all means SOE, please put in more worthless content in the game and bypass commandos and other gimped profession even more.
Honestly, I think they should have added a general level system that you would gain exp in just for killing mobs, doing missions, or crafting something, etc. And each level would increase your HAM. That way you can take on higher stuff (which I think is right. I'm a novice commandoyet I feel like a novice marksman). Possibly other stuff, but most importantly HAM increase. That way someone who just put one point in rifleman can't pick me off in one shot.
The way it is right now, is to kill higher end things, you need more people in a group. It seems skills are irrelevant to high-end game mobs, its just bigger groups.
If you look at the range modifiers on small arms, they have only three values, but if you watch the "to hit" modifier beside the name of something you target, it changes slowly.
They can't give a list of the weapon's modifier at all ranges. That would be 64 numbers.
Okay, we sell apistol with 10/24/-80 and an ideal range of 8. What is happening is the modifier is increasing (better to hit) until you reach 8m. At that point it starts dropping. If the middle number is for 20 meters and the 10 is for 4, the to hit is ramoing up from 0m to 8m, and happens to be 10 at 4m. We don't actually know what the midifier is at 8, we only know it increases. It comes down slowly and is 24 at 20m. It keeps falling, probably drastically, beyond 20 m, until it's -80 at whatever the long range position is.
Now, look at the weird modifier for the Flamethrower. SOmething like 0/-27/0. The actual number doesn't matter. What matters is that, unlike small arms, the number is decreasing from range 4 to 20, and turns around to increase before hitting the long range modifier. The curve is inverted! So, there is no ideal range to report, since there is no "peak of the mountain" point.
It's entirely possible that ideal range is nothing more than a way to tell you, "Your best chance to hit is at this range."