Commando Archive

Thread: Garibaldi, when will you bring up the issue that commando weapons are treated as melee weapons?

Furtin
Sat Aug 02, 2003 10:29 am
#1

Dont you think its about time? I do
sirsri
Sat Aug 02, 2003 1:19 pm
#2

This is a problem with the light lightning cannon for bounty hunters as well. It's been this way since beta. Kind of sad it went live with them in this state.



Sri - Valcyn Black Epsilon Imperial Pilot ace.
"Speed is armour" - First Sea Lord, 1st Baron John 'Jackie' Arbuthnot Fisher
Furtin
Sat Aug 02, 2003 1:22 pm
#3

The fact is, none of this complaining, squabling or whatever you wanna call it, about the commando profession or its skills/weapons means anything untill they are working as designed.

Since the game went live, NO ONE, has seen what a weapon with Armor Rating 3 can do. This is because heavy weapons were broken from the start. They are nothing more than ranged melee weapons with Armor Rating 0, this includes grenades.

So untill the devs fix the armor rating and status of heavy weapons/grenades, why argue about how underpowered they are? It seems to me that half of the people posting on this board arent even commandos, nor have they even tested the stuff they are complaining about. Most of you see some bad info in a post, and you begin to complain about it yourself.

Garibaldi, why would you include half of the stuff that you had in your first letter, in the second one? Obviously the devs have seen your first questions, why reitterate what you have already addressed? Instead, try to fix what is broken right now, instead of trying to design a new profession based on broken mechanics.
Ryuukon
Sat Aug 02, 2003 4:59 pm
#4

You bring up a good point, Furtin. With the current status of Armor Ratings, it's hard to get things rolling in the right direction. I thought I heard Garibaldi bring this up in one of his letters, maybe not, can't remember.


I wouldn't mind getting a response from the Devs, Q, or Holo about how the Armor Ratings are being fixed and what we might be looking forward to. How are heavy weapons going to be rated? I'd imagine the flamethrower will have a lower rating, possibly even a 0, but the acid rifle, through simple logic, should be atleast a 3 since acid would chew through anything that isn't specially treated.


Which brings up another question. Is there a possibility of giving the Acid Rifle it's own rating? I wouldn't be upset if there was armor that'd reduce the effectiveness of the Acid Rifle by lower it's damage via Armor Rating. It only makes sense. Composite Armor with a sillicon glaze perhaps. Wouldn't be too bad at all. I love games with some realism.




Ryuujin
Teras Kasi Artist - Swordsman - Ace Rebel Pilot
Master Shipwright - Master Commando - Master Smuggler

"All that is needed for evil to triumph is for good men to do nothing." - Edmund Burke
Furtin
Sat Aug 02, 2003 10:00 pm
#5

they are called heavy weapons for one reason, heavy armor piercing, or armor rating of 3.

the flamethrower, acid rifle, and all support launchers should all have an armor rating of 3.

the grenades should scale up to 3, with thermal/imperial detonator, and proton grenades having a armor rating of 3.
Tastyclown
Sun Aug 03, 2003 9:28 am
#6

don't get so mad at gari.


he includes so many things again in the second letter because he doesn't think they have been fixed. just because they were the top issues last week, doesn't mean they aren't the top issues this week. the problem is that commandos have more than 5 top issues.


quit being so snotty to everyone

Furtin
Sun Aug 03, 2003 9:32 am
#7

Well it seems like most people that spam on this board dont have a clue what is really wrong with the commando profession because they have never tested it themselves.

Im just trying to get the most important issues fixed first, instead of trying to address grenade AOE effect when it already works, or focusing on the limited use heavy weapons when we dont even know their full potential.
bluefalcon13
Sun Aug 03, 2003 9:57 am
#8

hey i know i dont have a clue... thats the dev's job.... i dont care what anyone says...... if i can get a mission for a termial... one that says you gotta blowup a dewback lair(we all know the missions are adjusted for skill) as a novice commando.... something is wrong.... cause i cant kill a jawa with ease or even kill a cu pu without dying..... i dont know about you all but i want my commando fixed!



Kaynal Pheonix-Moore - TKM, ex-rebel, finally joined the 'bad guys',Kettemoor

If you dont know bout the wife beaters or the days when eisley was an insane place.... and random people would lure mountain dewbacks and mountain squills into town(like me ) then you dont know bout the good ol' days.......
Furtin
Sun Aug 03, 2003 3:17 pm
#9

I am attacking the root issue. All other issues stem from this single problem.

Commandos are not viable damage dealers/overall weak class

Seemingly poor stats/dps on commando weapons

Class definitions

Lots of people are complaining about the "secondary" description of the heavy weapons. Right now no one, not even me, knows how powerful they really are, because they are broke. Maybe the damage will be so massive, that you will only want to use them once each fight, hence, making them secondary weapons.

Its really impossible to bring up any other issue without it steming from this root problem about the weapons. Unless of course it happens to be something completely off the wall that hasnt been brought up yet, I have yet to see any issue like this yet.
Tastyclown
Mon Aug 04, 2003 12:06 am
#10

furtin, there's a slight problem with your plan of attack... you seem to want to get the biggest issue out of the way first, whatever that may be. that's admirable. but you seem to dislike anyone bringing up a different issue. of course, maybe there are TOO many people bringing up different issues, but whatever.


if ALL the issues aren't brought up, something quick and easy for the devs to fix might slip by. what if the main issue is something that is really difficult to fix? we don't know the code, maybe even though it SHOULD be something simple to fix, the code gets messy in that area. then the devs spend 6-8 months fixing the one big problem while there are stil 30-50 smaller problems that they could have fixed on a lunch break.


i think that every issue should be brought up, and given its rightful exposure. if one issue hogs the whole scene, we might get MORE screwed, even if that one issue really is the #1 issue. of course, the importan issues should get MORE exposure than the smaller ones, but the little problems should never be forgotten either.

Page 1 of 1
Previous Next