Commando Archive

Thread: digging through the archives...

Ackehece
Fri Mar 11, 2005 8:04 am
#1



Comments by me in RED


Well, this is really the fastest turnaround on questions that I've ever gotten, so here's what I had in my mail box when I got home.



Responses below (DEV2). I hope this helps.

~Kevin "Q-3PO" O'Hara
Community Relations Manager
Star Wars Galaxies
Sony Online Entertainment



-----Original Message-----
From: [email protected] [mailto:[email protected]]
Sent: Friday, August 01, 2003 6:13 AM
To: SWG, Correspondent
Subject: Re: RE: Commando


Responses to the Dev's replies.
>
>
> Week 1, Dated 7/24/03
>
> Seems, by me having ISP woes, I'm a day late, as some other correspondent
> sent info in for the Commando. But, I sending this anyhow. Please let me
> know if you need to see any of this ingame, as it would be quite easy to
> demonstrate some of the problems.
>
> 1.) Weapon Cert for Heavy Acid Rifle and Beam Rifle. Currently, whenever
you
> try to use one of these 2 weapons you get the message saying that you are
> not qualified to use this weapon, and the end result is 10 to 14pts of
> damage per hit.
>
> DEV: This should be fixed on Test Center currently.
RESPONSE: This is good news, will people have to aquire new weapons or will
the existing ones be functional?
DEV2: Existing



  • This of course is partially fixed now - but the Beam Rifle was never cert'd


>
> 2.) Poor stats on the Heavy weapons, basically the 0 ideal range, the
> severely unbalanced range mods, and apparent lack of accuracy of the
weapons
> in general. This is for the Flame Thrower and HAR (Heavy acid Rifle), dpm
in
> the range of 1200 which considering that you cannot use marksmen skills
with
> the heavy weapon, you just point and shot, and wait for the mob to die
with
> no real tactics, these weapons should be in the 1800 to 2200 dpm,
otherwise
> there isn't really anything "heavy" about them.
>
> DEV: The default attack of these weapons are not impressive. These weapons
> shine with special moves. The Update on Test Center increases the power of
> special moves. With greater power comes the need for balance (hence
> requiring special moves for the good stuff).

Response: You do realize that the special moves take a 10 to 12 sec
recovery? If I miss with my all powerful special move (which I do more
often than not) I'm basically dead, or going to get 0 exp in group due to
the group exp split being based solely on damage.
DEV2: Because these moves are very powerful, and have slow recycle times, we
will investigate the miss/hit ratios. If they're still too high we will make
these commands easier to use.



  • Again partially fixed

  • Heavy weapons still miss much to often and do to little damage for their cost/benefit ratio

  • still can be outdamaged by many professions and the delays still are intolerable in pvp


>
> 3.) Insane delay time to recover from the special attacks. With Flame 1, I
> have clocked 12 to 15 sec delay to recover from using this special.
> Considering the affect is not nearly as good as healthshot2, this seems to
> be a huge penalty to use one of four commando specials. In comparison,
> Healthshot2, hits the target for 400pts, no damage initially, but ever 15
> secs or so, the target takes 400pts of health damage, over an approximate
> 1.5 min time frame. The recovery time to fire the next shot, is a sec or
two
> more than the fire rate of the pistol. Where as with the flame1, it does
say
> 300pt of fire damage initially, then does 150, the does 75 then does 35,
and
> the stops, all this in about 60 secs, However it takes, a full 13 or more
> secs to recover and be able to execute any commands or return fire.
>
> DEV: We're investigating this. With increased damage of special moves (see
> above), the delay should be appropriate. Try it on Test Center and if is
> isn't, we will tweak them.

Response: How can I check this on the TC? Do I not have to create a new toon
to play on test center? Unless I can just jump on the TC with my currect
toon, there is no way I can test this without a month of grinding and
powerlevel.. which btw is very boring.

DEV2: Good suggestion. I've taken it to the Producers to get their thoughts
on doing something like this.



  • Easier for correspondents to test now on TC

  • Delays are still the longest in the game due to weapon speed and specials time mods

  • at least the flamedots don't die off as fast as they used and I don't think they halve in strength each tick anymore


>
> 4.) The extreme difficulty in getting resources for the weapons which
> totally gates the profession. Not only do commandos have to wait for a
> master weaponsmith, they have to wait for a whole gambit of rare
resources,
> that have not spawned once, or they have only been present for one day in
> the beginning of release. Seems this is abit harsh considering the 2
primary
> heavy weapons (HAR and Flame Thrower) are the only thing we can use to
gain
> HW exp and this appears to be true on all servers. What most would like
to
> see, is a few of the specific items required be changed to a general item,
> for example, instead of Class 3 Liquid Fuel for the flame thrower, it
> should be simply Liquid Fuel. The weapons shouldn't require more than one
> or 2 specific items to craft, much like the other firearms in the game.
>

> DEV: We do want these weapons to be more rare than other weapons because
> they are more powerful, but we'll look into this more. On Test Center,
we've
> made some changes to the Launcher Pistol that should help Commandos adance
> in heavy weapons.

>RESPONSE: Problem is, people do not view Commando as a part time
profession. They feel gated that the weapons are not available the vast
majority of the time. If the Launcher Pistol is being "fixed" will it still
be able to use pistol moves/skills?

DEV2: Yes they will.. launcher pistol will use all pistol special
moves/mods, but grant heavy weapons xp.



  • Still Nearly impossible to get a reliable source of HWs

  • Launcher pistol was fixed.



> 5.) General components that we craft are in the wrong line, and basically
do
> nothing to improve the actual grenades. The grenade certs are in the acid
> skill line, and they are only used on grenades. Plus I've had a
weaponsmith
> craft me 10 cryobans with compositions, and 10 without, and there are no
> differences, even though I used high quality parts, that gave a 15 to 20%
> experimentation on the composition. Commandos being combat classes get
very
> little experiment pts to make these, if they require 50%+ on
> experimentation, its never going to happen.
>
> DEV: Commandos should not be crafting anymore. Beta testers did not like
> that commandos were crafters so we moved the grenades to the weaponsmith.
> The remenants of that system should be cleaned up on Test Center.
Response: Ok.



  • A completely fixed issue except for the SEA's that still drop



> Only pet peeve I have, is that when I use my flame thrower, things con
less
> than when I use my Launcher Pistol (which gives pistol xp btw), but I
cannot
> kill anything with the thrower at the same efficiency as I can with my
> knucklers or my pistol. I miss my target 50 to 70% of the time with the
> thrower, and the damage is sporadic, so I have deal 50% more damage to
kill
> something, for example, a mob with 1000 health requires on average 1500
pts
> of damage to kill. At 1100 dpm (ave), it takes over a min to kill
> something. Same mob with a knuckler can be killed in 10 secs, in 4 blows
or
> less. If the HW cannot target HAM then they need to have far better dpm to
> be on par with other contemporary classes.
>
> DEV: Try it with the improved special moves. Remember these are your
special
> case weapons; they are not intended to be your primary in all
circumstances.
Response: What should be my primary in most cases? The rarity of the
weapons, combined with the insane decay rates, makes it very difficult to
get heavy weapon exp. At the moment, we are basically forced to solo to get
decent gain. With group exp being based on damage, (regardless of what
Holocron states, it is..) the poor performance of the weapons plus the
specials not being what they are on the TC and the fact that the delay is
death or wasted time when you miss more than 75% of the time, the class is
very much gated it feels. Many people are going to ask me, why can they not
hotfix the specials and weapon certs? When will we get the fixes? And, how
can I gain exp while I cannot buy the weapon? I know many people who have
been commando novice for over 3 weeks, and have had 0 HW exp in that time.
DEV2: The launcher pistol, the fixed certs and the drastically improved
special moves should help. We might need to investigate how the flame damage
works related to xp as well. Additionally the acid rifle might need to be
sped up as it does not apply a dot effect.



  • Flame Dot and looting rights still is an issue

  • Acid Rifle is still very inferior

  • XP for killing creatures is still capped at a much lower level then other professions in some cases



"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Azagthoth23
Fri Mar 11, 2005 8:30 am
#2

woot ?u did get this reply today ??



or u just digged it out, to show that theres still not much fixed for over a year ?

(thats what my hate rise, oce every month or so hehe )





-----------------
I want more ROCKETS, more NAPALM and more BEER !
Ackehece
Fri Mar 11, 2005 8:32 am
#3






Azagthoth23 wrote:

woot ?u did get this reply today ??



or u just digged it out, to show that theres still not much fixed for over a year ?

(thats what my hate rise, oce every month or so hehe )









*points at the thread title and at the date highlighted in the thread....*


this conversation is over 2 years ago!




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




JoKen_Jash
Fri Mar 11, 2005 10:11 am
#4

Great to know the devs just love this profession, isn't it?



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
TaloMox
Fri Mar 11, 2005 11:30 am
#5






JoKen_Jash wrote:

Great to know the devs just love this profession, isn't it?






They are investigating still on whether or not they love it.



Pigag

Up and coming forum pvper.... but not high enough level anymore.

Cancelled.
StarNick
Fri Mar 11, 2005 4:22 pm
#6

Its interesting to point out (something Ill never forget), that our primary weapon was to be our launcher pistol...


A weapon, that had no ap...


No mods...


No specials...


...in commando.


It was more worthwhile taking up Nov Commando and Master Pistoleer than Mastering Commando and Pistoleer...


And our secondary use only of the FT? Hah...


The devs, were very funny back then...


Speaking of which, anyone remember those fanta shokata (or something like that) movies? The ones of Q-3PO and Holocron...were classic!



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Cpl_Fisher
Fri Mar 11, 2005 4:28 pm
#7

OMG


That's like when you hear on the news about a postcard that was mailed in 1950 just being delivered......



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Ackehece
Fri Mar 11, 2005 4:41 pm
#8






Cpl_Fisher wrote:

OMG


That's like when you hear on the news about a postcard that was mailed in 1950 just being delivered......







it is an interesting read though... very evocative... and depressing at the same time.


many things there are still problems today


and yet at the same time many things have changed since then.




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




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