Commando Archive

Thread: SIGN to fix heavy weapons skill enhancing attachments

G13Kryptic
Thu Mar 04, 2004 11:20 pm
#1


Hello, currently, heavy weapon speed and heavy weapon accuracy SEA's do not work. These mods dont even exist anymore.


Today i looted a +16 heavy weapon speed armor attachment, this to me is a slap inda face, this SEA is USELESS! This is the last straw, commandos need thier SEA's to work with the current skill mods, not the skill mods from back in beta. Please mr. Lord, can you forward this to TH and make sure its on hte list to be fixed.


Thankyou


*EDIT* Also this no heavy weapons thing inside caves or dungeons really sucks, they just dont fire at all , it really annoys me. I'd like to see that fixed as well *EDIT*

Message Edited by G13Kryptic on 03-04-2004 10:27 PM



Founder of ASC | Anti-Shuttlewait Coalition
Mastered | More than you!

Unlocked on | Before you did newb


Cuality
Fri Mar 05, 2004 2:18 am
#2

better yet, leave the SEAs the way they are... and just change all of our heavy weapons to work off the same accuracy and speed mods... i dunno, you can call it heavy weapon accuracy or something. might be a tad much, i mean, especially since obviously there is such a huge difference in firing a HPBC than a rocket launcher (to make things go boom, press the red button)




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shutout
Fri Mar 05, 2004 4:44 am
#3

if combat medics can toss poisons and ranged stims in caves, we should be able to toss grenades in there as well. plain and simple.


and yeah, i'd love to see heavy weapon speed and accuracy SEA's fixed. i have a ton of them saved up, just in case they are fixed, and would love to use them. its pretty sad that we're the only class that gets no love with attachments(not counting pistol mods for a weapon we get no extra mods for),



--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
LordSeckmoth
Fri Mar 05, 2004 8:21 am
#4

I have this in my Top 5 and have brought it up to the Dev's. So I have brought it up to them, more than once, just not sure of when we would get a fix. More than likely it's in the combat balance, as many, many, issues are.
darkguyver
Fri Mar 05, 2004 12:44 pm
#5

thank you for looking in to this for us . i would be nice have a choice of what weapon we wanted to use in caves besides our basic marksmen weapons



Vae victus "suffering to the conquered."
TechnoHic
Fri Mar 05, 2004 12:49 pm
#6

I would rather have our actual skills wwork first befor I even worry about this.



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G13Kryptic
Fri Mar 05, 2004 6:11 pm
#7






LordSeckmoth wrote:
I have this in my Top 5 and have brought it up to the Dev's. So I have brought it up to them, more than once, just not sure of when we would get a fix. More than likely it's in the combat balance, as many, many, issues are.






ty sir, ill admit i dont come to the commando forum that often, so i apologize for bringing up old topic, i was in a rage when i looted that SEA as well , heheh, im sure you can relate



Founder of ASC | Anti-Shuttlewait Coalition
Mastered | More than you!

Unlocked on | Before you did newb


ElrohirSoR
Fri Mar 05, 2004 8:02 pm
#8

/sign



umm i posted a similiar threed yesterday. Well at least now i know that the correspondant has brought it up to the attention of the devs.





Elrohir
Master Rifleman/TKM / Marksman 4004/Brawler 4300/Nove medi and scout

GTSimmo
Master Swordsman/Master Doctor
Previously: Master Fencer, TKM, Brawler, Carbineer, Marksman, RIfleman, Armorsmith, Artisan, Combat Medic, Entertainer, ID, and Scout
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