Commando Archive

Thread: IT 7-17 Commando changes

TechnoHic
Tue Mar 02, 2004 5:04 pm
#1


Thunderheart: Commandos, here is your official thread to report feedback on the issues in TC. Post here to have issues with changes on TC resolved.







Ok so it isnt really official but BHs got one for their changes, thought Id make one for ours. So have at it! Post any input on the new changes on TC. I think this is a good time for positive feedback and good suggestions even if we gott do it ourselves.

Message Edited by TechnoHic on 03-02-2004 07:06 PM



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Raptor2k1
Tue Mar 02, 2004 5:15 pm
#2

Heh, looks like I'll just transcribe my IT post then:






In regards to the Heavy Acid Rifle Enhancments, I have a few recomendations to make that would help balance out the Commando arsenal in terms of versatility.



  • Add AP 2/3 to the weapon, it's a heavy weapon designed for armor piercing attacks, according to the skill-box descriptions, and thus should be reflected in the weapon itself.
  • I would hope to see the current special attacks that merely mimic flamethrower specials changed to better reflect the fact that this weapon is a rifle, which implies being most effective at a range, not 16m or closer (this would also grant the commando profession some much-needed diversity outside of melee range.)
  • Accuracy mods on the HAR after crafting should be shifted to reflect the emphasis on ranged attacks (ie. close up it's not as effective, and it's best at mid-range/long-range.)

Aside from that, I like the enhancements seen so far on TC, and with a few simple tweaks (like those afformentioned) the Commando could go a long ways from being the proverbial 'one-trick pony' by the time this patch goes live from the enhancements to this weapon.







If that's too much change given the current progress through this publish, then I would suggest simpy adding AP now, then making the conceptual changes to the weapon's functions come publish 8.





Kyeran Halkyon

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SWG Commando Forum


Nim_Cross
Tue Mar 02, 2004 5:18 pm
#3



The Acid Rifle needs a face lift. Instead of making it a clone of the Flamethrower, just with different color projectiles and a different weapon mesh, make it have it's own character. Here's my suggestion.


Heavy Acid Rifle Face-lift

Type Of Weapon: Rapid Firing weapon. Instead of making the Acid Rifle like a squirt gun from hell, make it like a heavy assault rifle.

AP: AP2 or AP3 (most likely AP3)

Damage: Put it up to par, if not above-par, with a carbine that does acid damage (can't think of one off the top of my head).

Speed: 1.5 to 3 seconds

Mods: This weapon would be mid-ranged, so it would most likely have similar mods to a carbine.


Heavy Weapons Branch Overhaul

Just about the only heavy weapon that people use is the rocket launcher. These weapons suck. These weapons arn't worth the recourses. They miss a high percent of the time, and they are crazy-expensive. I'd rather see all the heavy weapons taken out, except for the rocket launcher. To replace the four or so charge-using heavy weapons, keep the rocket launcher and add the E-Web rifle. The E-Web is a heavy rapid firing rifle that is mounted on a tripod.


E-Web Suggestions

I'm not good at suggesting weapon speeds, and damages and such, so I'll just describe it. The E-Web would shoot fast and do high damage. TheE-Web would either do Heat or Stun damage (I'd rather have stun since there arn't too many weapons that have stun). TheAP would be aroundAP0 or AP1.The E-Web would be one of the most powerful weapons in the game. The E-Web's downsides would keep it from being overpowered. The E-Web would be like a mobil-manned turret. It would take 30 to 60 seconds to set up. The E-Web would require one Commando that has the certification for it, and a Master Marksman to opperate. Once set up, the Commando would select "Man Turret" while the Master Marksman would select "support" or something like that. Once the two people are manning the E-Web, the Commando would select who to attack. As the Commando goes thru the tiers of Heavy Weapons, he/she would earn new specials, like Multi-shot (fires a chain of 3 or 5 bolts) and/or spray-shot (does more damage to a lot of targets, but the accuracy would be lower since it's like spraying a hose). The E-Web could be targetted by opposing players and destroyed. The E-Web would take 30 to 60 seconds to take appart and store. This would make it more or less a defensive weapon. It would be used to defend areas from opposing forces, or else it could be set up to take out a building, or any other target that has limited movement.


Seriously though, Commandos need more variety in weapons. All we have in Heavy Weapons is the same gun, only different types of damage. I'd rather have 4 different styles of weapons (one rapid firing assault rifle, one "spraying" flamethrower, one charge-using rocket launcher, and one stationary gun turret) than 8 weapons, in which one is original (Launcher Pistol is Original, HAR and FT are the same gun, different types of damage, and all the weapons in the HW tree are the same gun, just different types of damage).


So yeah, please don't give us that "New weapons are too much, it requires new artwork, new coding, and so on". This arguement will not fly with us because the Riflemen, who already have one of the most powerful weapons in the game,are getting a new gun that is better than anything we have to offer.

Message Edited by Nim_Cross on 03-02-2004 06:48 PM





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Devir92
Tue Mar 02, 2004 5:21 pm
#4






Raptor2k1 wrote:

Heh, looks like I'll just transcribe my IT post then:







In regards to the Heavy Acid Rifle Enhancments, I have a few recomendations to make that would help balance out the Commando arsenal in terms of versatility.



  • Add AP 2/3 to the weapon, it's a heavy weapon designed for armor piercing attacks, according to the skill-box descriptions, and thus should be reflected in the weapon itself.
  • I would hope to see the current special attacks that merely mimic flamethrower specials changed to better reflect the fact that this weapon is a rifle, which implies being most effective at a range, not 16m or closer (this would also grant the commando profession some much-needed diversity outside of melee range.)
  • Accuracy mods on the HAR after crafting should be shifted to reflect the emphasis on ranged attacks (ie. close up it's not as effective, and it's best at mid-range/long-range.)

Aside from that, I like the enhancements seen so far on TC, and with a few simple tweaks (like those afformentioned) the Commando could go a long ways from being the proverbial 'one-trick pony' by the time this patch goes live from the enhancements to this weapon.








If that's too much change given the current progress through this publish, then I would suggest simpy adding AP now, then making the conceptual changes to the weapon's functions come publish 8.








Bravo, man. It's absolutely rediculous that the second heaviest acid weapon in the game is the only one with no AP. AP 2 should be the bare minimum on the HAR, esp. seeing that the new disruptor rifle is set at that level, and it's not a heavy weapon.



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TechnoHic
Wed Mar 03, 2004 6:54 am
#5

Thunderheart: I will look into these as soon as possible and see fi we can get something going. Remember to post further ssues here and use your correspondant channels so we have less people we have to ignore. Thank you.






Figured I play the role a little more.





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DekuTamriel
Wed Mar 03, 2004 9:18 am
#6

I totally agree with you guys. Perhaps the Heavy Weapons support tree would instead by the new AR?



- - Deku Tamriel
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Bigjimmy1
Fri Mar 05, 2004 2:38 am
#7










Im a die hard Commando fan and have been a commando since week and half after launch and the 2nd master commando on the server.



Ive done commando extensively and my opinion is that we just need more accuracy and little more speed on the heavy cannons and knock down the dmg of upcomming patch of the HAR and make it medium armor piercing. And also bump up the Accuracy on the Har and flamethrower.


I enjoy using the cannons and the grenades its rly fun but there are some buggs to still work out.




Everyones a hero of there own story!
Bigjimmy1
Fri Mar 05, 2004 2:40 am
#8

I know there are some buggs to work out, but in a whole i think commando is kinda fun how it is just need to work out some of the buggs.



Everyones a hero of there own story!
Callahorn
Fri Mar 05, 2004 4:35 am
#9

How about a knockdown attack for level 4 or FT or HAR? I think that would rock. If not mabye a facelift for our Combat Experience Tree. Im just starting commando but from the looks of it besides dmg mitgration and one knock down defence its useless... am I missing something?



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TechnoHic
Fri Mar 05, 2004 7:30 am
#10

Thunderheart: Knockdowns cause for a lot of grieving. We all believe you are all working properly once the HAR is fixed.






lol, Anyway, I think that what they did with the FT could have been a good move but we need that long delay removed in order for us to be worth anything now. Just think if your FT specials worked as fast as your 3.0-5.3 speed. That would be a lot bettter and think we could easily get away with it now fairly seing the damage I do lately with my FT. I also would like AP2 on the HAR with 64m range at price of damage.





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