Commando Archive

Thread: Objective View to Commando Fixes

Tailmonkey
Thu Aug 14, 2003 1:16 pm
#1






FunkyO wrote:

Rocket Launchers don't punch out any more damage than that of a scout blaster, and are much slower than one. I think it would be necessary to increase the damage dealt by the rocket launcher to more than a scout blaster to compensate for it's slowness.

5. Increased 'charges' for the rocket launcher. I purchased a rocket launcher and found it only had 25 charges on it. Was told this is normal. This isn't up to par with the other launchers doing 200+ with charges. I believe, and the general consensus seems to be, that charges need to be increased to be on par with the other launchers.





I would like to point out that last night, I had a master weaponsmith craft two rocket launchers for me.
And no, I cannot reveal the name of the weaponsmith as they would like to remain anonymous, they reported that it was a pain in the ass to craft it.

But the resulting launchers had more than 100 uses. (The first one had 172 uses) and it's damage was 116-588 with Heavy Armor penetration.


That's all I'm saying about it. Just stating some facts.




X=-------------------------------------------------------------------=X
Toryn Freeholde
Chilastra

"As God as my witness, I thought turkeys could fly..."
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Stuktongue
Thu Aug 14, 2003 3:00 pm
#2

Thanks for this commentary. I like a lot of what you've said and, even more importantly, how you've said it. I think it serves as a good example for others to follow in terms of how to present their arguments to the devs. Hopefully, a new correspondent will be selected soon and will be able to draw from your suggestions.

'Weaps' Havoc
Commando Hopeful
Mos Entha, Tatooine (Flurry)
FunkyO
Fri Aug 15, 2003 12:32 am
#3

First off SOE. Thanks for the change in the Launcher Pistol to Heavy XP, the weapon cert fixes and the grenade throwing accuracy fixes. THis will help us much more than where we were.

Second, below is hopefully an objective view as to what I see the commando profession needs to be successful. These are compiled from my own thoughts and from what I have read on the Commando Forum. hopefully this will help gear the discussions back towards thoughs of what will make the commando class fun and more successful to play than it currently is. Everyone here knows the class is broke, but it's time we put our differences aside and be constructive.


Issues that remain:


1. Damage output of weapons for a Heavy Weapons Class is low. The HAR and the Flame Thrower do 150 - 300dmg without speacial moves, and there are only a few special moves for each with a long recovery time in between use. The long recovery time should be compensated by High Damage output.

Also, it would be nice if the Flame Thrower could use Carbine Specials from Marksman and Carbineer, and the HAR use rifle specials from Marksman and Rifleman. I believe this would make a bunch of us happy and allow us to use more of what we earned in going through to be a master marksman, as well as, choose the weapon that is more appropriate for a given situation.

Rocket Launchers don't punch out any more damage than that of a scout blaster, and are much slower than one. I think it would be necessary to increase the damage dealt by the rocket launcher to more than a scout blaster to compensate for it's slowness.

2. Range of Heavy Weapons. All the Weapons have ideal range of 0(zero). This does not make sense for the use of a heavy weapons class. The ideal range should start around 12m with the max range on launcher pistol and HAR being 64m, and max range on flame thrower being what it is 48m.

Grenades are in this problem as well. I have to be to close to a target to effectively use a grenade that has a max range of 20m. Since the patch I am more likely to hit with the grenade; however, I still receive a considerable amount of splash damage and that damage is typically more damage done to me than the mob I threw it at. I see it necessary to have the grenade with ideal range 15m and max 48m. Think this would help the issue and allow us to have the chance to be a tad bit farther away from the mob and avoid too much splash damage.

3. Availability of resources to make heavy weapons and cost. I still cannot find any resources on server Kauri to make a HAR. All the weaponsmiths I talk with mention they have yet to see the resources that make a HAR. This is of great concern as the resources necessary to make the weapons we need to generate the XP we have to have are not readliy available. I understand that you want them to be rare, but they are more on the border of 'scarce'. There is one and only one character on our server Kauri that can even make the flame thrower. That seems more scarce than rare. The suggestion here is to increase the resource generation for these weapons to help them be slightly more than scarecely available.

4. Allow recharging of "launcher" weapons. So far I see the gerneral consensus as wanting a recharge for "launcher" weapons. I think in this case it would make sense to lower the count from say 220 charges to 100, and allow commandos to purchase 'charges' for the weapons at a lower cost. Currently on our server kauri any of the launcher weapons cost in excess of 50k. if I could purchase charges for the launchers the weapons makers will still make money, but I won't have to put out as much.

5. Increased 'charges' for the rocket launcher. I purchased a rocket launcher and found it only had 25 charges on it. Was told this is normal. This isn't up to par with the other launchers doing 200+ with charges. I believe, and the general consensus seems to be, that charges need to be increased to be on par with the other launchers.

6. Add bonus to defense vs [attack]. So far all we have is +5 vs knockdown. I think it would be necessary to increase this and ranged defense to something in the order of a +20.

Additional thoughts:
-- Armor bonuses. maybe a +10% to all armor categories when armor is equipped.
-- Additon of a heavy acid mingun. Maybe have it as a weapon cert reward for reaching Master Commando.
-- For All masters in each hybrid profession, allow additional attribute points to be added to the character for reaching masters in classes comparable to Commando. For example, as a reward for reaching Master Commando give the character 500 points to put towards the characters attributes of health,strength,constitution,action,quickness,stamina,mind,focus,willpower.
This would help to compensate for our new abilities in the hybrid class we master, but not over compensate.
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