Commando Archive
Thread: The Echo of Commando...
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Barris
Wed Feb 11, 2004 5:34 pm
#1
Well, this patch did it. It took commando and set it in a blaze of prepatch nalpalmy goodness.
The patch was coming and the commando forum was in an uproar. We told TH we didn't want commando's only decent skill nerfed. He ignored us and now the commando profession is as good as 100% broken and useless. The forums here were loud and full of input... With in the next few days all you will hear on this forum will be the echos of fallen commandos taken out by a riflemen which our weak burns can't everhit. Good job to SOE, you totally obliterated commandos. All that will remain of this forum will be posts long forgotten by people who have left this game in hopes to find something better. Many of my friends are leaving SWG these days... some that I have known since I first started playing.
You gave us a giant ball of candy and then replaced it with a few cloves of garlic.
/salute the long time commandos ofSWG who are leaving the game or getting a new professions completely.
TheRealChriss
Wed Feb 11, 2004 5:37 pm
#2
you haven't been playing long enough to know a "broken and useless commando"
Raptor2k1
Wed Feb 11, 2004 5:45 pm
#3
"You gave us a giant ball of candy and then replaced it with a few cloves of garlic."
I like garlic...
Radiant-Sharpie
Wed Feb 11, 2004 5:49 pm
#4
Barris wrote:Well, this patch did it. It took commando and set it in a blaze of prepatch nalpalmy goodness.The patch was coming and the commando forum was in an uproar. We told TH we didn't want commando's only decent skill nerfed. He ignored us and now the commando profession is as good as 100% broken and useless. The forums here were loud and full of input... With in the next few days all you will hear on this forum will be the echos of fallen commandos taken out by a riflemen which our weak burns can't everhit. Good job to SOE, you totally obliterated commandos. All that will remain of this forum will be posts long forgotten by people who have left this game in hopes to find something better. Many of my friends are leaving SWG these days... some that I have known since I first started playing.You gave us a giant ball of candy and then replaced it with a few cloves of garlic./salute the long time commandos ofSWG who are leaving the game or getting a new professions completely.
The flamer is far from worthless.. I find it VERY acceptable with the new changes.
What does a huge dot matter when what you shoot dies before the DOT can tick?
Barris
Wed Feb 11, 2004 6:20 pm
#5
It's going to make krayt soloing really hard now that burns do only a fraction of what they did.
tacwraith
Wed Feb 11, 2004 6:35 pm
#6
sigh just how hard is it for you people to realize this is a NERF?
Here, ill use simple numbers for you.
Pre-nerf: 10k AP0 initial damage, dots ticked for 1.5 to 2k per tick, unnaffacted by resists or armor rating.
Post Nerf: 13-15k initial damage, dots tick for 500 to 800 per tick. ticks unnaffacted by resists or armor rating.
In combat vs any target that has light armor rating:
Pre-nerf:
Total damage= 10k /2 (AP0 vs AR1 is 50% damage reduction) = 5k initial damage, )dots ticked 1.5k to 2k. For simplicity's sake ill use 2 ticks worth of damage at 2k per tick) + 4k dot damage (unnafacted by AR1 or armor resists)
Total damage= 9k in about 14 seconds (initial damage plus 2 ticks).
Post-nerf:
Total damage= 15k /2 (AP0 vs AR is 50% damage reduction..and ill be very generous and use 15k initial damage, even though almost everyone has reported doing between 10 and 14k) =7.5k initial damage, dots now tick between 500 to 800.. lets be generous and use the 800 mark.
Total damage = 9.1 (initial damage plus 2 ticks in 14 seconds)
BUT TAC! WE GOT 100 MORE DAMAGE THAN BEFORE!
Aaaaaah but you see young cockroach, when you put in the HEAT RESISTS of the armor/creature... say, the 50% heat resist found in most composite to illustrate this...
Pre-Nerf: 10k/2 (AP0 Vs AR1) = 5k. Then those 5k get a further 50% reduction from the heat resist, so its 2.5k. add the dot damage of 2 ticks is 4k and...
Total Damage= 6.5k APPLIED on target
Post Nerf: 15k /2 (AP0 Vs AR1) = 7.5k. Then this gets 50% damage reduction from heat resist, 3.7k. Now the dots which are only 800 damage each, 2 ticks of the dot adds 1600 to it..
Total Damage = 5.3k APPLIED on target.
So please tell me, ,IS THIS NOT A NERF?
And remember, for the post-nerf I used rather high numbers than what are being reported.
Here, ill use simple numbers for you.
Pre-nerf: 10k AP0 initial damage, dots ticked for 1.5 to 2k per tick, unnaffacted by resists or armor rating.
Post Nerf: 13-15k initial damage, dots tick for 500 to 800 per tick. ticks unnaffacted by resists or armor rating.
In combat vs any target that has light armor rating:
Pre-nerf:
Total damage= 10k /2 (AP0 vs AR1 is 50% damage reduction) = 5k initial damage, )dots ticked 1.5k to 2k. For simplicity's sake ill use 2 ticks worth of damage at 2k per tick) + 4k dot damage (unnafacted by AR1 or armor resists)
Total damage= 9k in about 14 seconds (initial damage plus 2 ticks).
Post-nerf:
Total damage= 15k /2 (AP0 vs AR is 50% damage reduction..and ill be very generous and use 15k initial damage, even though almost everyone has reported doing between 10 and 14k) =7.5k initial damage, dots now tick between 500 to 800.. lets be generous and use the 800 mark.
Total damage = 9.1 (initial damage plus 2 ticks in 14 seconds)
BUT TAC! WE GOT 100 MORE DAMAGE THAN BEFORE!
Aaaaaah but you see young cockroach, when you put in the HEAT RESISTS of the armor/creature... say, the 50% heat resist found in most composite to illustrate this...
Pre-Nerf: 10k/2 (AP0 Vs AR1) = 5k. Then those 5k get a further 50% reduction from the heat resist, so its 2.5k. add the dot damage of 2 ticks is 4k and...
Total Damage= 6.5k APPLIED on target
Post Nerf: 15k /2 (AP0 Vs AR1) = 7.5k. Then this gets 50% damage reduction from heat resist, 3.7k. Now the dots which are only 800 damage each, 2 ticks of the dot adds 1600 to it..
Total Damage = 5.3k APPLIED on target.
So please tell me, ,IS THIS NOT A NERF?
And remember, for the post-nerf I used rather high numbers than what are being reported.
Radiant-Sharpie
Wed Feb 11, 2004 6:39 pm
#7
Your problem is that you seem to think that we should be immune to resists.. Well guess what, We shouldn't!
Part of the game was broken, this allowed us to do insane damage while ignoring armor and resists. It was good while it lasted, yes.
HOWEVER
It's FIXED (not nerfed, FIXED) now. Adapt or go be a TKA/Rifleman, then complain next month when that's FIXED.
Part of the game was broken, this allowed us to do insane damage while ignoring armor and resists. It was good while it lasted, yes.
HOWEVER
It's FIXED (not nerfed, FIXED) now. Adapt or go be a TKA/Rifleman, then complain next month when that's FIXED.
tacwraith wrote:
sigh just how hard is it for you people to realize this is a NERF?
Here, ill use simple numbers for you.
Pre-nerf: 10k AP0 initial damage, dots ticked for 1.5 to 2k per tick, unnaffacted by resists or armor rating.
Post Nerf: 13-15k initial damage, dots tick for 500 to 800 per tick. ticks unnaffacted by resists or armor rating.
In combat vs any target that has light armor rating:
Pre-nerf:
Total damage= 10k /2 (AP0 vs AR1 is 50% damage reduction) = 5k initial damage, )dots ticked 1.5k to 2k. For simplicity's sake ill use 2 ticks worth of damage at 2k per tick) + 4k dot damage (unnafacted by AR1 or armor resists)
Total damage= 9k in about 14 seconds (initial damage plus 2 ticks).
Post-nerf:
Total damage= 15k /2 (AP0 vs AR is 50% damage reduction..and ill be very generous and use 15k initial damage, even though almost everyone has reported doing between 10 and 14k) =7.5k initial damage, dots now tick between 500 to 800.. lets be generous and use the 800 mark.
Total damage = 9.1 (initial damage plus 2 ticks in 14 seconds)
BUT TAC! WE GOT 100 MORE DAMAGE THAN BEFORE!
Aaaaaah but you see young cockroach, when you put in the HEAT RESISTS of the armor/creature... say, the 50% heat resist found in most composite to illustrate this...
Pre-Nerf: 10k/2 (AP0 Vs AR1) = 5k. Then those 5k get a further 50% reduction from the heat resist, so its 2.5k. add the dot damage of 2 ticks is 4k and...
Total Damage= 6.5k APPLIED on target
Post Nerf: 15k /2 (AP0 Vs AR1) = 7.5k. Then this gets 50% damage reduction from heat resist, 3.7k. Now the dots which are only 800 damage each, 2 ticks of the dot adds 1600 to it..
Total Damage = 5.3k APPLIED on target.
So please tell me, ,IS THIS NOT A NERF?
And remember, for the post-nerf I used rather high numbers than what are being reported.
TheRealChriss
Wed Feb 11, 2004 6:49 pm
#8
Barris wrote:
It's going to make krayt soloing really hard now that burns do only a fraction of what they did.
do you really think that people are meant to solo krayts in this game?
tacwraith
Wed Feb 11, 2004 6:52 pm
#9
radiant, I could give a rats ASS if the damage done was through dots or upfront. LOOK at the numbers, the way SOE 'fixed' the flamer they REDUCED its damage.. significantly.
" Your problem is that you seem to think that we should be immune to resists.. Well guess what, We shouldn't!
Part of the game was broken, this allowed us to do insane damage while ignoring armor and resists. It was good while it lasted, yes."
No we shouldnt. And if you had been in these forums for the past 4 months and more you wouldve seen we have been asking CONSTANTLY for this to be fixed, with hundreds of alternatives proposed. All ignored by SOE. Yes, WE the commandos were asking for this.
"HOWEVER It's FIXED (not nerfed, FIXED) now."
SOE nerfed, not FIXED. Look at IVONI's post, its a sticky. I bet you, just like TH and the rest of SOE, just MISSED reading it. Commando prepatch was ALREADY outdamaged (this includes the DOT DAMAGE) by ALL OTHER RANGED PROFFESSIONS. Read that? OUTDAMAGED. Now we get a FURTHER damage reduction this patch. That defines a NERF.
"Adapt or go be a TKA/Rifleman, then complain next month when that's FIXED.""
No need. ive already been master tka+master commando.. ive also been master commando+master rifleman... and carbineer..and pistoleer... and swordman.. and combat medic... and squad leader.. and CH..
" Your problem is that you seem to think that we should be immune to resists.. Well guess what, We shouldn't!
Part of the game was broken, this allowed us to do insane damage while ignoring armor and resists. It was good while it lasted, yes."
No we shouldnt. And if you had been in these forums for the past 4 months and more you wouldve seen we have been asking CONSTANTLY for this to be fixed, with hundreds of alternatives proposed. All ignored by SOE. Yes, WE the commandos were asking for this.
"HOWEVER It's FIXED (not nerfed, FIXED) now."
SOE nerfed, not FIXED. Look at IVONI's post, its a sticky. I bet you, just like TH and the rest of SOE, just MISSED reading it. Commando prepatch was ALREADY outdamaged (this includes the DOT DAMAGE) by ALL OTHER RANGED PROFFESSIONS. Read that? OUTDAMAGED. Now we get a FURTHER damage reduction this patch. That defines a NERF.
"Adapt or go be a TKA/Rifleman, then complain next month when that's FIXED.""
No need. ive already been master tka+master commando.. ive also been master commando+master rifleman... and carbineer..and pistoleer... and swordman.. and combat medic... and squad leader.. and CH..
Raptor2k1
Wed Feb 11, 2004 9:06 pm
#10
All of this arguing over whether or not this is a nerf and it was needed is pointless. Of course this is a nerf, and of course it was needed. The only problem here was the poor timing on the devs part in regards to delivering on combat fixes before nerfing (which didn't happen.)
Basically, we're going to have to deal with being a little bit more sub-par in terms of damage than usual for a month or so, there's nothing we can really do about it aside from /bugging the HAR mods daily.
DarkNexus1014
Wed Feb 11, 2004 10:28 pm
#11
Barris wrote:
...With in the next few days all you will hear on this forum will be the echos of fallen commandos taken out by a riflemen which our weak burns can't everhit...
Lol Ironically I just got pwned today by a rifleman b/c my burns never hit... you jinxed me d00d
Ah well, I am still hoping they fix us! BTW regarding the Heavy Acid Rifle, I was really looking forward to using it, up until I looked at its actual stats... eh, WHY would I use this over my FT? Hehe. Here's to the future! 
HeadRoll
Wed Feb 11, 2004 11:08 pm
#12
*It's going to make krayt soloing really hard now that burns do only a fraction of what they did*.
/agree
The whole point of this patch was to eliminate the Commando/Smuggler templates being able to solo high end mobs like Krayts.
Dot the Krayt, FD,...and watch it burn laying on your back....
I was about to make a template specifically for this purpose after watching a Commandofriend accomplish this.. oh well... LOL
DarthTaosin
Wed Feb 11, 2004 11:16 pm
#13
*It's going to make krayt soloing really hard now that burns do only a fraction of what they did*.
Geee, I wonder. It's very easy to make FD not work for CL whatever mobs.
/agree
The whole point of this patch was to eliminate the Commando/Smuggler templates being able to solo high end mobs like Krayts.
Dot the Krayt, FD,...and watch it burn laying on your back....
I was about to make a template specifically for this purpose after watching a Commandofriend accomplish this.. oh well... LOL
Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhmmmmm......
Ok, so the point of the patch was to stop the Feign Death + Burn from allowing people tosolo krayts etc?
So they did ALL THIS WORK, just to make sure nobody SOLOS a few hard, high-end mobs?
Ask yourself, what would require more work, making it so that these mobs KNOW they were burned and are being FD'd, or completely changing the way DoT applies across the board FOR EVERY SINGLE COMBAT PROFESSION IN THE GAME?
Geee, I wonder. It's very easy to make FD not work for CL whatever mobs.
The answer is easy, figure it out.
Tao
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