Commando Archive

Thread: Commandos My take on the DEV responce.

Akkurscid
Wed Aug 13, 2003 3:05 am
#1

--------------------------------------------------------------------------------
Q-3PO wrote:
Big thanks to Garibaldi_di_Alia for compiling these issues. Here are the designers’ responses to the top 5 issues (option 6th is the Correspondent’s pet issue). We have 32 professions to get through so we apologize for the brevity of the answers.

1) Weapon Certifications – Heavy Acid Rifle and Beam Rifle say you are not qualified to use the weapon when you should be.

This should be fixed.

2) Heavy Weapon Stats – The stats for the heavy weapons is hampering the profession, with 0 ideal range, severely unbalanced range mods, and apparent lack of accuracy in these weapons.

These are meant to be extreme close range weapons.

3) Special Move Recovery – Special attacks take too long to recover from. In some cases 12 – 15 seconds.

These special moves are not designed to be primary default moves. They are meant to add to your default attack.

4) Resources for Weapon Crafting – The resources for the commando weapons are too rare. It’s too difficult to obtain these weapons because no one can make them.

The weapons are designed to use rare resources. These are extremely powerful weapons. The Launcher should be easier with upcoming changes.

5) Craftable Components – The grenade components are in the wrong skill line, and they lack experimentation bonuses.

Commandos were never meant to be able to craft in the final product. We’ve moved grenades into the Weaponsmith line now.

6) Flamethrower VS Pistol – Grenades and the Launcher Pistol are more effective than the Flamethrower. And the Launcher Pistol gives Pistol experience rather than Commando experience.

This will be fixed very soon.


Kevin "Q-3PO" O'Hara

SWG Community Relations Manager
--------------------------------------------------------------------------------



My responces...

1) Good it's about time.

2)The "Vibro Knucklers" have an ideal range of 1. The only way to get into the "Zero" range is to stand inside of your target. This is obviously an error, but they overlooked it because... they are Smoking Crack

3)Combined with the problem above (being required to stand inside of your target for ideal chance to hit) the recovery time is absurd, the melee weapons do not have this amount of recovery time, and since the "Heavy Weapon" is ideally a "Melee Weapon" this is absurd.

4) Do to the 2 problems mentioned above (Ideal range "Zero" and extreme recovery times)Heavy weapons being "powerful" is, once again, a joke.

5) Ok, we don't craft weapon componets any more, heh heh, they "Nerfed" us.

6) I get the feeling this will, ineffect, amount to nothing.


I have had it with Commando! Good luck to those of you who want to keep pursuing this profession, I'm out.

I will be working on Squad Leader now. I think we could always use another.
Page 1 of 1
Previous Next