Commando Archive
Thread: Discussion: Our 6/16 Question for TH's 19 Answers
Well from the 2 follow up questions i know i cant help you there. But for the NON-follow up question i would like to know since im a BH.
I like the little BOOM droids myself, but i think there should be a effect on us like what commandos get. But the desv might have waved the effect because calling a Boom droid takes langer to call and use than granades. For BH/Smugglers to call a droid we can have the droid out befor battle and use the droid in battle with no problem but if we try to call a droid in battle we cant call them, but we can use a deed to pop one. From poping a droid in battle we will not be able to detonate the bugger untill a 15 second delay is done. So by having the timers on use useing a boom droid might be the negative effect we have instead of ham damage for being to close to the desructive little Boomer.
garvin wrote:
Non-Follow Up Question 3: Bomb Droids are configured not to damage the Bounty Hunter or Smuggler User when caught in it's blast radius and has no HAM cost. Many other area attacks in game do not damage the user when caught in the damage radius area, but they do typically include a HAM cost. Commando grenades on the otherhand will damage the user if caught in the blast radius and when combined witha very highHAM cost, often incapps the Commando user (that's why we call them suicide bombs). The Ideal range of our Grenades is also occasionally within the blast radious. Can our Grenades be configured along the same lines of not damaging the user if caught in the blast radius, and along the same lines, can we see the extremely high HAM costs lowered significantly to be on par with other similar ingame items?
Other improvement suggestions to take into consideration for our Grenades include adding Status effect possibilities(dizzy, stun, blind, kd, etc).
I would favor this question with a modification to suggest that the ideal ranges be increased to be outside of melee range (20m) with reduced delays so that we can use these as anti-infantry weapons. I am going to guess that changes to the HAM cost will fall under the umbrella of the combat balance, and status effects will change also. I am guessing that we won't be able to get to much of a response on the new tree or the heavy weapons change since they sounded like they are still under development.
I favor follow-up question one myself...
Though if you decide to go with the grenade question, you might want to suggest some tinkering with the accuracy and ideal range and range modifiers as well (given they can't be thrown over 32m anyways, I really don't think they range for accuracy should be so extraordinarily low) since you can't hit the broad side of a barn with one right now.
You might also want to inquire as to if it's possible to change grenade AE damage and affects to hit everything in the area of the explosion, unlike right now where it won't go off on othersif it misses the target.
Would it be possible to have grenades function more like CM grenades?
I agree with Hellshot on this one.
I've kinda been looking at these questions as not only a way to get info, but to bring certain issues to light as well...kinda like a two way street. We've got some insight on our Heavy Weapons Tree. I'm thinking that mabey we should try to develop a question reguarding our grenades, or more specifiaclly, our Field Tactics tree next. Then maybe we should try to address our HAR.
As for grenades...Just a few rapidfire questions that might spark interest.
- Why do exploding droids not effect thier user within thier blast radius and our grenades do?
- Why is it that we have such a short range for our grenades (within it's blast radius actually) and CM have such large range for disease and such?
- Is the damage within the blast radius working as intended?
- Is there any talk about adding status effects?
- Why don't we have some grenades that effect vehicles and turrets(Phosphrus) or Droids (Ion) more specifically?
- How come we don't have any specials in the Field Tactics Tree?
- Can we get a type of Smoke Grenade? How about a Flash Bang type deal?
- Why can't we set a trip wire on our grenades? Or maybe SET a time delay even?
- Why can't we toss our grenades around corners without exposing ourselves?
- Why can't we use grenades to breech locked doors?
- Why can't grenades clear mindfields?
Anyway, I'm not so sure we should try to dig deeper into the Heavy Weapon questionso soon. I think we can get a better responce moving around a bit instead of trying to get everything about one tree (and our mystery tree) question after question.
Just MHO.
Slainte'
garvin wrote:
Last Weeks Question/Answer:
Commando
As Commandos, we have heard that many of our issues will be covered within the Combat Balance, but beyond that we have no details on the specifics being addressed. Specifically we would like to know about the plans for non-functional lootable Heavy Weapon Skill Mods (effect skills not present in Commando Profession since Beta), HAR issues.
This is an early answer and is subject to change, but one of our goals for Commandos in the Combat Balance is to change the way Heavy Weapon modifiers work. In simple terms, instead of the modifiers coming from the skill tree, the mods would be available through skill tapes and other means. The skill tree would then be used for something else (as of yet undetermined – there are some things on the table, but we wont know until the Combat Balance sandbox is live).
Am I alone in thinking that LOOTABLE skill taped is a very BAD idea. Honestly look at how it was around last christmas. Everyone and there dads were camping the POI's for them. Than turning around and selling them for high credit amounts. Why take away something and throw it into the woods for us to find. As a commando these are skills we should have learned in training.
Now...We have a choice...we could ask a follow up question based on TH's response above (we've peeled back one layer of the CB, do we risk trying to get a bit deeper?)...OR...Do we go more towards some other issues we want information on...
Some suggested questions:
Follow Up Question 1: In our 6/2 Answer, we were told that the Devs/Programmers are considering adding a new tree to the Commando profession in place of the Heavy Weapon Tree. It was stated that "there are some things on the table" when it comes to ideas for that new tree. What are those ideas that are being considered AND if our Heavy Weapon mods are being removed from the tree, will we be forced to rely solely on looted skill mods for speed/accuracy for our Consumable Weapons?
Again I am STRONGLY against the skill tape idea. A better fix would be to fix what exist and add magazines, clips, battery packs etc...
Some suggestions that have come up in the Commando forum include an Assult Rifle Tree (ranged specials), Auto Repeater Tree, Unarmed Tactics Tree (Melee Mitigation + Melee Specials thanks to our Unarmed pre-req)and/orLauncher Pistol Tree (skills mods and ranged specials with status effects).
Follow Up Question 2: In our 6/2 Answer, regarding our Heavy Weapon skills, it was stated"in simple terms, instead of the modifiers coming from the skill tree, the mods would be available through skill tapes and other means"...Will this involve current Heavy Weapon Speed & Accuracy skill mods that currently exist and drop in game OR will this involve completely new looted skill mods. Will all of our skills for our Heavy Weapons come from looted skill mods or will we gain some in other boxes (for example, +50 in Novice Commando and +60 in Master Commando only)?
Non-Follow Up Question 3: Bomb Droids are configured not to damage the Bounty Hunter or Smuggler User when caught in it's blast radius and has no HAM cost. Many other area attacks in game do not damage the user when caught in the damage radius area, but they do typically include a HAM cost. Commando grenades on the otherhand will damage the user if caught in the blast radius and when combined witha very highHAM cost, often incapps the Commando user (that's why we call them suicide bombs). The Ideal range of our Grenades is also occasionally within the blast radious. Can our Grenades be configured along the same lines of not damaging the user if caught in the blast radius, and along the same lines, can we see the extremely high HAM costs lowered significantly to be on par with other similar ingame items?
If these are my choices than I pick this one. Sadly the other 2 from where I sit seem to cry break us even further and make an entire more useless than it already is.
Other improvement suggestions to take into consideration for our Grenades include adding Status effect possibilities(dizzy, stun, blind, kd, etc).
So...Do these questions work for you? Why or Why Not? And if you have a different question you feel should be asked, let me know...as always, I'll go the direction of popular concensus and refine this post as we approach the Question deadline next week (as always, be prepared for Answer delays)...
Garvin I know you have busted your butt for all of us since you took over. I appreciate that more than you know. I have read damned near every post you've made here. I just do not understand the logic that the DEV's are using. We have our current skill set is fine. As it's laid out currently. While the ACTUAL modifiers bonuses and defenses suck and 3/4 of our line lays broken.
Why can't we have grenades fixed to not make us an Al-quaida suicide bomber. Fix accuracy with in the existing Heavy weps skill tree. Make our consumable weapons resuable by giving us clips, modify the HAR graphically enough to set it apart from the FT. and Give us some of our own specials with the LP they might even give us 2 LP specials and 2 hand to hand specials in the same tree.
I just think the DEVs are going way too deep when the current skill tree is repairable. Why take away whe IMO the obvious and easier way would be to fix the existing problems. Add a small amount and modify another. Please anyone am I wrong?
garvin wrote:
Non-Follow Up Question 3: Bomb Droids are configured not to damage the Bounty Hunter or Smuggler User when caught in it's blast radius and has no HAM cost. Many other area attacks in game do not damage the user when caught in the damage radius area, but they do typically include a HAM cost. Commando grenades on the otherhand will damage the user if caught in the blast radius and when combined witha very highHAM cost, often incapps the Commando user (that's why we call them suicide bombs). The Ideal range of our Grenades is also occasionally within the blast radious. Can our Grenades be configured along the same lines of not damaging the user if caught in the blast radius, and along the same lines, can we see the extremely high HAM costs lowered significantly to be on par with other similar ingame items?
Other improvement suggestions to take into consideration for our Grenades include adding Status effect possibilities(dizzy, stun, blind, kd, etc).
So...Do these questions work for you? Why or Why Not? And if you have a different question you feel should be asked, let me know...as always, I'll go the direction of popular concensus and refine this post as we approach the Question deadline next week (as always, be prepared for Answer delays)...
I say go with the grenades, this is the one set of items available to the commando where the Risk using them is far greater than the Reward.
Now From what I've seen personally in PvP, and I pretty much stopped doing PvP because of CM's and Geo Pistols. A CM can toss a poison or disease pack further with with more accuracy and less HAM costs. ThanMaster Commandocan toss any grenade.Plus the CM has more DPSwith poisons and diseases,than any grenade that can be crafted. While the CM does see some risk, but their rewards are far greater than ours.