Commando Archive

Thread: Key Notes from CU Docs (with a few remarks)

garvin
Wed Mar 30, 2005 9:41 am
#1



Just thought I'd post what I thought were the key things to note (regarding specifcally commandos) from the recently posted CU docs....Remarks are in yellow...The more impacting elements will be bolded.








From Overview:


  • Combat pacing still allows for basic chatting and command communication.

  • The average even PvP fight should last 1-3 minutes.

  • Actions can have specific counter, combo and recovery actions

  • Powerful or unique actions cannot be repeatedly "spammed"

  • Actions can only be used a limited amount of times during a specific short period

  • Different professions have different ideal ranges (Commandos will reportedly have a variety of ranges available)

  • Terrain has a meaningful impact on combat

  • Movement and position have a meaningful impact on combat

  • Gear choice has impact on speed of motion and actions (take into account that our weapons are "heavy")

  • Profession abilities have minimal overlap to ensure distinct combat roles

  • Profession abilities can be combined to create more unique or specialized combat roles

  • HAM is now divided into Health, which is where all wounds occur, and two ability point "pools" (Action and Mind) from which all game actions draw

  • Health grows over time with character growth (it is my understanding that a Master will have more HP then say a Novice)

  • You must deplete the Health stat through damage + wounds to incapacitate a character or NPC

  • Deathblow is no longer instantaneous


    • Deathblow will have a setup time in which it can be interrupted and the player is vulnerable

    • Deathblow will only be able to be done while in melee range. All professions will have the innate ability to perform a deathblow (some may be better at it than others) but none will be able to deal a deathblow from a distance (in otherwords, even if some of our specials require that they be used in Melee range, our opponent will still have to come to us to DB...can be used to draw folks in)

From Core Systems:


  • Most profession abilities are no longer weapon specific. Now, different special abilities can be used with different weapons. (Though some abilities are still limited to specific weapons or weapon groups.) (Sound familiar? CROSS WEAPON SPECIALS)

  • DoTs: While DoTs, or Damage-Over-Time attacks, will work much the way they did before, weapons with DoTs have been removed. (As Starnick mentioned earlier, we have been told that at the very least, we will keep our DoT, but that it will operate differently...stay tuned for more info)

From Combat Upgrade: Health-Action-Mind and the Combat Interface:


  • Actions will now have Wind-Ups and Cool-Downs.

From Armor System:


  • Armor Types:


    • None - Provides no additional damage mitigation

    • Reconnaissance Armor receives a nominal bonus to energy protection and a nominal penalty to kinetic damage protection. This can be conceptualized as a free energy layer.

    • Battle Armor has an even protection against all damage types - no modifiers at all.

    • Assault Armor receives a nominal bonus to kinetic protection and a nominal penalty to energy damage protection. This can be conceptualized as a free kinetic layer.

  • Armor certifications will control what types of armor players can wear by profession. (it is my understanding that, once you are cert'd, you can wear that armor no matter what weapon or special you are using...but remember, different weapons and specials will cause different effects to the player as referenced above. Some abilties will perform better with less or no armor equiped for example)

  • Armor Slicing


    • We want to keep slicing a fun and effective advantage in the game. We will institute a method by which all armor can be sliced but lower end armors can get a higher slice percentage than higher end armors, In addition, remember that as a general rule of thumb, any time a protection is increased in any way, the corresponding hindrances will also rise by an equal amount. Slicing will remain an "illegal" activity.

From Combat and Artificial Intelligence:


  • Attack speeds and movement will vary from one type of NPC to another. (it is my understanding that, for example, a Rifleman NPC will use Rifleman abilties and weapons and prefer ranged combat, where as a Pikeman NPC will use pikeman abilities and try to stay in Melee range).

  • Some NPC's will prefer ranged over melee combat. (see above)

  • Groups of players will be able to better focus the aggression of NPC's.


    • NPC's and Creatures will now keep track of aggression towards each player.

    • Taunting, de-buffing and healing will raise the level of aggression.

    • Some NPC's will assist each other.

From Profession Roles Overview:


  • Commando Pre-Regs = Brawler, Unarmed Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)


Commando


Primary Role: Heavy Weapon Specialist

Secondary Role: Medium Range Damage Specialist

Offense: Very Strong (5)

Defense: Moderate (3) (I would say we are currently a "1" in defense if you want a reference point for how our Defenses will increase via the CU)

Crowd Control: Minimal (1)


The Commando is the specialist of Heavy Weapons. (it's our specialization in Heavy Weapons and how our Heavy Weapons will differ from other profession's weaponry that will really make us unique). An entire line of unique heavy weapons are available in the Commando's arsenal. The Commando also receives many bonuses making them more proficient with standard weapons when combined with other profession skills. (we will basically "super charge" any profession we dabble and will also be seen as a way for other professions to "super charge themselves...Commando will be basically the "elite" next level to any other combat profession, mainly ranged though). Whatever the damage dealing requirement is for a situation, the Commando has the answer.



Profession Mixing Tip: Commandos are intended to be the weapon specialists and are the final heavy damage dealing profession along with Rifleman and Swordsman. (it is our heavy damage levels combined with our unique weaponry that will differentiate us from Rifleman and Swordsman). Commandos focus on their potent damage dealing capability rather than having a varied utility or strong defensive ability. Adding additional ranged profession skills to a Commando creates a very potent damage specialist because instead of having a few special abilities for a specific set of weapons, they can now stack their profession with other professions to gain a wide variety of special abilities. Alternatively Commandos may decide to increase their tactical flexibility by learning skills from other professions.







Thoughts? Did you read any of the above differently then I did or did other key points jump out at you? Any questions?



One extra note I wanted to throw in is to suggest folks look at the fact that Smugglers will have "mezzing" abilities...for those familiar with "mezzing" via other MMOs, that's a form of "rooting" someone or basically, preventing movement for a short amount of time (or typically until the mezzed person is hit again)...Imagine a Commando that can "root" their opponent to either draw them into the right range OR keep them at a safer Commando range. That was something that jumped out at me when I first saw the docs and a reason why I will be interested in trying a Commando/Smuggler template.

Message Edited by garvin on 03-30-2005 08:41 AM

Message Edited by garvin on 03-30-2005 08:47 AM



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

nerfherder321
Wed Mar 30, 2005 9:51 am
#2

nice work garven, we really appreciate the time adn effort you have been putting into commando thank you




Cheat Fetto
JohboBocal
Wed Mar 30, 2005 9:51 am
#3

As far as the smuggler mezzing goes, I'm very interested in seeing how this is gonna work. I'm a master commando / master smuggler so I'm looking forward to it, but I really need to test the commando/bh and commando/rifleman combo to see how much of a damage increase they get.


I guess we all need to play around with various templates to see what we like.






Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
Jaim_Darkstryder
Wed Mar 30, 2005 9:52 am
#4


garvin wrote:
Defense: Moderate (3) (I would say we are currently a "1" in defense if you want a reference point for how our Defenses will increase via the CU)





I would agree here.

I think (just a guess here) that you can look at defenses kinda like this:

Rating Melee/Ranged Def State Def

1 0/0-25/25 0-15
2 30/30-50/50 20-25
3 60/60-75/75 30-35
4 80/80-100/100 40-45
5 105/105-125/125 50+

However, for any defensive system to work worth a damn, the Devs will have to fix accuracy so that it is balanced with said defensive system. If every profession has wildly different accuracy mods (as they do now) then a defensive rating will really be irrelevant.

Message Edited by Jaim_Darkstryder on 03-30-2005 11:54 AM



# I support people who don’t pirate the ribbon symbol and plaster all over irrelavent "causes" YARR, matey!
JohboBocal
Wed Mar 30, 2005 9:52 am
#5

Oh, but I don't understand the timeline for this testing. We are going to spend who knows how long on novice skills, then one profession, then all. Hmmmm, then we may only have ONE week or less to test templates???






Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
nerfherder321
Wed Mar 30, 2005 9:57 am
#6






JohboBocal wrote:

Oh, but I don't understand the timeline for this testing. We are going to spend who knows how long on novice skills, then one profession, then all. Hmmmm, then we may only have ONE week or less to test templates???









even if this is true or not let me explain something


never question the SoE logic, because while im sure they have reasons... we dont know them and we cant tell





Cheat Fetto
garvin
Wed Mar 30, 2005 10:04 am
#7






JohboBocal wrote:

Oh, but I don't understand the timeline for this testing. We are going to spend who knows how long on novice skills, then one profession, then all. Hmmmm, then we may only have ONE week or less to test templates???





All I know is that we will be doing some "focused" testing...how focused is the question...


Personally, I'm worried that testing on TC will hinder the idea of doing "focused" testing because of Lag issues and because of what we've seen with open testing before (people not following instructions, fighting PvP around the Frogs or testing areas, etc)...I'm also worried about trolls and whiners who will scream "NERF" at every thing they can't strategically comprehend...Commandos will likely be a serious target for NERF Herders because of our high damage levels (they won't look at the other strategic elements of Commando that round us out) so we'll have to be on our toes to defend ourselves (I've heard more then one CU dev/programmer say they might be afriad that Commandos could be a bit over-powered via the CU if anything...so I take that as a good sign...lol).




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Latenighter
Wed Mar 30, 2005 10:15 am
#8

The armor certification issue and the plan that Imperial Assault/Recon armor helmets can only we worn by Humans and Zabraks gives me a lot of concern. As a Trandoshan Imperial Commando, I'm not going to be able to protect my scaly head with the armor certification that I earn from being a commando.

This is a TREMENDOUSLY impacting issue if SOE does not allow a respec of the SPECIES as well as the skills. I would be limited to either using less effective armor, risking getting my head blown off, having to surrender commando and go a different route, or having to start over with a new toon and grinding massively.

It's a change of the rules after the start of the game. Does SOE have any plans to address this, because we have a number of non-human non-zabrak commandos that will be denied use of some of our certified armor resulting from this plan.

Thanks



RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
SDSadow
Wed Mar 30, 2005 10:23 am
#9






Latenighter wrote:
The armor certification issue and the plan that Imperial Assault/Recon armor helmets can only we worn by Humans and Zabraks gives me a lot of concern. As a Trandoshan Imperial Commando, I'm not going to be able to protect my scaly head with the armor certification that I earn from being a commando.

This is a TREMENDOUSLY impacting issue if SOE does not allow a respec of the SPECIES as well as the skills. I would be limited to either using less effective armor, risking getting my head blown off, having to surrender commando and go a different route, or having to start over with a new toon and grinding massively.

It's a change of the rules after the start of the game. Does SOE have any plans to address this, because we have a number of non-human non-zabrak commandos that will be denied use of some of our certified armor resulting from this plan.

Thanks






They did say new armor was going to be introduced. Maybe somethingthat is equal or better than the standard imperial helmet. Also we still have the expansion to consider. They may have more armor for non-human races.


Just be alittle more patient, I'm sure we will get some more info on this soon.


Merlus Van'tel, Rebel Captain - Human, BH/Commando/Medic - Bloodfin

Qwa'ten, Rebel Corporal - Twi'lek, Fencer - Sunrunner

Wyndam, RSF Pilot - Rodian, Swordsman/Medic - Naritus



"The path you have chosen is a dangerous one."
JohboBocal
Wed Mar 30, 2005 10:29 am
#10






garvin wrote:


All I know is that we will be doing some "focused" testing...how focused is the question...





Yeah, that's my worry. If the focus test for the "novice" level is just one day, then fine. If it lasts 2 weeks, then we are dead.










Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
Novock
Wed Mar 30, 2005 10:38 am
#11






garvin wrote:





JohboBocal wrote:

Oh, but I don't understand the timeline for this testing. We are going to spend who knows how long on novice skills, then one profession, then all. Hmmmm, then we may only have ONE week or less to test templates???





All I know is that we will be doing some "focused" testing...how focused is the question...


Personally, I'm worried that testing on TC will hinder the idea of doing "focused" testing because of Lag issues and because of what we've seen with open testing before (people not following instructions, fighting PvP around the Frogs or testing areas, etc)...I'm also worried about trolls and whiners who will scream "NERF" at every thing they can't strategically comprehend...Commandos will likely be a serious target for NERF Herders because of our high damage levels (they won't look at the other strategic elements of Commando that round us out) so we'll have to be on our toes to defend ourselves (I've heard more then one CU dev/programmer say they might be afriad that Commandos could be a bit over-powered via the CU if anything...so I take that as a good sign...lol).







Sounds to me they are fairly confident in their in house testing (whether they should be or not we will see) that they decided they would just put it on TC. They obviously are going to listen to the genral public with a weighted scale as it would be impossible to listen to everyone and separate "whiners" and "nerf babies" from true complaints and issues. My guess is they will pay much more attention to the feedback from coorespondents and the alpha members. Also when the announcement was made a bit back regrading the combingin of the two beta SU and the EP3 expansion they said the alpha members would be brought into the EP3 testing. Might that mean you guys will be testing the CU stuff on a separet server that will be testing Kash at the same time?



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

JohboBocal
Wed Mar 30, 2005 10:40 am
#12






Novock wrote:

Might that mean you guys will be testing the CU stuff on a separet server that will be testing Kash at the same time?






I think that would be a great idea. If not, how much you wanna bet that there will hardly be any people beta testing the new expansion?






Jobo & Jobi

Vendor located at -2483 -5643
Mos Nova, Tatooine
garvin
Wed Mar 30, 2005 10:52 am
#13

I have a STRONG feeling that the CU will be tested seperately from the Expansion...it's likely that all CU testing will be done on TC (Correspondents and Sandbox teams included)...The Expansion will likely be tested in another area in possibly a closed Beta that will utilize the NDA all the those who signed up for the CU beta agreed to...


I could be wrong of course...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

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