Commando Archive

Thread: Current issues with commando weapons

Varousk
Sat Jun 18, 2005 6:20 am
#1

Some issues with recent patch changes: Radiant, Inoquee, All planets - combat related, Reported in game

These are commando problems


Posting this here in addition to the live threads, since I know those get deleted every patch. For those of you interested in commando, or frustrated by. Here are some insights I have.


First: Elemental damage is kinda working. Before commando weapon area hit targets were getting no damage, now they are ONLY getting hit with the elemental damage. The primary target (dude you have selected) its about a 90/10% split on Regular/Elemental damage. BUT you only get one OR the other, not the addition of the two as you should.


Second: Rocketlauncher should work area if used with an area attack ability IE: Fan Shot. It should also have a chance to drop blind, stun, dizzy. I mean this is an explosion directly hitting the target.


Third: Area weapons with an Area attack move should gain an additional damage bonus not seen with a single target weapon. Essentially you are whacking everything with your combat move, and the weapon is doing its thing too.


Fourth: Plasma Flame Throwers are intermittantly forgetting they are an area effect weapon


Fifth: Please re-evaluate the re-use time on grenades. I need to check the other types but Protons are at 4+ minutes between uses! I'm sorry but realistically, short of nuclear grenades, this sort of cool down timer is silly. I understand people were abusing grenades before, you reduced their damage around 75% and with this cool down timer they are just silly. There is pretty much no reason to expend cash on them. They take time away from your primary attack and do no damage bonus over your primary attack if you are using the weapons you get in the command tree. The only use they have is to increase the ratio of combat xp a little, since the grenades still do combat xp damage. But if you are out grinding, the cool down makes it so you can only use it once every few targets. IF anything grenades as an item are designed to be pull/press and throw, generally taking less time to use than say an aimed shot at a target. And I know protons are costly for a WS to make, using 4 sub-components. To just break even at resource cost the price runs 35-40k a crate of protons(for good quality ones). Grenades should be a desired item, that gives that extra oomph when you need it, now they are all but useless. Ideas to help -> re-evaluate damage, give us back 10-20% at least on the commando only nades. Fix the loot component for crafting so all nades can use acklay venom. Have certain nades drop states like blind, knockdown, dizzy, stun. I mean an explosion easily can have these side-effects. reduce the cool down time to under a minute. A cool idea - give us a grenade throw attack moves that enhances damage, reduces cool down, throws states, OR allow commandos to equip a nade pack like a weapon and thereby use his/her attack moves with the nade. Either of these would instantly seperate commando from joe-public on effective use of a nade.


Sixth : no cool-down animation over the nades to show you where you are on being able to use them again, you have to try and use them and watch for the system message telling x seconds to use again


Seventh: Acid should have a DOT like flamer, as a element it easily can have residual effects after initial contact.


Eigth: Electric gun should apply stun state


Ninth: while not able to craft, commandos should be able to use traps. In their proficency with grenades, trap use should be cake.





Radiant.Varousk (Mast WS, Mast Smug)

Radiant.Inoquee (Mast Comm, Mast Pist, Smug)




-={Where is your BOOM Stick?!}=-
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