Commando Archive

Thread: Ok so now...

TK-132
Sun Oct 16, 2005 7:23 pm
#1

I have heard plenty about how bad the Specials are in Beta.


Look these Specials need to be good ok.


Detonation Shot just like 2000 Damagebut an extra 2000 Damage against SBDs, Turrets, etc.


Focus Fire about 2500 Damage in PvE.


Dead Bang Shot about 3000 Damage in PvE.


Overkill Shot about 5000 Damage in PvE. If the Timer is gonna be10 Seconds.


Or whatever I'm not good with this Balance stuff, but right now from what I've been told these Specials don't cut it.



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
Hexxon
Sun Oct 16, 2005 10:14 pm
#2

They should all have multipliers from 2x - 4x, honestly.


I mean come on. Just say the word. "Overkill shot" You'd think you would load up a nuclear warhead in your RL and then 10 seconds later half of whatever planet you're on is missing.




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Kriggo
Sun Oct 16, 2005 11:20 pm
#3

I agree I tested them out too and they seem a bit lacking, but hey we do have specials at least and it makes it viable to go commando TKM for instance. They could use a boost and that needs to be taken to the beta forums. More commandos should make themselves heard there as commandos, including me (proceeds to slap myself for being lazy about beta).



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Nakahs
Mon Oct 17, 2005 2:57 am
#4

If the Mobs or NPC's u tested the specials onwere cl80 or near cl80 these specials are working finally. If they were just about cl50 or something they still suck...


So when f.e. Overkillshot does 5k damage to an cl80 Mob it will do about 1k damage to a Player with good defenses (260 or higher). With the long cooldown/warmup they are balanced then.


We wont have the 1 hit dead shot but we are finally able to do some very nice damage.


Can u please explain why the people u heard of saying the specials are not working when it comes to damage multiplier rate? Cause 5k to an cl80 mob is a damage multiplier of 4x or higher.Maybe im wrong....






First Mandalorian on Infinity
Hexxon
Mon Oct 17, 2005 8:04 am
#5






Nakahs wrote:


So when f.e. Overkillshot does 5k damage to an cl80 Mob it will do about 1k damage to a Player with good defenses (260 or higher). With the long cooldown/warmup they are balanced then.


We wont have the 1 hit dead shot but we are finally able to do some very nice damage.






That's the point. It doesn't do 5k damage, and it should.


Think about it. 10 sec warm-up time right?In 10 seconds, I could have alternated CritShot and RangedShot to do just about 5k damage anyways (or more if i happen to actually land criticals). And to do 1k to a player would be a joke. A Mdef jedi with maxed out psg/mods should lose at least 2k from a shot like that, with every other prof not only dying, but being completely wiped off the server, along with the server blowing up, and the SOE building kerploding and everyone dies in a fireball of rage!1!!!!!!!!!1


/rant








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deWoern
Mon Oct 17, 2005 10:03 am
#6

Thats exactly the way it should be!







Synor Aryous
Upset PRE-CU1 Commando on Gorath
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Nakahs
Mon Oct 17, 2005 10:57 am
#7




Nakahs wrote:


So when f.e. Overkillshot does 5k damage to an cl80 Mob it will do about 1k damage to a Player with good defenses (260 or higher). With the long cooldown/warmup they are balanced then.


We wont have the 1 hit dead shot but we are finally able to do some very nice damage.






That's the point. It doesn't do 5k damage, and it should.


Think about it. 10 sec warm-up time right?In 10 seconds, I could have alternated CritShot and RangedShot to do just about 5k damage anyways (or more if i happen to actually land criticals). And to do 1k to a player would be a joke. A Mdef jedi with maxed out psg/mods should lose at least 2k from a shot like that, with every other prof not only dying, but being completely wiped off the server, along with the server blowing up, and the SOE building kerploding and everyone dies in a fireball of rage!1!!!!!!!!!1


/rant


______________________________________________________________________________________________________________


I see your point here but im afraid if we get the power we should haveto balanceour bad weapons and low defense ... the weaklings will call right after for a nerf that pulls us back to where we are now.


If Overkillshot does 5k damage to a cl80 mob and has a 10sec warmup and 10sec cooldown it is ok id say otherwise it would be a pvp killer which wont help our prof. We always can alternate to focus or dead bang shot when we wait for our highest damaging special to be ready again.


As i see Focus shot has the same mulitiplier Adv Critical Shot without crit chance has... and dead bang shot even a bit more. I would be happy if this would be the fact and our grenades' dots and damage output would be alternated. Maybe decrease our sac costs of the specials a bit so we can compete after the healing action cost nerf then it would be fine for the minor quick revamp.


AOE damage is anyway useless but in a spingroup or real mass pvp we anyway dont have till Jedi get their 4th tier.



First Mandalorian on Infinity
Hexxon
Mon Oct 17, 2005 11:03 am
#8

I still want everything to explode. I want everyone to be running around, on fire, screaming their little heads off. I want all buildings to catch fire, all florda to burn to a crisp, and everything in space to spontaneously combust!


With my army of PFT-equipped evil rabid squirrels, I SHALL SUCCEED.




[ H e x x y ][ Flaming Squirrel Army ]
!!!!
!!!!!!!!
!!!!!!!!!!!O_O
!!!!!!!!!!/@@\_______,-----,,rr~~~~~~~~~~~~~~
!!!!!!\x_/_______=====%%~~~~~~~~~~~~~~~~~
!!!!!!/m//!m//'`-----``ee~~~~~~~~~~~~~~
!!!!/__|
!!!!|/\__
!!!\______\
'I don't need Satan; I have my own hell to raise!'

Nakahs
Mon Oct 17, 2005 11:15 am
#9


LOL


Ok I got ure point now




First Mandalorian on Infinity
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