Commando Archive
Thread: New Action cost for healing Anti-Commando
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Hedd
Wed Oct 05, 2005 9:57 pm
#1
So I hear down the grapevine their increasing action cost for heals in the patch notes of Test Center. With our fabulous 100 SAC cap, this is something I wasn't rather happy to hear. So not only does our action limit our profession from unloading the can we should drop, so to speak, but after firing off the flamethrower a few times.....I won't be able to heal myself. Wonderful. Stupendous. Show your love.
Lord_Eoin
Wed Oct 05, 2005 11:33 pm
#2
the devs'll say "Why do you have medic anyway? You NEED ranged profs to do anything useful"
RoastyToasty
Thu Oct 06, 2005 10:34 am
#3
Maybe if you have SAC capped weapons with SAC PuPs (the ones that can take them). If you end up with a 119SAC weapon and no SAC PuP, there is no amount of aciton regen in the game to offset that, unless you're just using ranged shot and placed shot or something.
BloodMonk
Thu Oct 06, 2005 10:58 am
#4
ranged and placed shot are dangerously underestimated..... it should be the primary damage dealing specials for all high sac weaponry
BloodMonk
Thu Oct 06, 2005 1:00 pm
#6
in this change I mainly see non-jedi being nerfed vs jedi AGAIN
built2shred
Thu Oct 06, 2005 4:09 pm
#7
Sorry Hedd but ALL the healing classes need some sort of control on the healing right now. People can heal faster then the damge being applied to them. Thats why you will see battles last for hours. Although this does hurt Commandos, this could easily be fixed if the Dev's would incrase our Defense so we can live longer
But that could be long time commin, but we can hope its sooner ...
If you really want to send a loud message to the Dev's, everyone should quit the Commando Profession.... They will look into the Commando Forums and be like "hmm why is the commando forum empty"" ![]()
StarNick
Thu Oct 06, 2005 4:25 pm
#8
I didn't think of this when I first read it honestly...
It is plausible, given that the SAC restrictions seemed to have been put in place because our weapons were to be "powerful". If they were, this wouldn't really be a huge deal since we'd have that advantage of damage...but right now its a double whammy.
It is plausible, given that the SAC restrictions seemed to have been put in place because our weapons were to be "powerful". If they were, this wouldn't really be a huge deal since we'd have that advantage of damage...but right now its a double whammy.
BukuJohnson
Thu Oct 06, 2005 7:13 pm
#9
It is plausible, given that the SAC restrictions seemed to have been put in place because our weapons were to be "powerful".
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As a WS I find the SAC for HVY WPS way out of line with the stats of the other craftable weapons.
Compare a Pistol, Carbine, and Rifle to one another. They all have a modest increase in damage (about a 100pt increase from one to the next) and SAC (about a 10% increase from one to the next).
When you get to the HVY WPS there is a much larger increase in SAC (over 20% from a rifle to a PFT) but there is no increase in the damage cap over that of a rifle, (other than 89 pts of elemental).
These and the commandos inability to use power ups are a big reason this class does not live up to it's stated role of a mid ranged damage dealer with a rating of five in offense.
Buku
Naritus
____________________________________________________________________________________________________________
As a WS I find the SAC for HVY WPS way out of line with the stats of the other craftable weapons.
Compare a Pistol, Carbine, and Rifle to one another. They all have a modest increase in damage (about a 100pt increase from one to the next) and SAC (about a 10% increase from one to the next).
When you get to the HVY WPS there is a much larger increase in SAC (over 20% from a rifle to a PFT) but there is no increase in the damage cap over that of a rifle, (other than 89 pts of elemental).
These and the commandos inability to use power ups are a big reason this class does not live up to it's stated role of a mid ranged damage dealer with a rating of five in offense.
Buku
Naritus
StarNick
Thu Oct 06, 2005 7:19 pm
#10
Hence emphasis on supposed to 
The damage is not there but the restrictions still remain...hopefully we'll be able to get either the damage increased so the SAC's reflect accuracately, or the SAC reduced.
Honestly, Im the latter doesn't happen as most likely it wouldn't apply to our legacy weapons. The best way to to increase our damage will be external to our weapons...either specials, or some sort of hidden modifiers in specials or the weapons themselves that wouldn't unbalance them. Externally applied, then we won't have to worry about legacy and non-legacy weapons, like with the AoE issue...
The damage is not there but the restrictions still remain...hopefully we'll be able to get either the damage increased so the SAC's reflect accuracately, or the SAC reduced.
Honestly, Im the latter doesn't happen as most likely it wouldn't apply to our legacy weapons. The best way to to increase our damage will be external to our weapons...either specials, or some sort of hidden modifiers in specials or the weapons themselves that wouldn't unbalance them. Externally applied, then we won't have to worry about legacy and non-legacy weapons, like with the AoE issue...
BukuJohnson
Thu Oct 06, 2005 7:51 pm
#11
I am definately with you regarding the need for change.
Plain and simple the damage output of a SAC capped PFT can not compete with an SAC capped SAC pwpd ALR in any prolonged enounter (30 seconds or more).
A 6m radius effect on the PFT does not compensate for the disparity either as an ALR can be combined with a ranged cone or AOE special to effect a radius as well.
Buku
Naritus
Plain and simple the damage output of a SAC capped PFT can not compete with an SAC capped SAC pwpd ALR in any prolonged enounter (30 seconds or more).
A 6m radius effect on the PFT does not compensate for the disparity either as an ALR can be combined with a ranged cone or AOE special to effect a radius as well.
Buku
Naritus
Tyyylowyspetily
Fri Oct 07, 2005 12:55 am
#12
I see a need to keep people from being able to dish out giant chunks of damage while simultaneously healing their whole life bar nearly indefinately. Our SAC caps are anti Commando. Those should be lowered, or our damage range shifted up 20%.
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