Commando Archive

Thread: Yo Helios, an elegant solution for Commando from your #1 non-believer

tacwraith
Thu Oct 13, 2005 7:58 pm
#1


Its so simple.




Switch commando weapons damage stats!


-Make the min/max damage of all built-in AOE commando weapons be LOW. As in cert 14 weapons low. Aka no more than 400 max damage.


-Put the bulk of the damage into Elemental.


-Make a few commando weapons non-AOE and give them comparable stats to cert 54+ weapons. Namely the launcher pistol, rocket launcher and proton rifle and particle beam cannon.


- replace weapon effects from having 'mundane' effects (aka blind/stun/dizzy/kd which every other proffession has access to with a special and thus need not switch weapons making it better to have than built-in stat weapons)


This fixes:


1) AOE. I really dont care if it works in TC2 as I doubt it will work in TC or Live. Instead of trying to FIX a 2-year long problem how about making the problem WORK for you? Currently AOE WORKS with elemental. Our weapons do 1 damage+ full elemental to targets now... so why not switch the damage to elemental and its fixed! innate aoe!


2) No unbalancing caused by using other proffession's specials. Since thebulk (90%)damage is elemental and no specials affect elemental damage (only min/max stat damage) then using other proffession specials with commando guns will not make commando unbalanced. The abilities of those specials will be gold for commando though.


3) Gives commando a balanced fixed of aoe weapons and non-aoe (non-aoe only would do good damage by using other proffession's specials). Thus a balanced non-aoe and aoe combatant is provided for the game.


4) EXOTIC EFFECTS- Give commando combat-related exotic effects like basic armor break, weaken, ham-specificdot (like action dot or mind dot ..weak ones but dots nonetheless), kd, intimidate ...all built into the weapons. Why have abilities that all other proffessions have easy access to? whats the point? exotics would give commando added combat ability and a definite niche in a combat group.




Thing on paper look good or bad. In any case you can TEST this by just taking one of our LEAST used weapons and switching its stats just for a MONTH and try it out on LIVE.


ACID RIFLE.


Nobody uses that POS weapon. Since launch its been a joke.


How about you switch the schematic too:


100-300 min/max damage

700 elemental base acid damage

effect: basic armor break



You will see the weapon will WORK in full AOE splash damage, a master rifleman with master commando using sniper shot wont do much damage to target because sniper shot is based out of 100-300 damage stats.



TEST IT ON LIVE. Get some REAL testing done.


And you will see i'm right.







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GiacomoCagiva
Thu Oct 13, 2005 8:31 pm
#2

Dude




That is brilliant


Lotridus
Thu Oct 13, 2005 10:02 pm
#3

Holy Cow! /sign


Superb idea... definatly creates a niche that makes SENSE...


You cover someone with Acid, their armor melts... duh... makes sense to me...


Well thought out idea








Master Artisan/Tailor/WS/Pistoleer/Carbs/Marksman/Commando/Swordsman/Fencer
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Nakahs
Thu Oct 13, 2005 10:07 pm
#4



They not even balance our damage mulltiplier to a worthy click not even they already impemented the specials now for us... What makes u think they would change a whole set of Weapons ? Sounds tome unrealistic.


Good idea tho... would indeed give us the AOE power back without overpowering and with specials from other profs as it is now the Power to even be worth something in pvp since most armors having low elemental resists.


But why this idea will never be considered even if it would make our weapons useful and balance us the easy way is the fact that the devs dont want to give us power so they not need to tweak us later if other are whining we became too strong.

Ure idea is 1. very easy to implement

2. would give us a certain role

3. fix our AOE bug

4 . FINALLY LET US BE A DAMAGE DEALING PROFFESSION


so /sign...even if this never will happen

Message Edited by Nakahs on 10-13-2005 10:15 PM



First Mandalorian on Infinity
Cpl_Fisher
Thu Oct 13, 2005 10:25 pm
#5

/sign



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Pepto_kof
Fri Oct 14, 2005 1:42 am
#6


wow. this makes sense....


Even works with crafting the weapons. since the elemental weapons have expeimentation for elemental

Message Edited by Pepto_kof on 10-14-2005 03:46 AM



[SOE Strikes Back]
Dantae Montoya
3 accounts cancled. June 28, 2003 - December 24, 2005
deWoern
Fri Oct 14, 2005 2:44 am
#7

I dont know what the guys at soe are doing whole day but they could have thaught that up by themself.

Another prove that the community cares more about the game than the devs.

/sign


I have another brilliant idea to fix that jedi/cm/doc mass-healing issue:
Abolish selfhealing abilities! Nobody should be able to heal oneself, there are always two: a doc/jedi/cm and the injured one who needs help.
So if healing is limited to healing others, we would see more need for CMs/Docs in teamplay and a balanced and fair player-vs-player combat.

Jedi cant heal themself! Docs cant heal themself! CMs cant heal themself! They all can only heal other. Thats the way it is in reality as well as in the star wars universe. Try to put that into the game and it will all be good.







Synor Aryous
Upset PRE-CU1 Commando on Gorath
Member of New Devourer PA - www.devourer.info
armord1
Fri Oct 14, 2005 3:10 am
#8

/sign


I'd love to see commando like that, would make sense.
Great ideas!





Armrd


Iron-Monkey
Fri Oct 14, 2005 9:34 am
#9

/sign


I'd get on that.





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cyrom
Fri Oct 14, 2005 9:42 am
#10

That is not fixing AOE, that is going though a loop hole. and is our AOE fixed in TOW beta?



---Cyron fireblood---
---Master commando---
---Master pistols---
---combat medic 4-0-0-0---
Samun
Fri Oct 14, 2005 9:46 am
#11






cyrom wrote:
That is not fixing AOE, that is going though a loop hole. and is our AOE fixed in TOW beta?





Yes, AoE is currently working properly on the Beta server.



Rasth | Hiran | Angmar | Pael
Todesengel
[ PHO | Kauri ]
Commando. Those who feel it, know it.
Obey the flame.


RaEvE
Fri Oct 14, 2005 10:34 am
#12

I'm not, and don't think i'll ever be a fan of a high elemental damage for one reason, it makes the people who pick up carbines, or rifles weak, because the specials will only have a 10-20 damage spread, but the people who pick up smuggler/pistoleer will be much stronger, due to only needing Ranged/Placed shot, and them having a ton of debuffs, snares, and roots to place at will. Either they'll have to make it so our DPS will be lower than it is now, or nerf it to hell later. My $0.02



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-DarkHunter-
Fri Oct 14, 2005 11:31 am
#13

/sign


really good idea


so why arent u a dev?


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