Commando Archive

Thread: A proposition to the Developers on how to fix Commando easily. Please, devs, read this.

JoKen_Jash
Sat Jun 25, 2005 5:45 pm
#1


Ok, I've been thinking for a while of ways that the Commando profession would be able to live up to it's 5 in damage on the combat upgrade chart. One way would be to simply up the dps on every single weapons, but then we're still special-less and we're still locked into the "plasma flamethrower is our only useful weapon" thing. So, here's what I've come up with.


I believe, if done correctly, most of our dps problems could be solved by adding simply one single special. Here's what I propose it does:


Basically, this should be one of the most powerful specials in the game. This would allow us to do a lot more stand alone damage than we do now with only our marksman specials. I'll call it Incineration Fire.


This special would be certed to Master Commando, because 1) I don't think I've ever met a commando that wasn't either striving to get to master or master already, Commando simply isn't a dabbler's profession. And 2) To discourage dabbling even more.


This special would do slightly less than sniper shot (I'm thinking roughly 1800 damage on an equal levelled pve opponent; sniper I believe does somewhere in the 2000s and Adv Critical and Leg shot do somewhere around 1500 in my experience), and have a longer cool down timer than leg shot/critical shot. This is to compensate for sniper's super long warm up timer and the fact that you have to be prone to do it. Therefore, this'd give us the 5 in damage, while still retaining the weapons are specials thing that the devs originally planned for us. Basically, this would be the damage carrier for the weapon specific specials.


However, this still leaves us with the issue that our lower level weapons do so little damage that they're worthless. However, I propose that this single special doesn't only do basic damage. It also has a modifier for lower level commando weapons. Any commando weapon certed below level 35 would have a x2 modifier on the raw damage it does with the special. Any weapon certed below level 30 would have a 3x modifier on raw damage it does with the special. In this way, the commando has the incentive to use ALL of his weapons for their special abilities, AND a way to do it while retaining the 5 in damage on the chart that it was originally supposed to do. This is exactly as, from my interperatation, should be. And I highly doubt this'd unbalace anything, since most of our weapons STILL do AoE damage and therefore we'll still piss off large groups of mobs and not do enough damage to take em all out in one swoop when our AoE is fixed. And if you think this'll unbalance it for other professions who grab commando to use the special with, say, their carbines or something, then there's an easy fix: make it so it's a commando only special.


The numbers may take some tweaking, but if you guys were to listen to a detailed proposal on how to fix a profession, this'd be the time to do it. I mean, look at it this way if you're still convinced that this'll screw up balance or isn't the way to go.


Rifleman has it's cover.

Swordsman has it's armor break.

We have our AoE (which, btw, still doesn't work).


However, there's a difference between swordsman/rifleman and us. Both of them can do their 5 damage. We, however, have somewhere around a 2 or 3 in damage. This means that we can't carry out our primary damage dealing role effectively.


Now, I have no idea how this game is coded. But from previous experience, adding this looks like a 2 or 3 day project, you could have it done by publish 20, or even make it in publish 19 if you're quick.


Please, just for once, consider what the community has to say, not brush it off as if we don't know anything.



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
JoKen_Jash
Sat Jun 25, 2005 7:44 pm
#2

What... no thought whatsoever on this?



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
Cpl_Fisher
Sat Jun 25, 2005 8:32 pm
#3

been trying to keep your guildies alive and entained with ditties about burminating the village



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
JoKen_Jash
Sun Jun 26, 2005 11:42 am
#4

Come on guys, suggestions, comments... even a recognition that this exists? I'd like to hear your thoughts as much as I'd like Blixtev to read this.





JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
JoKen_Jash
Sun Jun 26, 2005 1:37 pm
#5

But do you think Commando SHOULD be relegated to some crappy upgrade job? Heavy Weapons should stand alone and be some of the most powerful weapons in the game. We're being outdamaged by pistols. Fixing our AoE isn't going to help, so we'll piss off mobs and do some damage, we'll still be mauled if we hit more than three.



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
Raanan
Sun Jun 26, 2005 2:27 pm
#6


I don't think it should be relegated to a CRAPPY upgrade job but instead a GOOD upgrade job


I agree heavy weapons should stand alone but I rather like the inherent effects of our weapons. That's why I'm saying we should get our weapons beefed up instead adding specials. With inherent effects, we get the same as specials but without the action cost. That's really cool. With beefed up weapons, we get good damage (not equal to riflemen but then riflemen are a 6 in damage I believe), effects, and no action cost. That sounds like a real good deal to me.


I alsoagree, we will still get mauledby multiple aggroseven with fixed aoe damage. With that taken into consideration, maybe we should get a short root? Maybe the acid rifle could get an inherent short root since I don't think it has a special effect attached to it.





*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
TK-132
Sun Jun 26, 2005 4:41 pm
#7

How about several specials not just one.

I feel like the Devs think were to stupid to use specials cause that would involve thinking.

Adding Specials is not hard. They simply don't understand what's wrong with stuff right now.

The CU was suppose to fix us. But now we are actually broke. Just sad.

I proposed a perfectly good system (Still in my Sig). If I added speed everything would have been thought of.

It's sad here we are creating Commando Guilds, thinking up ways to Fix Commando, yet we are paying them. I think their done with us. I don't think there is going to be any magical fix. They'll probably just leave us like this since were not un-balancing or anything.



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
Raanan
Mon Jun 27, 2005 12:32 am
#8

Hey, I have visiting family so the time I get on my pc is limited at the moment since they occupy my room I wasn't ignoring, just hadn't been able to read your post until now.


Here's what I think.


I think the idea of a special is alright but I honestly don't like it much. From what I understand, the devs envisioned commando as a weapon upgrade proff and our weapons should give us our 5 in damage. This is actually better for us as it takes a hell of a lot less action so while other proffs are burning through their action to meet have the equivalent dps, we can use our action for other things (though I have to admit I can't think of other things which require action right now).


All I believe needs to happen for our profession (aside from fixing aoe damage which willSIGNIFICANTLY increase our damage output)is this, advanced versions of our low level weapons. We have a flamethrower and a Plasma Flamethrower which has only minor differences but one very important one, dps potential. Do the same for the rocket launcher, hpbc, and har. That way, we not only have good damage output, we also have the ability to kd, dot, and blind our targets with minimal action cost. That's pretty powerful right there.




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
heapum
Mon Jun 27, 2005 11:04 am
#9

All they need to do to fix commando is give commando a tank
Raanan
Wed Jun 29, 2005 10:22 pm
#10

I've been giving this some thought, quite a bit of thought actually, and I've been living the life of a commando with nothing but commando. With the state of our weapons combined with a lack of specials... bleh. It's no good. So I think we're both right. Our weapons need beefedupand we need specials. Commando can't be a primary proffession in its current state.




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
Page 1 of 1
Previous Next