Commando Archive
Thread: New CU Doc Up (With New Commando Pre-Reqs)
OLD Profession Prerequisites:
Rifleman = Marksman, Rifles Tree (4 boxes)
Carbineer = Marksman, Carbine Specialization Tree (4 boxes)
Pistoleer = Marksman, Pistol Specialization Tree (4 boxes)
Pikeman = Brawler, Polearm Specialization Tree (4 boxes)
Swordsman = Brawler, 2H Sword Specialization Tree (4 boxes)
Fencer = Brawler, 1H Sword Specialization Tree (4 boxes)
Teras Kasi Artist = Brawler, Unarmed Specialization Tree (4 boxes)
Bounty Hunter = Master Marksman (Full Novice Profession), Scout Exploration Tree (4 boxes)
Commando = Master Marksman (Full Novice Profession), Brawler Unarmed Specialization Tree (4 boxes)
Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes), Scout Exploration Tree (4 boxes)
NEW Profession Prerequisites:
Rifleman = Marksman, Rifles Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Carbineer = Marksman, Carbine Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Pistoleer = Marksman, Pistol Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Pikeman = Brawler, Polearm Specialization Tree (4 boxes), Brawler Unarmed Specialization Tree (4 boxes)
Swordsman = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)
Fencer = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, Unarmed Specialization Tree (4 boxes)
TKA= Brawler, Unarmed Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)
Bounty Hunter = Marksman Ranged Support Tree (4 boxes), Scout Exploration Tree (4 boxes)
Commando = Brawler, Unarmed Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes)
Message Edited by garvin on 03-18-2005 03:35 PM
garvin wrote:
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=63147#M63147
OLD Profession Prerequisites:
Rifleman = Marksman, Rifles Tree (4 boxes)
Carbineer = Marksman, Carbine Specialization Tree (4 boxes)
Pistoleer = Marksman, Pistol Specialization Tree (4 boxes)
Pikeman = Brawler, Polearm Specialization Tree (4 boxes)
Swordsman = Brawler, 2H Sword Specialization Tree (4 boxes)
Fencer = Brawler, 1H Sword Specialization Tree (4 boxes)
Teras Kasi Artist = Brawler, Unarmed Specialization Tree (4 boxes)
Bounty Hunter = Master Marksman (Full Novice Profession), Scout Exploration Tree (4 boxes)
Commando = Master Marksman (Full Novice Profession), Brawler Unarmed Specialization Tree (4 boxes)
Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes), Scout Exploration Tree (4 boxes)
NEW Profession Prerequisites:
Rifleman = Marksman, Rifles Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Carbineer = Marksman, Carbine Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Pistoleer = Marksman, Pistol Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Pikeman = Brawler, Polearm Specialization Tree (4 boxes), Brawler Unarmed Specialization Tree (4 boxes)
Swordsman = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)
Fencer = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, Unarmed Specialization Tree (4 boxes)
TKA= Brawler, Unarmed Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)
Bounty Hunter = Marksman Ranged Support Tree (4 boxes), Scout Exploration Tree (4 boxes)
Commando = Brawler, Unarmed Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes)
Message Edited by garvin on 03-18-2005 03:35 PM
OH MY FLIPPING GOD!!!
HOW DO YOU SAY HALLUYAH IN MANDO?
WOO HOO!!!
Message Edited by Iron-Monkey on 03-18-2005 06:48 PM
- Next week, I’ll have a development diary set up, where you can see what happens on a daily basis. BRAVO!!!!
- Star Wars characters will now have a single hit point bar, called "Health". When health reaches zero, the player is incapacitated.
- The only wounds a player can receive are health wounds. All other wound types will be removed from the game.
- A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000.
All of the above professions will be re-balanced so that mastery requires a more equal number of skill points for each of the elite professions. No player will be able to master three elite combat professions. - Special actions will follow a more traditional "3 phase" execution: Wind-up, Execution, and Cool-down. Certain actions don’t have a windup and will execute instantly.
- The wind-up phase is the time from when the player begins a special move to when the move takes effect. During this time, there will be a UI element, visible particle effects (or animation), and sound effects to indicate the player has initiated an action. The length of the wind-up time is determined by the ability used, the character's advancement level and associated buffs on the character.
- Some abilities can be interrupted in the wind-up phase by attacks from opponents.
- All weapons will do a base damage of type of two possible types: "Kinetic" or "Energy". Several weapons will do additional elemental damage of one of the following types: "Heat", "Cold", "Acid", "Electrical".
Wearing advanced armor will apply de-buffs to your character such as slower movement, accuracy penalties, etc. Armor with basic cores will not apply de-buffs. - As your character progresses through the skill tree, (s)he will learn certifications for certain weapons and armor types. Until your character has that certification, you cannot equip weapons or armor of that type.
- Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
The maximum range for basic combat attacks will be 64 meters.
Melee will be effective at a maximum distance of 6 meters. This will tighten the look and feel of combat making it more "up close and personal". - AI will use both range attacks and melee attacks to challenge and engage the players with the new combat system.
- Line-of-sight will be turned on for terrain. Players will be unable to fire if they don’t have line-of-sight to the target.
Gosh...I could have sworn there were a couple of people who hang around here that were dropping some hints a little while back...hmmmm
Iron-Monkey wrote:
garvin wrote:
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=63147#M63147
OLD Profession Prerequisites:
Rifleman = Marksman, Rifles Tree (4 boxes)
Carbineer = Marksman, Carbine Specialization Tree (4 boxes)
Pistoleer = Marksman, Pistol Specialization Tree (4 boxes)
Pikeman = Brawler, Polearm Specialization Tree (4 boxes)
Swordsman = Brawler, 2H Sword Specialization Tree (4 boxes)
Fencer = Brawler, 1H Sword Specialization Tree (4 boxes)
Teras Kasi Artist = Brawler, Unarmed Specialization Tree (4 boxes)
Bounty Hunter = Master Marksman (Full Novice Profession), Scout Exploration Tree (4 boxes)
Commando = Master Marksman (Full Novice Profession), Brawler Unarmed Specialization Tree (4 boxes)
Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes), Scout Exploration Tree (4 boxes)
NEW Profession Prerequisites:
Rifleman = Marksman, Rifles Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Carbineer = Marksman, Carbine Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Pistoleer = Marksman, Pistol Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Pikeman = Brawler, Polearm Specialization Tree (4 boxes), Brawler Unarmed Specialization Tree (4 boxes)
Swordsman = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)
Fencer = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, Unarmed Specialization Tree (4 boxes)
TKA= Brawler, Unarmed Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)
Bounty Hunter = Marksman Ranged Support Tree (4 boxes), Scout Exploration Tree (4 boxes)
Commando = Brawler, Unarmed Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes)
Message Edited by garvin on 03-18-2005 03:35 PM
OH MY FLIPPING GOD!!!
HOW DO YOU SAY HALLUYAH IN MANDO?
WOO HOO!!!
Iron-Monkey wrote:
I finally came back down after reading our line to read the rest of the professions...am I seeing this right, we are getting a major bump down in the SP cost, but almost ALL of the other combat professions are getting a slight bump UP in SP costs? Tell me I am seeing this right?
Rifleman: +4 boxes = +14SP (as of right now)
Carbineer: +4 boxes = +14SP
Pistoleer: +4 boxes = +14SP
Pikeman: +4 boxes = +14SP
Swordsman: +4 boxes = +14SP
Fencer: +4 boxes = +14SP
TKA: +4 boxes = +14SP
BH: -13 boxes = -43SP
Commando: -13 boxes = -43SP
SL: -4 boxes = -14SP
Message Edited by Iron-Monkey on 03-18-2005 06:48 PM
You are correct...They are trying to balance out all the combat professions...let's be real for a sec...Look at things now...How are we currently any better then any of the elite professions for the amount of skill points we cost...Basically we are staying the High Damage profession, but gaining back TONS of skill points while the other elite professions are gaining skill point costs...This doesn't mean that we are being NERF'd...in fact, it will accompany higher defenses, speed and accuracy...
Basically I think the devs were sick of hearing "we cost more so therefore we should be better"...all Professions will be basically equal, but will excel in certain areas (Commandos will excel in Damage Capability)...
We do still cost more then other elite professions though (we have 2 Novice boxes to their 1...so we cost 15 pts more)...
aeuralis wrote:
Well guys welcome to EQ2. Welcome to the world of magic healing (ie with out medicine).
Guys, you can now see why i have been not too happy about the changes. If i wanted to play a game with magic, i would be playing WOW. There was a 400+ thread against the med changes and the devs continue to keep on with the idea.
IF a 400 post thread doesn't convince the devs that they should change thier ideas, what shot do we have getting things changed when/if we don't like something?
In the show Star Trek, when McCoy healsa person with his medical devices, do folks call that magic? Nope...Technology doesn't have to have "expenditure" to work...You call it Magic because other MMOs have called it Magic...This isn't real life, so I say give it a chance...I'm excited to try out the change (I have a CM/Doc template on one of my characters).
Healing will be something to get use to, but if I see a Doctor pull out a device to heal me, I won't be thinking of it as magic, I'll be thinking that they must have some technology used.
I can live with that...would comment more, but I am still trying to fully ingest the link...
garvin wrote:
We do still cost more then other elite professions though (we have 2 Novice boxes to their 1...so we cost 15 pts more)...
Anyone catch my hint awhile back that I was looking forward to being a Master Commando / Master Bounty Hunter....
Axzl wrote:
Great! Now what to use with those extra skill points if I come back....can't ya tell i'm bored? but I keep checking in....