Commando Archive

Thread: PVP And You: Special Edition

teamdoa
Wed Feb 25, 2004 2:29 am
#1

cool.



----------------------------------------------------------http://www.sonicteam.karoo.net/SWG/Jedi.jpg
brokenglass
Wed Feb 25, 2004 2:55 am
#2

I wrote one myself before. I'll go dig it up in a sec. It was strictly for PVP though. It didn't really take PVE into factor.
brokenglass
Wed Feb 25, 2004 3:00 am
#3

Everyone has their own view on how professions should be run. Since I'm unavailable to play SWG at the moment, I felt that I might as well post mine out of boredom. Remember that I'm only taking into account PVP and GCW battles. This is also taking into account the game's actual code instead of completely redesigning the whole game engine. Plus keep in mind that I don't know everything there is to know about balance so if I come off as an idiot at times, it's because I am.

Pistoleer: Before anyone complains that I'm crying nerf on this profession, remember that I'm also a pistoleer myself. Pistols are NOT a soldier's weapon or a weapon that one would use on a large scale battlefield. It's the sole reason why assault rifles and bigger weapons exist. A pistol is more of a handy weapon for self defense. Not necessarily the strongest, fastest or most accurate weapon but a more reliable one. The highest defenses out of all the range weapons and the best at taking care of themselves against melee users than the other two ranged weapons. They should have more melee defense specials than a simple knockdown. No armor piercing as again, that's the whole reason why it's not a battlefield weapon. It should have some sort of feature that makes it the best at quickdraw and also therefore making it the best ranged weapon for a one on one duel but I'm not sure how that could be done without rewriting the game engine. This should be a weapon for loners or combat medics.

Carbineer: The best all around self-sufficient ranged weapon. Stronger, more accurate and a faster rate of fire than a pistoleer and more defenses than a rifleman but never "uber" in any one situation. Decent armor piercing but not the greatest. I don't agree about being good crowd control or having aoe. Carbineers should have specials that kill rather than specials that perform status effects. This is the weapon that PVPers should go for if their job on the battlefield is to kill enemy players.

Rifleman: Sniper. When prone and firing from long range, they're the most damaging and most accurate of the ranged weapons when attacking players. They're not fast however and they're only effective when prone or kneeled. When running around, don't expect to hit a thing. Their armour piercing should be the same as carbineers. Best ranged defense out of the ranged weapons but again, only when proned. No melee defense whatsoever and practically dead when enemies are near them. Something should be done however to make rifleman/pistoleer templates attractive.

Teras Kasi: I don't know about you but I view tkms almost like monks. If any of you took karate training, you'd know how much they hammer their students with the lecture of never using their skills for attacking but for self defense. You know where I'm going, the pistoleer of melee templates. Tons of defenses like dodges and counterattacks and of course, their other benefits come in powerboost and meditate. No armour piercing and not a profession that you'd use in a war but the best melee class for self defense. A loner's profession and one of the two best professions for one on one duels.

Fencer: The fastest out of the melee classes. Also a loner's profession and one of the two best professions for one on one duels. They have a bit more strength and a higher amount of armor piercing than a tkm in turn for the lack of powerboost and meditate.

Swordsman: The strongest melee class and the best armour piercing of the melee classes. In a tradeoff, they're very slow. Not a good duel class but better suited for wars than the two former melee classes.

Pikeman: The carbineer of the melee classes. An all rounder in terms of speed and damage. Also the most accurate and maintains the best range out of all the melee classes. As their foot soldier title says, they're the frontline troops on the battlefield.

Smuggler: I currently like what they're doing with the crackdown and making smugglers feel more like actual smugglers. However, last ditch should be considered to be more like...................a last ditch. Perhaps up the delay quite a bit since it's supposed to be a desperation move rather than an assault attack. People should look forward to the smuggler as for all the smuggling and criminal activity being held within the class rather than how effective they are as gunfighters. Han was no pushover but he had a pistol to defend himself. Not to engage in war.

Commando: Since commando is a military term, it should have everything to do with being a war profession. I'm not too sure on how I would have grenades and all the heavy weapons aside from the particle cannon and rocker launcher be handled so I'll stay away from those for now. Heavy weapons need to have more charges, less rarity and fewer ham costs. The particle cannon is what commandos should rely on as their long range player killer. Rocker launchers are of course, meant to destroy AT-STs and turrents. Instead of an acid rifle, the commando should get a machine gun which when prone is the crowd control weapon of the game with an extremely fast rate of fire, aoe attacks and aoe knockdowns. Not insanely accurate and not a great amount of range though or else this weapon could end up being overpowered. As great as a commando is on a large scale group battle, they're terrible as soloists. No defenses whatsoever and no real solo player killing weapons to rely on. If commandos want that, they should invest in a carbine or pistol. If you think like Commando & Conquer, rocket soldiers obliterate tanks but if you took 10 rocket soldiers and sent them after 10 infantrymen, the rocket soldiers would be wiped out. They'll have the best armour piercing out of all the professions in the game and in order to have access to this profession, you must be part of a warring faction (militaries would not spend millions of dollars on high tech weaponry so you could waste it on creature hunting).

Bounty Hunter: PLAYER BOUNTIES!! My gosh, if we had this, the GCW wouldn't even be necessary for fun PVP. When a BH gets a player bounty, they'll use droids in the same fashion that they do to take out npc bounties. To prevent exploitation, a player can only have one bounty placed on them per week and if the BH is killed during the pursuit, the bounty will have a tef on the person who made the bounty. Combat wise, BHs should be the best one on one profession and should be the ones with grenades so they have a wide access to all sort of damage types so they wouldn't even need armour piercing. In order to prevent exploitation of this profession and rendering pistoleers and carbineers useless on the battlefield, you have to be neutral to use this profession. After all, BHs don't care about the war and only fight for those with the largest bank account.

Combat Medic: I don't know about you but when I hear the word combat medic. I picture a medic on the battlefield who can slightly defend himself if attacked. I do not picture a poison thrower who is relied on as part of the assault. I suggest upping the quality of the ranged stims to equal or even surpass that of a doctor's stims and increase the range that the CM can throw one (unless it's already at max then nevermind). Also make mind healing more attractive and give them fire extinguishers or fire blankets and even give them the ability to heal poisons. However, at this current moment, poisons seem to be more like assault weapons than defense weapons. Maybe instead of poisons, CMs could get panic shot and ranged kd style pistol specials (since pistol weapons are defense weapons in my view) instead. People shouldn't pick combat medic expecting to be uber fighters but rather doctors who know how to shoot.

Misc: Faction benefits of all kind should be FREE. Then there will be a bigger advantage to joining a faction. It's not like they're very good after. ST armor and faction weapons are pathetic compared to composite and player crafted weapons so you'll still see those on the battlefield. This way however, there will be a bigger emphasis on standard issue weapons being handed out and there will be a gigantic stormtrooper presence in cities. The armor however, should only be limited to those who go to the overt status. While they are free however, they should still be limited by their rank. This will also help with continuity as you could say that you have to reach a high enough rank to become a stormtrooper. AT-STs, bases, turrents and minefields are reached by much higher ranks. AT-STs should have lower HAMs but much heavier armour. This allows commandos to do their job much more efficiently.

That's all I can think of for now. I'd post these on the In Concept forum but there's already too many ideas posted for mine to be read and unless they're a page long each, they're going to be completely ignored. And hey, if you want to be uber under all circumstances, that's what jedi is for.

Message Edited by brokenglass on 02-25-2004 02:00 AM

TheOneWag
Wed Feb 25, 2004 3:11 am
#4

Tom, I've seen your flames, nerf cries,and "data",butI'd like to say right now I'mreally impressed with this post as it is definately a change of pace for you.


As for what is written, it all sounds dandy, and I think some of what you've got down is what the devs may be conceptializing. Regardless, let's review perhaps another opinon...


Pistoleer - The Runner. Capable of the highest accuracy while moving, fastest rangedweapon speed, yet least damage per shot. Real pistoleers (sport target shooters)are fast - no - faster than that. Two shots in under half a second with a single action revolver (you have to **edit** the hammer back yourself). Target shooters are INSANELY accurate and can pull off a myriad of bullseyes in a very short amount of time. This profession should be able to induce the most status changes simply because they can hit ANYTHING ANYWHERE, fast.


Carbineer - The Suppressor. With a wide range of cone and area shots / effects, carbineers take their place at mid-distance, kneel, and unleash a hailstorm of unstoppable automatic fire. Real Carbineers (comparable to marines) are capable of laying down a disciplined series of attacks that is incredibly hard to combat against. With preparation and discipline in tactics, the Carbineer is hard to kill, but even harder to approach.


Rifleman - The single kill. It takes time to fire any rifle, but the rifleman's base accuracy (not while moving) should be the highest of any profession. Real Riflemen (snipers)can hit targets within a .25 meter circle at 600 meters range. The rifleman's cover and hiding abilities should be emphasised more, as well as a higher damage special with a very, very long speed modifier.


Bounty Hunter - The Killer. A bounty hunter exists to do one thing and one thing only - Kill. That is their SOLE purpose, and to get as far as MBH, they are very, very good at it. Real Bounty Hunters (yes, they exist kids) will track a single target for YEARS, going through lead after lead to eventually capture or destroy their intended target. They employ a stunning array of tactics that is learnedfrom everything frommilitary training to backalley shootouts. They should be very, very lethal and able to use an arsenalweapons other classes can only dream of.


Commando - The Demolitionist. The commando isn't about being the fastest or most accurate person on the field. They always, ALWAYS bring a bigger gun to the fight. I'd like to see a greater emphasis onhigh explosives. The commando is an EXPERT with grenades, flamethrowers, acid rifles and other weapons that other classes just wouldn't be able to handle simply because of their almost suicidal lethality. Granted, you aren't going to always hit your opponent or get off a lot of shots quickly....but one thing is certian - if it blows up or burns - the commando WILL kill it.


Pikeman - The Tank. Pikemen should be able to absorb the most damage through an incredibly high block and counterattack skill. Massive melee defenses and above average ranged defences would make this class just right along with added accuracy and loads of Area / cone effects. Pikeman should have a skill that is a step above COB that would allow them to have additional protection at the cost of greater weapon decay while the skill lasts.


Fencer - The Duelist. Fencers should be the hardest meleecombat profession to face 1v1. Against a single enemy, the fencer should have the easiest time debilitating and assaulting a target with a hailstorm of attacks, not nessecarily damaging, but accurate and quick. Against multiple foes however, the fencer would have a harder time trying to tackle several enemies at once with few Area effects and lower offensive output than some of the other classes, forcing them to rely on evasivethings like dodge and COB, but NOT melee toughness.


Swordsman - The Slugger. Swordsmen skilled in the use of two handed weapons should be one of the most balanced combat professions. High damage with average accuracy and average speed lead to a lethal juggernaught of attacks that can't be stopped. Against slow targets or targets with a low dodge, swordsmen should literally HAMMER (no pun intended)them with a series of blows that does massive damage, particularly to the body pool (the largest target). Average defence with a low dodge / block / couterattack stat would make this class slightly weak in the defensive category, but still they would make up for it with high Armor Peircing weapons and heavy DPS.


Terras Kasi Artist - TheAdapter. Terras Kasi Experts represent the class that can bevery goodat almost every aspect of combat, yet NEVER the best at any one single aspect. Mainly average stats around the board, their template would reflect more like fencer, only with slightly higher defenses. As with true martial artists - styles can vary greatly, thus the TKA would be able to adapt themselves for completely defensive or offensive roles. Being able to tank with skills like COB and being able to hammer with skills like UH3, and being able to debilitate strike anywhere on the body precicely, causing specific status effects (head hit / dizzy / blind/ stun). The TKA and especially TKM draw upon a lifetime of using absolutely nothing but themselves and the mistakes of their enemy to win on the battlefield, and as such, they are incredibly adept at things like knockdown.


_____________________________________________


Anyways, after that...I'd say alot of the professions are heading that way right now. Hell, even if the devs came out and said: "Ok, we're changing all the combat professions to do _____blank____. It's not like it's going to happen tomorrow...




- Sprin Jon -
tometaophion
Wed Feb 25, 2004 1:47 pm
#5


What follows is my comparison of the combat professions and a short assesment of their strengths and weaknesses, a revisioning of their essential role.


I realize many of you hate me, but that is ok, as I present just arguments, I do not see what could cause you such anger and consternation. If the devs look upon this or any other post and agree with what they see theirin it will not be because of merely my assessment, or even data that they missed or forgotten, but because a great many have come to agree with me. And in that how can you continue to hate me, for is not the will of the majority of players sufficient to create a truly interesting game?


This is a competition and comparison amongst masters. The devs have long ago, perhaps even at launch decided to do away with fairness between novice combat professions. Pistoleer reaches the speed cap with powerup at novice. What IS remarkable is the fairness, amongst a number of professions at 4444, a fairness which completely goes out the window at Master.The disparity is easily noticed in the extremely high dps improvement from 4444 TKA which = Master Swordsman, to TKM. The permissibility of this disparity is either a complete pandering to the TKM crowd, or a representation of the systems checks and balances, by the exact same monumental jump +20 in speed(huge) and +40 in accuracy for Master rifleman.



Revisioning the combat professions-


This is all quite simple, merely by glancing at the various professions specials are you able to surmiseeach professions; specific role


Pistoleer- Perhaps the most versatile combat profession, able to survive and compete fairly in ranged and melee except against

masters specializing in either, without preparation. Thestrenght of the profession is indicative in the high stat defenses,at 190 total, the

highest in the game.


Carbineer- Extremely versatile, a group based profession, a soldier, yet excels best when immobilizing, and causing huge state change effects

in order to insure an edge in ranged combat, also maintains versatility in melee, if necessary. Low state change defenses and low melee

defense make this classes entry into melee only in an emergency, their state effect attacks insuring a quick get away.


Rifleman- Extremely deadly, either alone in a group, low state change defenses reflect the balance to their power, their primary weakness of posture

down effects, via lunge1/2, and knockdowns, melee attacks, simulating flanking by causing state effects reducing the effectiveness of their offensive power

particularly in their extremely penalized close range attacks. Carbineers, Pikeman, Fencers, and TKA are particularly effective in this type of attack.


Bounty hunter- Extreme versatility and adaptability, with the capacity to wreak havoc in many ranges. Can affect state change effects like no other class save TKA

Primary weakness is their single minded devotion to offense, creating situations where they are so arrogant they do not defend themselve properly


Commando- The extremely fragile, extremely expensive, extremely adaptable profession, duly employed alongisde squad leader, Combat medic, and creature handler

as support personnel. Extremely deadly when shielded from the attacks which exploit their position or weaknesses, causing them to flee.


Pikeman- True crowd managers, and survivors, capable of dishing out heavy damage to various targets, particularly as with carbineers by lowering their defenses then exploiting

their vulnerability


Fencer- Defense intensive, perfectly aware profession, daring, swashbuckling, capable of keeping crowds at bay, with little tendency to offenese


Swordsman- Dmg intensive profession, extremely deadly, posture change and blindness, brings their onslaught to a pause


TKA- Extremely adaptable offense and defense, representing a perfect balance between the two, represented in moderate dmg, and high ranged/melee defense and low state defense, acompanied

by perfect accuracy, and quick speed indicative of the short distance their fists must travel. Easy to intimidate and thus lower their high offenses, and dps output.

tometaophion
Wed Feb 25, 2004 1:48 pm
#6



What follows is my comparison of the combat professions and a short assesment of their strengths and weaknesses, a revisioning of their essential role.


I realize many of you hate me, but that is ok, as I present just arguments, I do not see what could cause you such anger and consternation. If the devs look upon this or any other post and agree with what they see theirin it will not be because of merely my assessment, or even data that they missed or forgotten, but because a great many have come to agree with me. And in that how can you continue to hate me, for is not the will of the majority of players sufficient to create a truly interesting game?


This is a competition and comparison amongst masters. The devs have long ago, perhaps even at launch decided to do away with fairness between novice combat professions. Pistoleer reaches the speed cap with powerup at novice. What IS remarkable is the fairness, amongst a number of professions at 4444, a fairness which completely goes out the window at Master.The disparity is easily noticed in the extremely high dps improvement from 4444 TKA which = Master Swordsman, to TKM. The permissibility of this disparity is either a complete pandering to the TKM crowd, or a representation of the systems checks and balances, by the exact same monumental jump +20 in speed(huge) and +40 in accuracy for Master rifleman.



Revisioning the combat professions- 1


This is all quite simple, merely by glancing at the various professions specials are you able to surmiseeach professions; specific role


Pistoleer- Perhaps the most versatile combat profession, able to survive and compete fairly in ranged and melee except against

masters specializing in either, without preparation. Thestrenght of the profession is indicative in the high stat defenses,at 190 total, the

highest in the game.


Carbineer- Extremely versatile, a group based profession, a soldier, yet excels best when immobilizing, and causing huge state change effects

in order to insure an edge in ranged combat, also maintains versatility in melee, if necessary. Low state change defenses and low melee

defense make this classes entry into melee only in an emergency, their state effect attacks insuring a quick get away.


Rifleman- Extremely deadly, either alone in a group, low state change defenses reflect the balance to their power, their primary weakness of posture

down effects, via lunge1/2, and knockdowns, melee attacks, simulating flanking by causing state effects reducing the effectiveness of their offensive power

particularly in their extremely penalized close range attacks. Carbineers, Pikeman, Fencers, and TKA are particularly effective in this type of attack.


Bounty hunter- Extreme versatility and adaptability, with the capacity to wreak havoc in many ranges. Can affect state change effects like no other class save TKA

Primary weakness is their single minded devotion to offense, creating situations where they are so arrogant they do not defend themselve properly


Commando- The extremely fragile, extremely expensive, extremely adaptable profession, duly employed alongisde squad leader, Combat medic, and creature handler

as support personnel. Extremely deadly when shielded from the attacks which exploit their position or weaknesses, causing them to flee.


Pikeman- True crowd managers, and survivors, capable of dishing out heavy damage to various targets, particularly as with carbineers by lowering their defenses then exploiting

their vulnerability


Fencer- Defense intensive, perfectly aware profession, daring, swashbuckling, capable of keeping crowds at bay, with little tendency to offenese


Swordsman- Dmg intensive profession, extremely deadly, posture change and blindness, brings their onslaught to a pause


TKA- Extremely adaptable offense and defense, representing a perfect balance between the two, represented in moderate dmg, and high ranged/melee defense and low state defense, acompanied

by perfect accuracy, and quick speed indicative of the short distance their fists must travel. Easy to intimidate and thus lower their high offenses, and dps output.

KOBALDONWANDERHOME
Wed Feb 25, 2004 3:07 pm
#7

wow both of those posts were awesome i wish i could think and come up with stuff that great...



Master Creature Handler - Teras Kasi Master
rawr!
tometaophion
Wed Feb 25, 2004 5:32 pm
#8

Upon further consideration of the various professions, I have a few ideas for special attacks which would make each class unique. Instead of each class having a targeted attack, state effect attacks, and spin attacks, perhaps they could each be given signature moves attained at master, alongside the traditional more powerful hit or burst attack.


Pistoleers- An ATTACK that lets them duel fire with pistols preset somehow to do so


Carbineers- Improved version of overcharge shot, with high dmg and aoe state change effects, simulating


a burst of fire.


Rifleman- Variation on conceal shot which targets the mind exclusively


Bounty Hunter- My brother wants rocket packs(MBH), an extremely damaging flurry of attacks, which causes


huge wear on the weapon.


Commando- An assault rifle level with moderate dmg, high rate of fire, and the ability to target multiple targets


Creature Handler- the ability to ride anything of sufficient shape and size


Pikeman- a Pikeman charge, akin to lunge, but which has a chance to knockdown, high change to posture change, and deals high damage.


Fencer- An ability to divert attacks from another player(heroism), akin to ranger rescue, also improved defenses(just kidding)


Swordsman- Addition of head hit to state change effects, such as dizzy or blind(being hit on the head by a hammer)


TKA- Disarm, grapples(restraint damage) which can literally hold an enemy creating an improved method of tanking.





KraytDragonMan
Wed Feb 25, 2004 5:42 pm
#9






tometaophion wrote:

Upon further consideration of the various professions, I have a few ideas for special attacks which would make each class unique. Instead of each class having a targeted attack, state effect attacks, and spin attacks, perhaps they could each be given signature moves attained at master, alongside the traditional more powerful hit or burst attack.


Pistoleers- An ATTACK that lets them duel fire with pistols preset somehow to do so


Carbineers- Improved version of overcharge shot, with high dmg and aoe state change effects, simulating


a burst of fire.


Rifleman- Variation on conceal shot which targets the mind exclusively


Bounty Hunter- My brother wants rocket packs(MBH), an extremely damaging flurry of attacks, which causes


huge wear on the weapon.


Commando- An assault rifle level with moderate dmg, high rate of fire, and the ability to target multiple targets


Creature Handler- the ability to ride anything of sufficient shape and size


Pikeman- a Pikeman charge, akin to lunge, but which has a chance to knockdown, high change to posture change, and deals high damage.


Fencer- An ability to divert attacks from another player(heroism), akin to ranger rescue, also improved defenses(just kidding)


Swordsman- Addition of head hit to state change effects, such as dizzy or blind(being hit on the head by a hammer)


TKA- Disarm, grapples(restraint damage) which can literally hold an enemy creating an improved method of tanking.





Jedi- Ability to beat a class.

tometaophion
Wed Feb 25, 2004 5:49 pm
#10

I highly doubt luke could have beaten boba fett, right before his confrontation withDarthVader, I do not feel anyone save a padawan, or knight should be able to beat a master elite class, not a jedi initiate.
Higginsis
Wed Feb 25, 2004 6:36 pm
#11

I agree with the power of a jedi not being effective until after padawan, after all at initiate level they aren't even jedis, just someone who can sense the force.



Higginsis Great[REJEK] : Solicitation Expert
Bum Sexing-Crixx- until until he gives up...

tometaophion
Wed Feb 25, 2004 7:05 pm
#12

someone told me all one star bandits like men! is this true? are a lot of them women,or just very strange fellows?
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