Commando Archive

Thread: Change of Heart (Commando needs changes)

SeminoleDriver
Tue Jan 27, 2004 12:57 pm
#1


For a while I was very concerned about the impending NERFS that are comming our way. After reading some posts from commandos who didn't see these changes as nerfs but more as necessary balances I have somewhat switched my views.


1. Of course are DoTs should not stack, nor should any other DoT in the game.

a. First make our burn "reset" if the player is incapped (PVP)

b. Second make sure heat resists apply to the burn DoT as well (PVE)

c. To give us some way around point b make the acid rifle capable of "eating" through armor and resists

have a message pop up saying "You have reduced Player or Creature X's resist byX%"

d. Along with the Acid Rifle tree include specials to target specific resisits (ie HeatResist Effectiveness+20) Where the +20 equals the MAX % you can take off of a Player or Creatures resist


Now if something has resist to acid that takes away from the damage to resists and to the target itself


2. Heavy weapons need large blast radii.

3. Launcher pistol needs a larger blast radii couple with almost equal on target damage.

4. Thrown weapons need a huge kick in accuracy and some more blast radii


The thing we all need to keep in mind is that even at master, we commandos should not be one man/woman wrecking balls. We should have to work together with other commandos. I say this because, frankly if I can solo a den of Rancors while not being buffed, by simply DoT stacking and running away there is something wrong. Now it falls on the creative team of SWG to come up with content that requires commandos to work together in groups to complete high paying missions. It is time to make the game more group orientatedand making changes like these to commando could help in that IF the devs can get some more content in.


The initial damage and such that we deal should remain the same but our DoTs are the big problem and I feel they are slightly overpowerd, thus the above mentioned changes. More emphasis on all of our weapons and not just the flamer. Make the 0 0 4 0 dabbler just that a dabbler not a master commando.






SD
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MASTER TKA
MASTER SWORDSMAN
MASTER FENCER
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Get a shovel, we gonna need another hole..........
garvin
Wed Jan 28, 2004 1:00 am
#2


There are 3 things that I know of currently in testing or being proposed:


1) No more Same DoT stacking (in testing)


2) Fire Extingishers (proposed by TH)


3) FlameOut that reduces damage done by 85% on first 3 attacks (in testing)


The Stacking DoT isn't a huge deal PvP...most of us Commandos, thanks to our delay, only have the opportunity to get one DoT on our opponent as is if they wander into our 16m range. PvE our Flame DoT stacking is aHUGE deal...since we currently dont have other valid weapons to use (and NO, against a few opinions, the Rocket Launcher is not a valid PvE weapon since it is more specialzed...it can't be fired on the run since you have to stop and use, the accuracy isn't that great, it's expendable, and can't be used indoors)...We rely on stacking DoTs to take down some bigger game in PvE....If we had other valid weapons for ranged attacks we could do our damage in other ways, but for the most part we have to rely on the FT most times...Try using a Rocket Launcher in a Cave if you don't believe me...Or use the Launcher Pistol without the benefit of Pistoleer/Smuggler specials (not every commando dabble there...need to look at the big picture)...Try using a grenade instead of the FT...Again, if we had valid alternatives (and they were fixed) then the stacking PvP or PvE wouldn't be a concern...but currently our other alternatives are broken, so we need our stacking ability for PvE...it's a shame to take it away without giving us something back in return.


The Fire Extingisher can be a good thing...IF IMPLEMENTED RIGHT!!! It would need to work like other kits that put out DoTs...it would need the same restrictions...otherwise what is the point of putting a DoT on someone if they can immediately put it out...What would even be the reason for us to have a DoT? If I give you 100 one dollar bills, then immediately take back 99 of them, why didn't I just give you 1 in the first place? The upset feelings stem from a) not giving us any input on this proposal that TH has been "pushing hard" and b) not having any idea of where this stands or what to expect...what will the restrictions be? who can use it? how is it crafted? will it be usable in battle or outside of battle? will it have a delay timer? will it reduce the DoT or eliminate it right away? and so on...there are tons of questions begging for answers...


And as for FlameOut...this is both a blessing and a curse...I've heard 2 different stories on this one and I am waiting for some official word...Most folks say that it reduces any type of damage...but others say that it specializes in Flame Damage...Either way, picture this...We use /flamesingle2 on our opponent, 85% of the initial attack is reduced but the DoT sticks...they then immediately put out the DoT with the Fire Extingisher and kill use while we wait for our Special Delay Timer to allow us to attack again (or even heal)...Basically our whole offense was just null'd out to 15% of what it use to be...and that's what we get to expect for our next 2 attacks so we now have to avoid specials (if we live long enough) for 2 more attacks and after that hope to get the change to connect up with yet another special (only to have the DoT put out again by the Extingisher)...


Given the combination of all 3 we go from a heavy hitting profession (we are meant to be the Heavy Weapon Specialists) to a profession that is easily dismissed...


And I remind the person who keeps pushing the Rocket Launcher as a valid weapon...No Indoors...look at the speed of your Rocket Launcher...Look at the Cost Vs. Shots...Look at your Accuracy...and remember, if you are trying to keep some ranged distance between you and your target by running, you have to physically stop and get down on one knee to fire the RL (using the RL makes your character do this)...NOT VALID FOR NORMAL COMBAT...


And also to those who say, well when we get our fixes it will be ok...that's just it...WHEN WE GET THEM...that could be next month, 3 months from now, 6 months from now...etc...who knows...Why should we have to put up with being a further broken profession while we wait?




Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Tal-N
Wed Jan 28, 2004 1:12 am
#3




We use /flamesingle2 on our opponent, 85% of the initial attack is reduced but the DoT sticks...they then immediately put out the DoT with the Fire Extingisher and kill use while we wait for our Special Delay Timer to allow us to attack again (or even heal)...



You and I both know from simple logic that using the extinguisher will have a delay before the next action much like you would with a stim, so they won't stop the burn and instantly attack. Given how it'll probably be a 6 second delay as with other stims that is long enough for the commando to recover from the special.


As for the original poster saying a weapon that lowers resists, I have todisagree there. The acid rifle already targets one of the less commonly protected damage types in the game so if something is exceptionally tough there's a good chance either the acid rifle or the flamethrower will be one of the weaknesses or lower resists. There's not many mobs which are especially high to both at the same time, it's usually one or the other. Also breaking down resists would make the mob far too vulnerable plus it's the role of scouts andrangers to apply debuffs like that to animals,for the NPC enemies I'd personally like to see the combat medics get something for that role but it simply doesn't sit well with commandos because of therole it's designed for.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

garvin
Wed Jan 28, 2004 1:28 am
#4

You and I both know from simple logic that using the extinguisher will have a delay before the next action much like you would with a stim, so they won't stop the burn and instantly attack. Given how it'll probably be a 6 second delay as with other stims that is long enough for the commando to recover from the special.


We know nothing about the Fire Extingisher...There are no ordinary stims that can currently put out a Dot...You are making a lot of assumptions...I am basing my arguement on worst case scenerio since that's all we have to go on...but lets say there is a 6 second delay on the Fire Extingisher...would that mean that from the time the click on the extingisher it would take 6 seconds to work OR they can't use it again for 6 seconds? Even if the is 6 seconds, that only allows time for 1 tick...our delay on our specials is longer then that...we then have to try and place another DoT and experience the same results...either way you look at it, we are seriously weakened.


As for the original poster saying a weapon that lowers resists, I have todisagree there. The acid rifle already targets one of the less commonly protected damage types in the game so if something is exceptionally tough there's a good chance either the acid rifle or the flamethrower will be one of the weaknesses or lower resists. There's not many mobs which are especially high to both at the same time, it's usually one or the other. Also breaking down resists would make the mob far too vulnerable plus it's the role of scouts andrangers to apply debuffs like that to animals,for the NPC enemies I'd personally like to see the combat medics get something for that role but it simply doesn't sit well with commandos because of therole it's designed for.


This would be good if the Acid Rifle worked properly...but currently it doesn't...and we can't base our hopes on what might be...Do you know exactly when the Dev's will fix the HAR? Give us a date and time? Is that next month for sure? The month after that? 6 months? What guarentee can you give us? We can not count on any fixes until we have some time of confirmation...so we have to stick by the FT being our primary weapon...and anything that weakens the FT or it's attacks weakens us...


Whether you are willing to see it or not, if all these proposals go into effect without any fixes to our profession we are in for some hard times...You can deny it, but everyone will see it...And unfortunately history will repeat itself with the last Dev blooper to our profession (read that "History Of the Commando Profession" that Hell shot wrote)...The Dev's will make all these changes, we'll spend months complaining about them, they'll see their error and make a fix....but in the mean time we will have spent another few months suffering when we could have fought harder to prevent the damage being done in the first place...



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

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