Commando Archive

Thread: Full Results of My Testing

RayvinCorp
Wed Jan 07, 2004 2:15 pm
#1






LordSeckmoth wrote:

HAR: Well the accuracy actually seems to be working now. I was hitting 7/10 shots on the move, and missed only 1 of my 5 special shots *averaged*. The speed though still seems broken; because it was taking me 4-5 seconds *speed 4.2 HAR* to fire standard shots again, and 13+ to fire specials again.




32 seconds between specials with a 5.6 speed HAR (got a damage slice :robotmad the flame dot kills mutant rancors before I get to use the HAR on a second shot if I miss with the first.



"Anybody can die to a durni, but it takes a Commando to do it with just the right flare...."
RayvinCorp
Wed Jan 07, 2004 2:17 pm
#2






RayvinCorp wrote:
32 seconds between specials with a 5.6 speed HAR (got a damage slice :robotmad




stupid messageboard coding.


Should be:


(got a damage slice )




"Anybody can die to a durni, but it takes a Commando to do it with just the right flare...."
maddogs
Wed Jan 07, 2004 2:30 pm
#3

i have a lovely ideal for a new commando move im cabinr right now and they have this thing called chag shot it makes you stike your fist up in the air and charg your enimy for a kd


i think it be asom to get this animation for commando call it charg punch can only be done from 32m-0m and would work with wep equiped you hit it and you stick your fist up in the air and charg and punch them to the ground it be a asom commando unarmed kd


but other then that i think most of all the dam on the HWps and gernads need a mager buff expacily the RL it sholud out dam any wep in game becous it is the most costly to buy and to make plus its a charg wep (limeted shot)


and theflame thrower/acidriflespecalc should at lest reach 20m the rang of a melee attack but should be 32m


also make the aoe of the hwps and the gernades big like 16-20m if melee can hit this far a explosion should to


and GL lord hope things turn out ok for ya




===============================================================


Daniel' Judson-Leonheart

tacwraith
Wed Jan 07, 2004 2:37 pm
#4

if the acid rifle special is missing 1 out of 5 at master level then the accuracy mods are broken. I miss 1 out 9 at master.

grenade aoe damage is there, you do see the 'miss' over several heads when you throw it. however the accuracy is horrible because in most cases you will hit just the target and miss (or have the target 'dodge' or 'block').

heavy weapons aoe damage works for rockets and acid stream launchers. But as of yet ive not seen a single instance of hpbc or the lightning doing aoe damage.




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TechnoHic
Wed Jan 07, 2004 2:49 pm
#5

Reduced ham on grenades and HWs. I swear I hurt myself more than my target.


AOE that Ive seen from the grenades is it works but never seem to get any damge from it. Tested it by throwing at a bunched up group of durnis. YOud think with 5k damage it would nuke and cook the durnis for you but the only way I culd tell that it worked was it agroed the rest of the durnis on me, only killing the one I was targeted on. I had a notion to run screaming like a little girl just as a joke. lol




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Elder Commando
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N4R4Y4
Wed Jan 07, 2004 6:03 pm
#6

Before I begin, a quick note about AOE attacks: for any of them to affect all targets in the radius,all of themmust already be in combat with the attacker. This holds true for both PvE & PvP, regardless of which weapon is being used to perform the AOE attack.


That said, here is what I propose be done to the Commando profession.


Heavy Acid Rifle


The Heavy Acid Rifle is a horribly applied band aid (one without the neat antibacterial stuff glazed on)that leaves the sore underneath infected and disgusting. I wouldn't miss this weapon if it were removed from the game. In fact, get rid of it. And NO, I don't want another potentially senseless weapon made in an attempt to band-aid the profession further. Instead, I'd like to see this line amplify some of the skills found in the prerequisite lines of the profession.


Flamethrower


The issue that the majority have with this weapon is its blatant ignorance of armor resistance. To that, I say set something on fire and watch. Armor should have no effect on the DoT and the DoTs shouldbe stackable, butthey should not take effect on a target that dodged the initial hit. And the max range of the weapon itself should be set at 32m, not 64m.


And ummm...the title of this line should not be "Grenadeer"...


Heavy Support Weapons


All of them need a simple change in that they should not just go *poof* when empty, but should require a reload and crafters should be able to craft the ammunition separate from the guns/launchers themselves. A fishing pole is an excellent example here; you cannot fish without having bait in the fishing pole container. Same should hold true with Heavy Support Weapons. These weapons should all be equippable and should not go poof when empty. Also, you should be able to use the "Aim" command in conjunction with firing one of these and this change would require thateach shot from one of these weapons to represent itself via an icon in the combat queue.


In regards to both accuracy & HAM drain, I'd say the current setup is logical; these areheavy support weapons. They should take effort to fire and should be only marginally accurateconsidering the fact that they areheavy support weapons.


Grenades


Grenades are all good and fun, but where are the bombs that one can place? I'm not talking weak ones either; I'm talking about bombs that do 5-digit damage. I envision the procedure of setting a bomb to be first kneel where you want to place the bomb and then use the bomb from your inventory, a process that should take at least 15 seconds (base 30 seconds). If the Commando lives long enough to successfully place and activate the bomb,said Commando shouldthen have another 15 to get the hell out of the way. The blast radius onbombs should startat 40m. It should be able to hit friendly targets as well as enemy targets (being on the same side should not make you immune to bombs).


As for the existing grenades; theyhave too many problems. First, accuracy with a thrown weapon sucks so bad that I usually waste an entire crate of protons before hitting anything with one (and no, I'm not trying to hit Bark Mites with them either). Second, the HAM drain on a grenade is ridiculous. They can't be that heavy. Third, the max range of a grenade should not top out at 32m. A CM can lob poisonballs much farther than 32m and we're the ones with unarmed training. Something doesn't smell right there. Also,the Proton Grenade's ideal range happens to be synonymous with the size of it's BLAST RADIUS. Throwing one from ideal range will incapacitate the thrower almost every time. The fixes for all grenades are rather simple: logical ranges (max at 64m, ideal at 32m), logical HAM drain (at least half of what it is now), and logical accuracy (120 is what I had in mind, 20 in each box from Novice up to Master).


Launcher Pistol


Should berenamed to "Lag Pistol" and thrown out the door withthe Acid Rifle.


In Summary


If I had my way, the profession would lose two problematic weapons in the Acid Rifle and Lag Pistol and the resulting trees of the profession would end up looking like this (from left to right):

"Demolition Tactics" would replace the current "Field Tactics" line as follows:


Box 1 - "Basic Explosives and Grenades" - 150k "Demolition"* XP req
TN +10
Thrown Weapon Accuracy +20
Thrown Weapon Speed +10
Bomb Placement Speed +3**

Cert to useglop grenades
Cert to use C15 stationary explosives


*-"Demolition" XP should be granted in the same manner as weapon XP is whenever someone successfully uses a grenade or bomb against its intended target.


**-The"Bomb Placement Speed" skill mod is a mod that would be directly subtracted from the propsed base time to set bombs of 30 seconds to derive the actual time. At Novice, a Commando would require 30 seconds to place a bomb. At Master, the mod would drop it to 15.

Box 2 - "Advanced Explosives and Grenades" - 200k "Demolition" XP req
TN +10
Thrown Weapon Accuracy +20
Thrown Weapon Speed +10
Bomb Placement Speed +3
Cert to usecryoban grenades
Cert to use C25 stationary explosives

Box 3 - "Experimental Explosives and Grenades" - 250k "Demolition" XP req
TN +10
Thrown Weapon Accuracy +20
Thrown Weapon Speed +10
Bomb Placement Speed +3
Cert to useimperial detonators
Cert to use reactive gas bombs


Box 4 - "Outlawed Explosives and Grenades" - 300k "Demolition" XP req
TN +10
Thrown Weapon Accuracy +20
Thrown Weapon Speed +10
Bomb Placement Speed +3
Cert to use thermal detonators
Cert to use radioactivegas bombs


THE HSW & Flamethrower lines would remain the same, spare changing the titles you get when you train the lines completely (Grenadeer would fit if the Flamethrower was a Grenade Launcher instead). The whole of the changes to the Heavy Support Weapons would be to the weapons themselves.


"Advanced Combat Techniques" would replace the current "Acid Rifle Specialization" line and look like this:


Box 1 -"Advanced Combat Maneuvers" - 60k Combat XP req
Aim +20
Cert to perform Advanced Tumble To Prone, Advanced Tumble to Kneel, and Advanced Tumble To Stand. These tumbles would function similar to the existing ones with one difference; they'd allow you to perform special attacks while tumbling.
Melee Defense +5
Ranged Defense +5
Ranged Mitigation 1


Box 2 -"Advanced Carbine Use" - 80k Combat XP req
Carbine Speed +25
Carbine Accuracy +25
Cert to perform Carbine Body Shot and Carbine Head Shot. These attacks (and all of the special attacks in this line) would not be heavily damaging at all; their sole asset is in the ability to target a pool.
Def VsDizzy +5
Def Vs Stun +5


Box 3 -"Advanced Pistol Use" - 120k Combat XP req
Pistol Speed +25
Pistol Accuracy +25
Cert to perform Pistol Leg Shot and Pistol Head Shot
Def Vs Blind +5
Def Vs Intimidation +5
Ranged Mitigation 2


Box 4 -"Advanced Rifle Use" - 150k Combat XP req
Rifle Speed +10*
Rifle Accuracy +10*
Cert to perform Rifle Body Shot and Rifle Leg Shot
Def VsKD +5
Def Vs Posture Change (Down) +5


*-The reason why these are less than the others is because the max speed & accuracy within the Rifleman profession exceed those found inboth the Carbineer & Pistoleer professions when all are trained to master and this proposal was written to take intoconsiderate possible dabbling.


The Master Commando box, in addition to what it currently gives, would give the special attack "Overcharge Shot 3" which would simply be a more damaging version of "Overcharge Shot 2" (more damaging to both the target and the weapon itself). It would also give another +3 to the proposed "Bomb Placement Speed" mod, bringing the total of that mod to +15.


Coffee is a good thing!




!!!
Korgull
Wed Jan 07, 2004 6:28 pm
#7

We need more accuracy across the board on all our weapons if we are going to be able to do anything at all in PvP.



Anyone who only masters 1 class (let's say Rifleman) can also train the defensive trees of Fencer and Teras Kasi and still have points left to train more. Anyonelike this is darn near impossible to hit with any of our weapons, and nowadays the vast majorityofpeople that I run into that are overt have templates similar to this.



More accuracy please!!!!!




BIOHAZARD
NobodyHasThisHandle
Wed Jan 07, 2004 9:24 pm
#8

Please, no mods for pistols rifles or carbines. Everyone would take up our Pistol/Carbine/rifle lines in those cases. Pistols and Carbines tend to get pretty uber with BH, and rifles are already pumped up really high. Those BH/Pistoleer dabblers would be able to save a ton of skill points if they went commando to get the pistol mods =P



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To the Devs: More fixes.
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LordSeckmoth
Thu Jan 08, 2004 1:50 am
#9

Okay, because a few things have changed, I went out and started testing all the Commando weapons. This is what I have found; but if you have any more info, either stating something contrary to what I found, or adding that's fine. Now this is just for issues that needed fixing off of normal uses, not for changes to what is already there. I still have those logged.


So here they are:


HAR: Well the accuracy actually seems to be working now. I was hitting 7/10 shots on the move, and missed only 1 of my 5 special shots *averaged*. The speed though still seems broken; because it was taking me 4-5 seconds *speed 4.2 HAR* to fire standard shots again, and 13+ to fire specials again.


HW's: The AOE Damage is now activated. I was able to hit 5 ST's with my RL on an assault to an Imperial Base. The damage also seems to be working fine, RL was 1532-3112 and I was doing max and more *AP helps *


Grenades: AOE didn't seem to work for any of the Grens I used. Though it did for HW's; anyone see an AOE work for Grenades? Also I was still missing like crazy, so I think mods are not working as intended, or need to be increased.


That's all for issues with the CURRENT system. I still want to see more implimented like HW damage increased or uses increased *or both, but let's not be greedy hehe * LP get it's own specials, some sort of run away Unarmed moves, and Grenades set OUTSIDE that blow self up range.

LordSeckmoth
Thu Jan 08, 2004 1:51 am
#10

Oops, forgot to add, going to be out until late tonight or tomorrow. Fiance has been very sick, bronchitis and bronchial-pnumonia. Have to get her to the hospital because her fever is now over 102; such fun these past few weeks lol
Skragbait
Thu Jan 08, 2004 1:56 am
#11

I've seen the AOE working on grenades. I've been on missions where I was grouped with a TKA friend of mine. He would stack up the mobs around the lair and I'd toss a grenade at it. Sometimes it would hit 1 or 2 of the mobs. Most of the time they had that lovely white lettered "MISS" above their heads, hehe. They really should get rid of the HAR line and combine it with Flamethrowers. And make it into an LP special line.



------------------------------------------
Skragbait - Bria
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MikeTheNose
Thu Jan 08, 2004 4:48 am
#12

How about that but the move can be done with FT or HAR and it shows you as slamming the target with your gun. How cool would that look?
maddogs
Thu Jan 08, 2004 5:15 am
#13

mikethenose it be asom looking it raely would believ me i love this move its the funest looking thing in the whole game and charg punch would give us a sime range kd but not you basicly burst run for 32m and smake them over the hed to the ground it be asome and it be a way to get a hed jumb on tks so we actuly stand a changes agenst them i meen it make perfect senc to have a melee kd wouldint it we do have unarmed 4



===============================================================


Daniel' Judson-Leonheart

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