Commando Archive

Thread: Commando Changes in Publish 7

Ster
Fri Feb 27, 2004 11:43 am
#1




Professions: Commando
  • Changed particle animation on the Heavy Acid Rifle. (Correspondent Issue)
  • Fixed a problem where some of the speed and accuracy modifiers for the Heavy Acid Rifle were not being applied (Correspondent Issue)
  • Adjusted Commando skill titles to be appropriate for the skill line.

  • Flame DoT removal items: Flamethrowers have the ability to inflict fire DoT's and currently, the only way to remove that DoT in PvP is to submerse a player avatar in a static body of water. The challenge is that Tatooine has only 1 very small body of water and on the swamp planet of Rori, it is possible for a player to have to run for more than 20 minutes to the nearest body of water. To give players a fair chance against this, Doctor's can now craft Fire Blankets. Fire Blankets will give Doctors the ability to extinguish flame with a /extinguishflame command that will enable the use of the fire blanket. To balance out the Fire Blanket, using the blanket drains the "mind" of the doctor.

  • These are the commando changes proposed for Publish 7. How many of youare happy with these changes and feel that these address our main issues?


    My answer... at least we were a passing thought.


    Message Edited by Ster on 02-27-2004 10:46 AM

    Message Edited by Ster on 02-27-2004 10:55 AM



    Ster Nemor... The last of the Mononokians
    Master Commando
    Master TKA
    Pistoleer 0030
    Nighthelm
    Fri Feb 27, 2004 11:48 am
    #2

    /sigh


    This is why I jumped ship last month. Even by fixing the mods on the HAR, it is still nothing more than a flamethrower lite (or diet flamethrower if you prefer). This thing needs at least ap2 if not ap3 to become remotely effective. Oh well, I guess the big damage was supposed to go to riflemen. At least they redid the animation, the old one was one of the funniest things I've ever seen in a video game. I've still got the heavy weapons line for base turrets, but that's just because I don't want to drop my would be profession of choice all together. I had high hopes after JustG's response, shame on me. Should of seen that it was all smoke and mirrors.





    Jered Nighthelm of the Keepers of a New Hope
    garvin
    Fri Feb 27, 2004 11:56 am
    #3

    They specifically said they were "enhancing" the HAR...not fixing it in a previous post...


    Fixing it will still make it only usable when we run into a 100% heat resist NPC...With the Acid Specials and power still being weaker then the FT and the range restriction still in there (with NO DoT) I still don't see a reason to ever use the HAR...


    If they do just "fix" this weapon I still think we should push for the entire HAR tree to be merged into the Flame Tree and for us to get a ranged special tree with a new weapon (or at the very least, a tree for the LP with our own specials and skill mods).


    The positive thing we need to rememebr though is that this is the FIRST TIME in a LONG TIME that we've even been mentioned in some patch notes...I actually look upon that as a good thing...it's definitely some progress on our part at getting noticed...



    Garvin Lansdowne
    Retired Commando Correspondent - Current Blue Glowie

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

    ShadowStyrkeGuild.com: A WoW Guild Website

    Ster
    Fri Feb 27, 2004 11:59 am
    #4






    garvin wrote:

    The positive thing we need to rememebr though is that this is the FIRST TIME in a LONG TIME that we've even been mentioned in some patch notes...I actually look upon that as a good thing...it's definitely some progress on our part at getting noticed...





    I aggree with that entirely. Hence why I mentioned that we were at least thought of.

    Maybe we will start seeing changes in Publish 8... how far is that away again?



    Ster Nemor... The last of the Mononokians
    Master Commando
    Master TKA
    Pistoleer 0030
    Windfree
    Fri Feb 27, 2004 12:06 pm
    #5

    I am working my way up the Commando Line almost master, and my complaints are not addressed in the next publish.


    Windfree
    Fri Feb 27, 2004 12:10 pm
    #6


    I am working my way up the Commando Line almost master, and my complaints are not addressed in the next publish.


    I dont understand why we have an acid rifle, if its no good? Why waste the AP points on something that does really do the commando profession any Justice. The Flamthrower rocks, and if you want to the put in the blanket fine, but just make sure that you dont have doc's 20Meters aways using blankets. If a doc wants to use a blanket then have him get close range on the healing target, that way I can flame is Buttocks also!



    LONG LIVE COMMANDO.....



    PS Dont Mess with the Flamthrower, fix the acid rifle. Make it so that the acid does its purpose, eat through armor, burn the flesh.


    Regards


    Wind
    Halmet
    Fri Feb 27, 2004 12:18 pm
    #7

    Whether these changes are good or not, Im still happy.

    At least we are FINALLY being noticed and given some love, and not nerfs.



    Master Commando
    Naritus

    Nothing to see here. Move along citizen.
    Hellshot
    Fri Feb 27, 2004 12:25 pm
    #8

    I will grab acid rifle 1 when I get home and test to see if the mods are really stacking. I will try and post some screen shots of the new animations (probably only default fire and acidsingle 1) and the skill tree also.



    Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

    Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
    Test Center - Ahab Crestingrunner Master Commando and stuff

    First player to wear Mandalorian armor
    garvin
    Fri Feb 27, 2004 12:29 pm
    #9

    Patch 7 hasn't hit the regular severs yet as far as I know...only maybe the Test Server (Hellshot you havea Commando on there right?)...that shoudl be noted...


    Another thing we need to recognize is that in the patch notes it says that 2 of the changes are due to "Correspondent Issue"...Props go out to LordS for getting recognized for his hard work...



    Garvin Lansdowne
    Retired Commando Correspondent - Current Blue Glowie

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

    ShadowStyrkeGuild.com: A WoW Guild Website

    Hellshot
    Fri Feb 27, 2004 12:31 pm
    #10






    garvin wrote:

    Patch 7 hasn't hit the regular severs yet as far as I know...only maybe the Test Server (Hellshot you havea Commando on there right?)...that shoudl be noted...





    Correct, this is only on Test Center at the moment, and as such is subject to change. I am going to try to grab one of the master commandoes on the server and get pics of the cone effects (since these were broken). I will also check with them to see if the modsare stacking appropriately.




    Ancient weapons and hokey religions are no match for a rocket launcher in your backpack.

    Lowca- Col Hoopo Gringo 0/0/2/0 Commando, 0/0/0/2 Fencer
    Test Center - Ahab Crestingrunner Master Commando and stuff

    First player to wear Mandalorian armor
    SuperTurbo
    Fri Feb 27, 2004 12:37 pm
    #11

    dang it, that still doesn't fix the HAR.


    If they seriously want to fix the HAR, replace it with the DXR-6B Tenlos Disruptor Rifle. That's what our HAR should've been at a mininum.


    That's it, I'm going Rifleman to get the "Commando" weapon that we really should've gotten.



    SuperTurbo, DO
    Master Commando, LLC Specialist, TK defense artist.
    Daker-Naritus
    Fri Feb 27, 2004 12:56 pm
    #12






    garvin wrote:

    They specifically said they were "enhancing" the HAR...not fixing it in a previous post...


    Fixing it will still make it only usable when we run into a 100% heat resist NPC...With the Acid Specials and power still being weaker then the FT and the range restriction still in there (with NO DoT) I still don't see a reason to ever use the HAR...




    Garvin,


    I just came here to post exactly this...


    I am so sick of TH promising stuff and not delivering. "Enhancing the HAR" is not equivalent to "We are fixing the mods commandos need to use the HAR." TH was specifically saying that they were fixing the HAR itself to help us live through the next month while we wait for the combat balance. I know this because his post seemed to be pointed at the PMs I and several others sent him regarding the need for a viable alternative weapon (by using almost the exact same language we did).


    So we will be broken for YET ANOTHER month. Even worse now that ONCE AGAIN they are nerfing us (fire blankets) without providing any viable alternatives.


    I don't know why I am surprised, but this bait and switch tactic is getting old... They tell us facts implying that the changes won't be that bad, so we sit quietly and wait. Then right before the patches they change their tune, thereby making it way too late for us to comment.


    Bottom Line: Devs-if you are not going to fix the HAR's OWN accuracy and damage problems (as in the gun ITSELF'S stats), don't freaking bother. No one is going to use the HAR any more due to the accuracy mod bug (which should have been fixed over a year ago), so you are wasting your time fixing only that.


    This is a freaking circus...(*Sings Doot Doot Doo Dee Doo Dee Doo Doo Doo Doo*)

    Message Edited by Daker-Naritus on 02-27-2004 01:58 PM

    LordSeckmoth
    Fri Feb 27, 2004 4:28 pm
    #13

    Don't forget there are more changes coming in future publishes. I think Publish 7 got out pretty quick since pub 6... so the fix for the HAR could be now with enhancements not far behind. Oh and thatnks for the props.... see I do actually work lol
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