Commando Archive

Thread: Doable commando fixes

Hellshot
Fri Feb 13, 2004 10:15 am
#1




I don't know if anyone followed the AT-AT thread that TH was posting in, but the short summary of it that was relevant to us was that things get fixed based on demand and doability. Therefore, while we can ask for a new commando weapon to replace the HAR all day, its not going to happen because it would require a lot of new artwork, new additions to the data table for damage, range, etc, new coding. Well, you get the idea. Anyway, I thought I would try and post a positive thread about things that could be fixed within the existing programming confines. Please keep posts constructive (I know thats asking a lot atm, but bear with me).


In order of importance


1) The Heavy Acid Rifle (HAR)

a) The speed and accuarcy modifiers for this weapon are still broken since launch, forcing commandoes to rely on their flamethrower.(FIXED)

b) Even if the HAR modifiers worked properly, this weapon would be outdamaged by a decent acid carbine or pistol as it has no armor piercing. Addition of armor piercing or a reduction in speed on these weapons would make them on par with other acid weapons. Also, please remeber that this weapon does not get the boost in power when doing a special that the flamethrower got because it has no DOT.

c) Currently commandoes have no non-disposable weapon specials that reach beyond 16m, it would be nice if the HAR could fill this role as it differs from the flamethrower in that it has no DOT attack. I dont know if this is possible with the existing coding, butit would be nice if this weaponused rifle specials

d) Several of the animations on this weapon (acid cone 1 and 2) are broken. Also the standard firing animation resmebes the firing of small sticks.It would be nice if this could be replaced by a standard green beam, akin to a blaster bolt. (FIXED)


2) Grenades

a) Presently, many of the grenades schematics are such that the ideal throwing range is within the blast radius, causing the user to be hurt. This is not logical, as you can and are taught to throw a grenade beyond its blast radius in modern basic training, and I would assume similar things would be true in more advancded societies.

b) Grenades have very high HAM costs. It doesnt take that much energy to throw a grenade. If you dont beleive me, go find a decent sized rock, throw it, and then ask yourself, am I tired.

c) Stack size is too small, needs to be increased, but I dont know how doable this is.

d) Accuarcy. Grenads fragment, causing immense damage beyond the initial blast. There is no way a grenade should miss. Rather the miss role should affect the amount of damage a target affects (i.e. hit= full damage, miss by a little = 50% damage, miss by a lot = 0 damage) I know this may not be possible, but it is a big concern.

f) Grenades speed it too slow

g) Grenades, likeheavy weapons (and also traps and medical bots) cannot be used indoors, such as in new dungeons


3)Heavy weapons

a) Commandoes are supposed to be the main ant-vehicle force in SWG, but presently are not. Rocket launcher damage needs to be increased to reflect this, especially since the total damage of the proton grenades required per rocket does not equal the final damage of the weapon.

b) Cost. Presently the rocket launcher is too expensive to be used, costing about 1k credits per shot. No other profession has an entire line devoted to consumable weapons, and this cost makes our HW line somewhat impractical because of the cost of these weapons. For what its worth, I think HPBC are about the right cost.

c) Accuracy. HW are shoulder mounted GUIDED weapons. They miss to often, increasing their cost per hit above the cost per shot. It would be nice if all of our HW had the same final accuarcy (right now RL>HPBC>HAC>HLL) and the general accuacy of these weapons or our modifiers increased.

d) Heavy weapons cannot be used indoors

e) Area of effect splash damage does not affect MOB's not engaged in combat.


4) Flame tree

a) The flamethrower has the lowest DPS in the game, owing to the time delay on our specials and the lack of armor piercing (which makes sense). Fire is deadly because it causes cumulative heatdamage do to constant exposureand causes people to suffocate. It would be nice if our flame DOT was changed to reflect this (i.e. instead of doing 20% of the inital damage, it did something like 50% of the initial damage, which would still be half of pre-patch).

b) Special range is inside melee range. The flamethrower and the HAR are the only two ranged weapons that are limited in their special range to force melee combat. It would be helpful if this range was increased to a reasonable range (i.e 24m) so that it gave the commando a slight advantage but still allowed melee targets to have a chance to close.


5)Skill tapes. Presently the only skill tapes that drop that commandoes can use are the thrown weapon tapes. Heavy weapon tapes also drop, but all heavy weapons now have individual modifiers, rendering these tapes useless.


6)Skill tree titles. The current skill tree titles do not accurately reflect the current skills (Ordance Manufacturer for the Acid Rifle tree, Artilleryman for the Field Tactics tree, and Grenadier for the Flamethrower treein particular). (FIXED)


7) Both the Heavy acid rifle and flamethrowere accuracy modifiers go to -50 when in the prone position. Kneeling increases the accuarcy compared to standing.


8) Commandoes receive less imperial or rebel faction points when holding a HAR/flamethrower at the time an opponent dies than when carrying another weapons, presumably because of the damage output of these weapons.

Message Edited by Hellshot on 03-01-2004 09:32 AM



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
thepunisher286
Fri Feb 13, 2004 10:19 am
#2




Therefore, while we can ask for a new commando weapon to replace the HAR all day, its not going to happen because it would require a lot of new artwork, new additions to the data table for damage, range, etc, new coding.



But the devs give new weapons to other classes out of the blue? TH's statements consistently contradict each other. I wouldnt take anything from him seriously.


But, your ideas are very doable, those shouldnt be anything hard to impliment.
Hellshot
Fri Feb 13, 2004 6:27 pm
#3

What, no one has any thoughts


Anyway,I am going to hop onto TC in an hour or 2, in case anyone is still cruising the boards.





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
Hellshot
Fri Feb 20, 2004 10:43 am
#4

edited and bumped



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
ipp350
Fri Feb 20, 2004 10:54 am
#5

Those are some pretty good ideas in that list I'd say. Maybe commando could be the next class to get a big revamp like ch, chef, and de. I love the class but man I hate how expensive it can be and how broken some things are. Basically, I'm a 2 gun man right now. LP mostly to help me level to the point of having decent speed and accuracy with my flamethrower again. Sadly enough, once I get flame 4 I'm sure I'll be back to my old 1 weapon self that I once was. Kind of sad considering the potential this class has







Bahmut Artillus
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Artillus # 836
This used to be considered a slow night in Coronet
Xenothaulus
Fri Feb 20, 2004 11:08 am
#6

The animation and sound for the HAR is ridiculous, that's for sure. Of course, it is also fitting, considering how borked the mods are for it. When you fire, it sounds like a misfire, which is pretty much what it is. I say give the HAR the same animation the FT has, only green, and give it some kind of slimy splooshing sound.



Xenothaulus Questor
iTunesRegistry.com: 2,938 tracks, 3.357 diversity
Raptor2k1
Sun Feb 22, 2004 2:11 pm
#7

Personally, I'd fix the HAR firing so that it looks like the other acid weapon blasts (DX2/DXR6) when firing normally, and give it a green HPBC blast for the specials. It would look cool, and it would be more fitting for a rifle than making it a giant squirt-gun would...


That, and I definately agree that it wouldn't be to hard to make it function more like an actual rifle, and be our long-range non-consumable.





Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Hellshot
Mon Feb 23, 2004 1:17 am
#8

edited (again) and bump



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
Halmet
Mon Feb 23, 2004 1:46 am
#9

Well done hellshot.


Very well done and put together. These are the kinds of posts that we to present to give the devs an idea of what needs fixing.



Master Commando
Naritus

Nothing to see here. Move along citizen.
thepunisher286
Mon Feb 23, 2004 3:08 pm
#10

Could someone clear this for me:


I heard from somewhere that Heavy Weapons work from the melee damage table....if this is true... WHY? someone explain the reasoning behind this fantastic idea!
Hellshot
Tue Feb 24, 2004 1:47 am
#11

Monday goodness bump



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
Hellshot
Mon Mar 01, 2004 7:33 am
#12

Edited to reflect publish7 changes



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
Prediction
Mon Mar 01, 2004 7:52 am
#13

Hey guys, I was reading the forums, and people said something about heavy weapon attachments or skill mods are broken. Is this true? I looted tusken raider gloves with +5 heavy weapons speed and +4 injury treatment. U guys have any idea how much its worth. Im on scylla server



Kryptonite
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