Commando Archive

Thread: Devs please please please don't make us AOE Help us StarNick you're our only hope

TK-132
Wed Jun 08, 2005 3:54 pm
#1

Yep I agree that AOEs are just plain bad, and gotta go, or reduced in the number of weapons.

Not sure what you proposed with specials only working with our weapons.



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
ShufIrathe
Wed Jun 08, 2005 3:59 pm
#2

Basically the problem as I see it is that if they increased the damage on the weapons themselves that means there will be an uber-template hybrid class. Commando+BH or somesuch thing as the other profession specials will combine with the high damage commando weapons and create an ultra-high damage profession that people will need to have for pvp or be toast. If the devs screwed up and did that we'd get nerfed into the great beyond soon afterwards. What I want is for us to live up to our 5 in damage dealing without having to worry about other professions spoiling the fun. So I propose weapons that are low base DPS and specials that are commando (can only be used with commando weapons)only but give a high damage multiplier. That way you don't have to worry about sniper shot with a pft being the uber thing. In this situation you'll have a commando able to effectively use his weapons and effectively being forced to use commando weapons because his specials don't benefit anything else.


That's the way I want it, I don't want to worry about balance changes in other classes messing us up. I want us to be self contained and bad a$$.
watchfulone
Wed Jun 08, 2005 4:15 pm
#3

Actually, I prefer AOE for some weapons and non-AOE for others.


AOE


Flamers

Acid Rifle

Launcher Pistol



Non-AOE


Beam Rifle

Rocket Launcher

Lightning Gun




Colonel Rohen Crey
Elzmantathaar
Wed Jun 08, 2005 4:19 pm
#4

My Prime char is a Carbineer so I feel for you with the AOEs. Just have to know when to use them and not to use them. He is also 4400 commando and has some experience with the commando weapons.

I think that with a few exceptions that most commando damages are fine.

I think that the ranges on many weapons need adjusted, with the particle and rocket launcher being rifle range, the LBC & Acid Cannon at carbine range, with the Flame throwers at pistol ranges.

I think that commando not having any specials is fair as the specials are built in to the weapon.

I do think that some weapons should not be AOE. (Launcher Pistol, Rocket Launcher, Proton Rifle). Having every weapon do AOE with no chance to be selective with a high level weapon to keep those agro's off you.

To replace the weapons that lose their AOE they should get additional or strengthened effects. Rocket launchers should do double damage vs Vehicles and Attackable structures (turrets). Launcher Pistol should have a scatter shot effect.



Elzmantathaar Druisht (Chilastra)
12pt Master Weaponsmith

Zanin Neko (Chilastra)
Master Shipwright(12pt Chassis, 17Pt Weapon Systems, 17pt Engines)

47th IEF, Imperial Army [IA] www.imperialarmy.org

Shop Located at -2331, 5813 Naboo
Buying Ship Components <--Clicky!
ShufIrathe
Thu Jun 09, 2005 12:24 am
#5

AOE in general is a Bad Thing(tm) because of the way that the CU has altered MOB balances. In order to get xp you have to fight a fairly narrow range of MOBs that are slightly less than to greater than your CL. The Devs wanted the MOBs that gave xp have the ability to kill you as well. This means that 1:1 the mob has a chance to smack you down. With AOE we will end up getting agro from more than 1 mob at a time. So if we had 100% AOE we'd be able to kill x number of mobs just as fast as 1 mob. Great, but we'll agro those other mobs and end up taking x times the damage as well. To me this looks like it'll kill the ability to solo with a commando toon. Group wise the tactics that I see now are pull one then beat it to death and pull the other. To pull multiples usually means someone in your group is gonna die unless you have some jedi. Healers really can only keep one person up and running now even at master level because of the low level of the heal and the long timer they have. So if we group up we'll pull multiple mobs again with our AOE, and probably end up getting one or more of our group killed. This does not bode well for commandos in groups. So we can't solo and we can't group...why? Because of AOE. AOE sucks in general and is a tactic with a very limited band of usefullness. Our entire profession should not be built around this tactic that can only be used in certain places and certain times upon pain of incap.

Furthermore I think what should be done is to give commandos high multiplier specials that can only be used with commando weapons. The more skilled the commando the higher the multiplier. This will prevent an out of balance situation that occurs when the weapons DPS is increased. This is very similar to what we had originally with FS and FC1 and 2. But it should be a generic special that you get at novice commando, can be usedwith any "Heavy Weapon",and every commando box you take increases it's effectiveness. It would give a point to being master commando which was missing Pre-CU and allow commandos to live up to their damage rating of 5 post CU. The weapons should all be normalized to a fairly narrow DPS range but keep the state and elementaleffects. Specials from other professions should not work with heavy weapons or should have their effectiveness decreased. This would give an incentive to use the different commando weapons and increase tactics because you'd have to know when to use what weapon. Some weapons should have an innate AOE but very few, and the commando should be able to chose via the special with others. To me a commando is unique in the pantheon of SWG professions and so should have it's own flavor and purpose. AOE should not be that purpose for the reasons mentioned above.
Page 1 of 1
Previous Next