Commando Archive

Thread: Hey All Update/Beta

StarNick
Sat Sep 24, 2005 6:47 pm
#1

I'm still awaiting a small follow-up regarding "stuff" to report back to you guys, in the meantime I'm also trying to start up a discussing pertaining to the concept of commando - "Support abilities combine with Primary Abilities to produce our damage". We'll see how that goes, and soon to follow will be the Solutions Verbatim thread. So if anyone still has any ideas out there, get them in soon!

Anyways, I've been rather busy in real life lately but I'm trying to do as much as I can in regards to the Corro position. Just wanted you all to know, that I'll be gone for the most of tomarrow (Sunday) or the entire day. Hopefully nothing to major crops up tomarrow around here

Cya all Monday!

Edit: By the way folks. If anyone here has been or will be accepted into the ToW Beta, be sure to pop me an email or tell to Stern Synex (beta character on TC2). So far I only know that Rankorcity got in, but it would be nice to get all and any commandos out there in at least a loose grouping. However, I don't think we'll need to set up another commando test guild a la CU (which, I am still proud of the organization and speed we got that up and running).

Message Edited by StarNick on 09-24-2005 10:36 PM



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

jmonty
Sat Sep 24, 2005 10:10 pm
#2

thanks for the update. meh, i wish i was in beta.






Jah'y ~ RESPECing to every prof eventually
Slaktare ~

Never act from hatred, anger, or fear. Only act when calm and at peace with the Force.
soe in a nutshelld






Daker-Naritus
Sun Sep 25, 2005 9:57 am
#3



To add my 2cr:


Our DPS is roughly the same as other classes, and the only real "advantage" is that our weapons have inherent state effects and AOE. However, these two abilities are of, IMHO, of limited utility.


First, with State Effects, they have an EXTREMELY low chance of sticking (less than 20% by some accounts). Other classes have specials that stick state effects 90%+ of the time. Other classes do states better and more reliably than commando, so this is more of a disadvantage than an advantage. Additionally, the fact that each commando weapon has a different state effect leads to a weapon switching NIGHTMARE. Other classes can stick several different effects just by using different special moves (all with ONE weapon). We have to actually switch weapons several times to accomplish this. Pair that with the fact that many state effects have a very low % of sticking, and you get a coordination nightmightmare because (1) you have to watch carefully for the state to stick, (2) then quickly switch weapons, rinse, and repeat, and (3) by the time you get the 2nd effect has actually stuck, the first has expired. No other class has to go through such hassle (as their state effects stick 90+% of the time and their state specials now work with every weapon).


I think all commando weapons should be split into 2 classes:

(a) General Heavy Weapons - Have ONE group of effects for ALL heavy weapons that I will call "Blast Radius" for the purposes of this thread. Every mob that is hit (i.e. damaged) by a commando heavy weapon is within the "Blast Radius" and has a 25% chance of being blinded, stunned, dizzyed, knocked down, fired, armor breaked, etc. (a separate 25% dice roll for each one). None of the effects may stick, some may stick, all might even stick (highly unlikely, but possible). No matter what weapon a commando uses, there is a chance that multiple, or no, effects will be applied.

This would allow commando to use ONE weapon per encounter (likely chosen by damage type and/or DPS) but have the opportunity to apply several state effects through multiple shots on the mob. After 4-5 shots, chances are the mob will be effected by multiple states. This is the same effect as the current system WITHOUT all the annoying weapon switching.

(b) Grenades - Should be modified to have a 90% - 95% chance of causing ONE (and only one) state effect. This would be the commando's option when they want to be sure a certain effect gets applied. Gives grenades an actual purpose, without pure redundancy with other weapons. (NOTE: the delay on these suckers also need to be cut in half).



Second, the AOE is a major problem. Ignoring the fact that it is currently BROKEN, it wouldn't be acceptable even if it worked. Here is the issue: AOE only works IF (1) All the mobs are within the AOE radius throughout the whole battle, and (2) ONLY the mobs you want to hit are within the AOE radius (i.e. no adds).


The problem is that this is EXACTLY the OPPOSITE of how the game currently works. Mobs usually sit in groups until they are hit, and then (after they are hit) they scatter like crazy so it is REALLY hard to keep them in the AOE radius. Melee mobs run toward you, and then form a circle 360 degrees around you...if you want to keep them all in AOE range, you have to run in circles. For ranged mobs, keeping them in a tight group is even harder....they spread out in a larger circle, and do not immediatly follow and group together as you run. I have often refered to this phenomenom as "Cat Herding" and it SUCKS. Also All-the-Time AOE makes it stupidly hard to pull mobs and continue to attack them withoutadding their friends.


I think AOE needs to be turned into a "buff" that you can turn on and off. Make it a on/off button so we can turn AOE on and off as needed. As a buff, I also think the blast radius needs to be MUCH bigger to help with the "Cat Herding" effect.



Pair this with the above suggestion and you have commandos two advantages being: (1) the ability to do legitimate AOE on all weapons when desired, (2) the ability to confuse and throw mobs off balance with EXPLOSIONS (random state effects that effect both individuals and groups), and (3) grenades that allow the commando to apply specific state effects as needed. LOTS of utility and choices, making commando the "toolbox" it was intended to be.

Message Edited by Daker-Naritus on 09-25-2005 12:00 PM

tacwraith
Sun Sep 25, 2005 10:48 am
#4

I agree.



Grenades should be the ONLY aoe weapons in commando arsenal. make the rest single target high damage. Hell let us be the 5 rating damage proffession... just pump the elemental damage on our weapons to very high levels but leave our dps as screwed as it is now, that way other proff's damage multiplier specials do not get a bonus from our 5-rated damage (via elemental) but commando DOES get a bonus in damage from using other proffs damage multipliers (increases the 'base' damage amount if you will).



Bring back our consumable rocket launcher. Damn it, this was the coolest weapon of all, it was what DEFINED commando (not the dinky flamethrower). Kneel, FWOOSH! see smoke trail and BANG! see the ham bar drop to 1/3rd. I wet me pants every time i saw that. And yes, my pc chair is rust and stain resistant.











'Foolish boy. Don't you know anything about Fantasia? It's the world of human fantasy. Every part, every creature of it, is a piece of the dreams and hopes of mankind. Therefor, it has no boundaries.'
'But why is Fantasia dying then?'
'Because people have begun to loose their hopes and forget their dreams. So the nothing grows stronger. It's the emptiness that's left. It's like a despair, destroying this world. And I have been trying to help it.'
'But why?'
'Because people who have no hopes are easy to control. And whoever has control has the power'
RNA - Master Bio Engineer pet-maker of Flurry (email your order!)

OsloisAwomaow
Sun Sep 25, 2005 11:18 am
#5



As told to me from a guldmate:


"Icek, first rule of beta is not to talk about beta in open forums"


Edit: Ica nt tyep tdoay

Message Edited by OsloisAwomaow on 09-25-2005 02:18 PM



Icek Villawrov
-=Rebel Commando Since CU1=-
Crimson Fleet Alliance (CFA-55)
"It's the end of the world as we know it..
and i feel fine!"
"If someone says they have a great idea,
turn around and run the other way"

TK-132
Sun Sep 25, 2005 5:42 pm
#6

I've posted this before but I'll do it again.

Yea I'm like the kid that keeps saying "Are we there yet? Are we there yet?"

And until you yell "SHUT UP!" I don't.

(Also I realize the Mortar Cannon idea might be pushing somethings, so think of it as an optional possibility.)


First let's Revamp Grenades.

As we know the C12 Grenade is the basic Grenade to which anyone can use. So here's how it will work. Anyone with Novice Marksman or Novice Brawler will be granted the ablity "Grenade Toss". Grenade Toss allows a person with a Grenade equipped to throw them at their enemies.
Grenades will no longer be consumables or come in stacks. They will be like any other weapon. So once you equip your type of Grenade you can then with "Grenade Toss" throw/fire at an enemy, so basically a lot like Ranged Shot or Melee Hit.

C12 Grenade [CL 1 Kinetic Damage AOE 5M]-This standard issue Grenade is common sight across the galaxy. It's simplistic and relative safe nature allows anyone to use such a Grenade. This Greande is useful for Damaging a small cluster of Enemies.



Novice Commando

The Commando begins their learning in the field of Heavy Weapons and Support Roles. A Commando at this level begins to learn the basics of explosives, and how to use any weapon for any given circumstance.

Launcher Pistol [CL 14 Kinetic Damage]-This small firearm is more deadly then it would seem. The Launcher Pistol rather then fire bolts, fires small explosive rounds at a target. Although not very lethal, the bombardment of explosives from this Pistol will eventually bring down anything.

C22 [CL 14 Energy Damage AOE 8M]-An improved version of the C12, this Grenade can only be used with some experience in explosives. Not only doing more Damage it has an expanded explosion radius making it more effective against multiple enemies.

"Focus Shot"-This attack allows a Commando to single out their target and unleash a considerable amount of Damage onto them.



Explosives I-IV (Grenadier)

Cyroban Grenade [CL 22 Cold Damage AOE 5M]-A unique weapon. When thrown this Grenade opens collecting all nearby moisture and freezing it, thus creating an extreme Cold Effect. Because of this the Grenade will more then likely snare all Enemies hit by the Grenade for 10 Seconds.

Glop Grenade [CL 30 Acid Damage AOE 8M]-This Grenade contains deadly Acid within and when it hits the target covers the area with Acid. This Weapon is considered hazzardous and rarely used, but by the most experienced Grenadiers.

Zick Bug Bomb [CL 30 Acid Damage AOE 10M]-A so called improved version of the Glop Grenade. This Grenade is even more deadly then the Glop has been sought after by both Imperial and Rebel forces for it's power.

"Improved Grenade Toss" [Explsoives III]-Allows a Commando to throw Grenades slightly faster with a more likely chance of doing Maximum Damage.

Imperial Detonator [CL 40 Kinetic Damage AOE 8M]-A standard issue grenade for Imperial Stormtroopers, it is quite useful in clearing out rooms full of potential enemies.

Thermal Detonator [CL 50 Energy Damage AOE 10M]-One of the most powerful weapons in the Galaxy the Thermal Detonator is feared by all. This Grenade is so powerful that it's blast will Knock Down even the most stout of Enemies.



Heavy Weapons I-IV (Heavy Infantry)

Rocket Launcher [CL 22 Kinetic Damage]-This is a powerful weapon capable of damaging armored targets quite well.

"Barrage" [Heavy Weapons I]-This ability allows a Commando to bring down such heavy firepower as to Knock any enemy down.

Heavy Partic Beam Cannon [CL 30 Energy Damage]-This Weapon fires and intense beam that will go through virtually anything.

"Improved Focus Shot" [Heavy Weapons III]-A Commando can even better bring about heavy Damage on to a target.

Lightning Beam Cannon [CL 40 Energy Damage]-This Cannon carries a large amount of energy which can be fired in Beam doing extensive electrical damage to anything.



Volatile Weapons I-IV [Shock Trooper]

Heavy Acid Rifle [CL 22 Acid Damage AOE 5M]-This is Rifle built to project large amounts of Acid onto Enemies. A feared and deadly weapon it must be used with caution!

"Burn Shot" [Volatile Weapons II]-This ability allows a Commando to Blind and set Fire to a target using a Volatile Weapon.

Acid Streamer Launcher [CL 30 Acid Damage AOE 8M]-This weapon is an improved version of the Heavy Acid Rifle with a far greater range.

Flamethrower [CL 40 Heat Damage AOE 8M]-This is a long used weapon, specifically built for taking out infantry. The weapons holds special gases under high pressure, releasing them and igniting them, causing a cone of flame to jet out. The effect is a large area being sprayed with Fire, capable of Damaging a large number of enemies.



Equipment I-IV [Demolitionist]

"Bash"-This ability allows a Commando when in close enough range to bash their target with their weapon, more then likely Stunning them.

Underslug Carbine [CL 40 Energy Damage]-A powerful Carbine capable of un-leashing large amounts of blaster fire at Targets.

"Heavy Bash"-This ability allows a Commando when in close range to Bash their target with their weapon, more then likely Knocking them down.

E-Web Blaster [CL 50 Energy Damage]-This mounted Blaster is extremely powerful, capable of doing Damage to that of any Weapon (Equal to CL 54 Weapons), however it takes a few seconds to deploy and un-deploy leaving the Commando vulnerable. Also when Deployed the Commando cannot move.

"Fury"-This ability allows a Commando greatly increased Accuracy (Melee and Ranged) and a 15% Bonus to movement, for a short period of time.




Master Commando

Proton Grenade [CL 54 Heat Damage AOE 10M]-This experimetal weapon is of immense power. When it hits the Target it engulfs the enemy in a small fusion explosion. This Grenade is most deadly and can only be used by the best Grenadiers.

"Advance Grenade Toss"-This ability allows a Master Commando to throw grenades faster and with more Damage then anyone else.

Proton Rifle [CL 54 Energy Damage]-A Long Range Rifle with Heavy Firepower, it is considered one of the most powerful Weapons in the Galaxy.

Plasma Flamethrower [CL 54 Heat Damage AOE 10M]-An improved version of the Flamethrower capable of even more Damage over a greater area, the ultimate Weapon against mass numbers of enemies.

Advance Rocket Launcher [CL 54 Kinetic Damage]-An upgraded version of the Rocket Launcher, this Launcher can unleash devastating rockets onto a target.

"Advance Focus Shot"-This ability allows a Commando to bring a huge amount of Damage on to a target.

Mortar Cannon [Master Commando]-An Artillery piece used by the Empire and Rebellion these are weapons of great power. These Cannons can be built by getting the schematics from Imperial/ Rebel Officers. The Barrel and Shells are made by Master Weaponsmiths. The Armor and Stand are made by Master Armorsmiths. This completes the Cannon itself. However in order to fire it a Droid Engineer must build a Targeting Computer into the Cannon. Once complete an SF master Commando can fire the Cannon, it cannot be moved however. The Cannon can fire anywhere on the planet except within 120M radius of itself.

To fire the Cannon, the Commando simply types in the Coordinates desired and fires the Cannon. The Cannon will then launch a Shell that will explode at those Coordinates. The Shell has an AOE of 50M from the original landing coordinates and will Damage any Enemy SF Members or NPCs. Neutrals, On Leave, and Combatant Players cannot be harmed by the explsion (Just for Non-Grefing Measures). The Cannon can only be fired every 30 Seconds, and only 2 Artillery Cannons are allowed per a Faction to a Planet. Motar Cannons cannot be set up on Dangerous Planets like Dathomir, Endor, and Yavin 4. To Destroy a Cannon an SF Master Commando of the Opposite Faction must kill the Operator, and then Plant Explosives on the Cannon to destroy it.


(Any Questions or Comments?)

Message Edited by TK-132 on 09-25-2005 05:52 PM



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
StarNick
Sun Sep 25, 2005 6:01 pm
#7

Ok guys...2 things:

1) Im back

2) Why are you posting revamp ideas in this thread?

I don't think anyone will want to pay $30 for a commando revamp, nor is it within scope of the expansion...



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Raptor2k1
Sun Sep 25, 2005 6:11 pm
#8

Bah, I never get beta invites!


Well, aside from the JTL one... haven't gotten one since though.





Kyeran Halkyon

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


Daker-Naritus
Mon Sep 26, 2005 11:22 am
#9






StarNick wrote:

2) Why are you posting revamp ideas in this thread?

I don't think anyone will want to pay $30 for a commando revamp, nor is it within scope of the expansion...




Because you said:


"I'm also trying to start up a discussing pertaining to the concept of commando - 'Support abilities combine with Primary Abilities to produce our damage'. We'll see how that goes, and soon to follow will be the Solutions Verbatim thread. So if anyone still has any ideas out there, get them in soon!"


Is this not soon enough?
StarNick
Mon Sep 26, 2005 4:15 pm
#10

Oh...I ment for submittion to the Verbatim thread, which is conviently stickied at the top of the forum



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

WEP0N
Mon Sep 26, 2005 6:24 pm
#11

lmao at the above ... DOH ...

I got my beta invite today .... be on soon



Mannoroth BlackTalon
BlackTalon's of BloodFin
Master Commado
Master Rifleman
Smuggler
TK-132
Tue Sep 27, 2005 9:31 am
#12

Oh...


Like I said I'm the kid that can't stop saying, "Are we there yet?!"



Major Bluko Oll
Imperial High Command
Master Commando
Black Epsilon Ace

"Many things are said, but few are true."
jm_preiss
Tue Sep 27, 2005 5:50 pm
#13

I hope I get an invite. I filled out info, so...yeah.



Aiteim of Corbantis
-Elder Commando
- I am Order 66!
Krembacca of Corbantis
-Boom Device Maker (Munitions Trader)
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