Commando Archive
Thread: 19 Answer Posted...Drum Roll Please...
Message Edited by garvin on 06-03-2004 10:09 AM
Something additional to note...Since we have a pre-req of Master Marksman, this can only been good news for us as well:
Marksman
With the upcoming combat balance are there plans to add to the master marksman box? (such as the proposed aim2, a longer duration aim command.)
There are plans to add something to the master Marksman box. This is something we will definitely discuss in upcoming focus threads.
To sum up what TH is saying...basically3 things:
1) Our Heavy Weapons are getting some serious attention
2) Lootable Heavy Weapon Mods are being reviewed
3) WE AREPOSSIBLY GETTING A NEW TREE!!!!
It's not everything we want, but it's a definite start...and as TH said, this is just one part of the CB when it comes to Commandos...
So is that good news or what?
Message Edited by garvin on 06-03-2004 10:13 AM
Message Edited by Ster on 06-03-2004 10:17 AM
Ster wrote:
In other words, the HW skill tree is getting taken away and something new is getting put in its place? Does this mean that anyone can use the HWs now? Where will the certs come from? This is definitely exciting news in that we might have a whole new toy in this tree we are getting, but I feel I have so many more questions. lol Nice work Garvin.
I didn't read it like that...The HW's will still be ours, probably certs all granted at Novice or elsewhere...but the skill mods for them would be different...either based solely on the lootable skill mods out there (which means they have to rebalance them obviously) or made generic (like we've been pushing for) and put into another tree...then they can focus the Heavy Weapon tree on say...a rifle...or the LP...or unarmed attacks...etc...who knows...
TH said the have some ideas they are kicking around...I'm now trying to find out those ideas...as well as find out just how much input we can further put into those ideas...
But it does seem interesting to me how interested TH was in the wishlist revamp post yesterday....we can dream can't we...![]()
I doubt all the skills mods for the Heavy Weapons will be loot mod based...my guess is that they will make them generic (like they were in beta) and bundle a percentage of them in various places rather then give them their own tree...as in give us +25 Heavy Weapon Speed and Accuracy at Novice...then give us +25 Heavy Weapon Speed and Accuracy at Master Commando...Then we can build on that with +25 of each via looted skill mods...that would take care of the whole set...
Hellshot wrote:
I am leary of this change. If we depend on skill tapes, are we going to be limited to +25 accuracy and speed given the current skill tape limits. And is this change also going to force us tobe loot mongers, bidding crazy prices or slaughtering countless npc's just so we can use our weapons effectively. Ah well, I guess time will tell.
Message Edited by garvin on 06-03-2004 10:22 AM
Hellshot wrote:
I am leary of this change. If we depend on skill tapes, are we going to be limited to +25 accuracy and speed given the current skill tape limits. And is this change also going to force us tobe loot mongers, bidding crazy prices or slaughtering countless npc's just so we can use our weapons effectively. Ah well, I guess time will tell.
Actually I just got finished stating that when I edited my post about the loot mongering.
garvin wrote:
I didn't read it like that...The HW's will still be ours, probably certs all granted at Novice or elsewhere...but the skill mods for them would be different...either based solely on the lootable skill mods out there (which means they have to rebalance them obviously) or made generic (like we've been pushing for) and put into another tree...then they can focus the Heavy Weapon tree on say...a rifle...or the LP...or unarmed attacks...etc...who knows...
TH said the have some ideas they are kicking around...I'm now trying to find out those ideas...as well as find out just how much input we can further put into those ideas...
But it does seem interesting to me how interested TH was in the wishlist revamp post yesterday....we can dream can't we...
I understand what you are saying and you have done a great job in pushing our most pressing issues, but here is my grief especially with the skill tapes point. Say all of the HW skill tapes get generalized and the minimum drop on one of those tapes is say +10. This means that in order to use our HW we have to make sure to have clothes on that allow us to actually hit with any of our heavy weapons. Clothes that i know most of us would have rather spent on maybe dodge, defense, or state change bonuses. Since most of us wear armor there are only so many slots available for people to use on CA. We could use AA's for this, but we all know how fast armor degrades and the amount of money we will have to spend just to be able to shoot our weapon wouldnt justify it at all.
I am not saying that this is nota great step, leap even, in the right direction, I am just trying to bring up another view on what might happen.
Message Edited by Ster on 06-03-2004 10:31 AM
I imagine that it will become a generic HW mod skill rather than seperate ones moved. Why? simply because with the tapes already existing technically, and the legacy code from Beta undoubtable knocking around somewhere, it'll be the quickest way. which is fine by me.
Btw, you have to check out the bonus answer on TH's thread ![]()
The_Great_Destroyer wrote:
I'm also pretty bewildered by this. Maybe if they make the tapes and suchquests, then that would be cool. No loot mongering, some content, and you could sell it off if you didn't want it. Good news about the attention to HW, they desperately need it when a rifle can outdamage a rocket. As for the new line, well...the combat revamp is a while off. Perhaps we'll hear some news about it, but I kind of doubt it'll be an unarmed line since TKA is already so well off. Pistols line is a maybe, but there's already 3 profs with pistol skills. All I'd really like is something unique to the profession and good for many situations including PvP. I really think Commando is lacking a bread-and-butter weapon in PvP since armor is so powerful. Something I was secretly wishing for was tanks for Commandos. They've already got the code in place, couldn't be too hard to strap a few turrets on a landspeeder
You never know about unarmed...if you've followed the Smuggler revamp proposals being thrown out by the Devs, you'll notice they are getting unarmed specials in a tree...The Devs justify this due to their unarmed pre-req (which of course, we also have)...
As for Pistols...Notice how Bounty Hunter has pistol specials and mods...where as, we have a Pistol Cert with no specials or mods of our own...
And then, of course, practically from beta we have begged for some type of Assult Rifle or Auto-Repeater...
So based on all that, it's anyone's guess...I plan on starting a thread soon to discuss various ideas to pass on (as hints) to the Devs...I also plan on trying to get a glimpse of where they are leaning so I can pass it on to all of you...
As for the Heavy Weapon Mods...don't despair about those at all...don't worry about loot mongering...I won't let them leave Commandos with no inherent Heavy Weapon Mods...we won't end up totally loot based for those mods...I will, at the very least, push for a large bundle at Novice (if not before Novice) and another bundle at Master...and if possible some variously spread out inbetween (just don't want to risk losing the new tree)...