Development Cycle Archive
Thread: IT 7-2 Preliminary Combat Balance Changes
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This is a game breaking bug that I have been trying to get fixed for quite some time. I have not gotten any solid response to this bug so I thought I might get a response here.
SWG-Runesabre wrote:
I will be evaluating the changes to Panic Shot tomorrow (Monday) when my combat balance designer gets back in town.
Any update on this Runesabre? The smuggler community is eagerly anticipating a response on the issue!
Sorry for my ignorance, but I don't play on TC. Has anyone had a chance to analyze the +125 cap on def mods? I think this is a very important decision for PVP and I would like some input if anyone has tested it. For once I would like to play a profession that I want to play, not one that I must play to be competitive in PVP. Thanks.
ballbreaker
Thunderheart wrote:
I like cookies
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There should be a hard cap of 125 of defense mods, although I think Im the last one here atm and I'll have to confirm with someone over the weekend...
Have you confirmed this yet?
Also is that a hard cap of 125 with the +25 cap from attachments (making the cap actually 100 for skill mods and 25 for attachment mods) or is it 125 with out the +25 cap from attachments (making the cap 125 for skill mods and 25 for attachment mods = actual possability of +150)?
Information would be very helpful. Thank you.
RayvinCorp wrote:
Thunderheart:
Where is the commando balances we have been waiting for with the combat patches you keep telling us to wait for?
Nothing on the results of the Heavy Acid Rifle changes?
What about testing your "priority" fire extinguishers you had to have pushed through?
Why not change warcry1 to the "balanced" system, and lower the duration to 15 seconds at master brawler?
Not expecting a response since this has something about the red-headed step child (Commando) class, but I figured I would ask.
Ahhhh....A man playing with fire (pun intended).
Your post will be deleted. The devs are deleting any and all commando posts in this thread (including at least 3 of my own, DESPITE the fact that this is theGENERAL preliminary combat balance thread), and haven't provided any alternative testing forum to discuss the commando changes.
In short, they don'tgive acrapwhat commandos think of the changes...
Time to TH passing through and deleting your thread: 5...4....3...2...
Thunderheart wrote:
I like cookies
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There should be a hard cap of 125 of defense mods, although I think Im the last one here atm and I'll have to confirm with someone over the weekend...
In regards to the Heavy Acid Rifle Enhancments, I have a few recomendations to make that would help balance out the Commando arsenal in terms of versatility.
- Add AP 2/3 to the weapon, it's a heavy weapon designed for armor piercing attacks, according to the skill-box descriptions, and thus should be reflected in the weapon itself.
- I would hope to see the current special attacks that merely mimic flamethrower specials changed to better reflect the fact that this weapon is a rifle, which implies being most effective at a range, not 16m or closer (this would also grant the commando profession some much-needed diversity outside of melee range.)
- Accuracy mods on the HAR after crafting should be shifted to reflect the emphasis on ranged attacks (ie. close up it's not as effective, and it's best at mid-range/long-range.)
Aside from that, I like the enhancements seen so far on TC, and with a few simple tweaks (like those afformentioned) the Commando could go a long ways from being the proverbial 'one-trick pony' by the time this patch goes live from the enhancements to this weapon.