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Commandos: What are your top 5 issues?
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Thunderheart
Dev
Posts: 14802
Registered: 07-02-2003


Thunderheart

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While I still look at Correspondent Candidates, I need to get your Top 5 issues, so in your opinion, what are the top 5 issues for Commandos?

 

Kurt "Thunderheart" Stangl
Community Relations Manager
11-18-2003 04:35 AM  

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Re: Commandos: What are your top 5 issues?
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FURY_Chaser
Blue Glowie
Posts: 2092
Registered: 06-28-2003


FURY_Chaser

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and you guys said he wouldnt come

11-18-2003 04:39 AM  

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Re: Commandos: What are your top 5 issues?
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BarqsRootbeer
Jedi
Posts: 1153
Registered: 07-07-2003


BarqsRootbeer

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It would be nice if the Heavy Acid Rifle was a little more useful.
11-18-2003 04:49 AM  

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Re: Commandos: What are your top 5 issues?
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Sutoaxe
Jedi
Posts: 691
Registered: 07-05-2003


Sutoaxe
PA: The Regulators
Server: Bloodfin

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I think we are too strong.

 

</hides the fake commando badge>

11-18-2003 04:49 AM  

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Re: Commandos: What are your top 5 issues?
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Barb-Wire
Jedi
Posts: 7524
Registered: 07-29-2003


Barb-Wire

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personal fire extinguishers that can be used AFTER AFTER AFTER AFTER AFTER combat is over. just so the commandos see this and dont get the wrong idea. AFTER COMBAT IS OVER.

Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
11-18-2003 04:55 AM  

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Re: Commandos: What are your top 5 issues?
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maddogs
Jedi
Posts: 3870
Registered: 07-22-2003


maddogs
PA: Easy Company
Server: Radiant

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waahhhhhhhhhhhhooooooooooooooooooo finly

ok top 5 isues (theres actuly a tome more then 5 but ill pick the 5 most anoiying)

1 HAR(HAEVY ACID RIFEL) is junk it should be exactly like the llc expt it would do acied dam ensted of elc

2 gernades SUCK  ham speed and acrucy and factory time

3 the HWP(HAEVY WEPONS ) the RL(rocket luncher) should be alot more powerful it should be the most powerfull wep in game (it cost the most recorses to make and is a casumabel) and all the otheres need acrucy and dam uped to i can do more dam with my flamer

4 fix aoe and AP

5 LP needs specials  and ac+speed mods

bacicly like this

(NUMBER 1 THING TO DO FIRST)

FIX AP and AOE

and remove being abel to do ocs2 and sapresion fire from the HAR and FT

Prone should be better than Kneeling!!!

(HEAVY ACID RIFLE)

make it exatly like the llc{exept acid dam not elc dam} no dealy after specils same dam same speed ap1 and maby alittle better we our the hw ppl so in no way should the llc actuly be better maby the har should be ap2

 

(FLAMETHROWER)

needs rang mods changed to +50 @ 0m / +25 @ 16m / -50 @ 64m

needs dot wounds removed or lowerd but keep same dam

needs a cure for it besides watter sagestion

a thermol blanket that only BEs can make and use they have to wrap you in it for 30secs to put out the fire this can be done in and out of battel (why in battel becaous some ppl would try to keep you in battel so u couldint get it cured othere wise )

 

(LAUNCHER PISTOL)

give the lp ap 1(if a dx2 has ap 1 the lp should most defintly get ap1) and add lp specils in the har line wich would have thees 4 things a

-rang kd-

-rang dizzy attack-

-lock on attack- (that would give us +100% ac for a bit on one target) ,

-high powered attack that hits random pools-

and for mods that only work for the lp some thing like this by the time u get master +25 ac why moveing +60 ac and +50 speed (and make it so that specils/mods other then the commando mods and specils wont work with it a lp ....the lp is nothing like a reguler pistol )

 

(HEAVY WEAPONS)

take the -119 rang mods of the hwps and make -19@ 64m/+50 @ IDEAL RANG/-100 @ 0m ecpt the ASL wich should be +30 @ 0m and -100 @ 64m

make all hw have atlest 50 charges

make the radious of the hws 16m(hey if melee can reach 16m then a explosion should reach atlest that) and for the rocket launcher 25m

make the HPBC and the RL have + ac and +1.5x dam vers big mobs -ac vers small mobs

make the ASL and the LC have + ac and +1.5x dam vers small mob -1.5 dam vers big mobs

The LC needs more dam the LLC dose more dam then it dose

Lower HAMs (heinously high)

make ALL have AP3

(GERNADES)

make some of the gernades have stat efects like dizzy kd stun blind posion(glop gernades should posion) they have a 20% chances of stat effect

(hey plzs give us a phouspherious gernads to )

theres ben alot of tallk about giveing us a gernade launcher this would make gernads shoot 64m but would not let you use closer then 32m and could stack 3-5 sets of gernades in one it would decay like normal weps and would be a left hand fierd wep so you have to kneel to shoot

the ham would be about 5/20/10+ to what the gernade all ready cost the speed would be 2.2+ to what the gernade all ready are and the rang mods would be -30/+30/-20 (ideal rang be about 48m) ....so lets say u have a gernade that is 12/35/12 ham cost and speed 2.5 rang mod +0/+30/+0 max rang 48m min rang 0 after puting it in the launcher it be

ham cost 18/50/22 speed would now be 4.8 and rang mods would now be -30/+30/-20 max rang 64m and min 32

Max Range should be 48m (at least equal to what a combat medic/ranger can toss)

make the gernades rang mods +0 @ 0m / +30 @ 20m / +0 @ 48m

(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)

make ham on gernades 12mind/35action/12life(this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)

make speed on gernades 2.5 (this should be on all gernades there is no diff in throwing a rock even if its alitel biger or shaped dif)

make all gernades have ap 3

make the radius of most gernades 16m(hey if melee can reach 16m then a explosion should reach atlest that) and the proton gernade 25m

make it so u dont hit ur shelf with ur own gernades

add a command to role instead of only toss/throw and this would make them do more dam becous more accruat .... but the gernads dont go off as soon as you role them they wait for 3 secs after you role to explode

and most of all take the 2.5 mod away(or do it like this field tactics 1 mod 2.0 field 2 mod 1.5 feild 3 mod 1.0 field 4 mod .5 master no mod )

 

this would make us like were sapose to be and it make the hw worth buying knowing that u wont miss 50% of the time useing them

and the gernades be worth useing becous there fast accurat and aoe with not to high of ham

 

===============================================================


Daniel' Judson-Leonheart

11-18-2003 04:56 AM  

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Re: Commandos: What are your top 5 issues?
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RazorBlade79
Jedi
Posts: 1072
Registered: 08-07-2003


RazorBlade79
PA: UA
Server: Gorath

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Warning, I am no longer a full commando, but was 1 box close to master for quite some time(like 2 months.)
This is from a Commando dabbler-player:

1.) Fix the acid rifle.
2.) Make grenades more useful.
3.) add specials for the launcher pistol.
4.) add boni to the 3 basic weapons(pistol/carabine/rifle) in the commando tree and melee combat, so they are useful and not only prerequisites.
5.) Heavy weapons are too expansive for what they do.

___________________________________________________________________________________________________________
Quick fixes to make the game fun now: NPCs using weapons and special attacks, reduced resistances on all except faction armor and percentbased encumbrance, faction armor craftable with improved resistances with limited use schematics from recruiters, no permadeath for faction pets, doc buffs percentbased, fixed BH mission payouts, more imperial crackdown activities, replace SBDs on the corvette with high ranking NPCs, reintroduce a Jedi TEF, reward overt players with improved payouts and faction gains
How to be a successful newbie
Whil Grey #2 #3 #5 #4 #6 - My character's screenshots of the day on SWG.com
WillGrey.cyndera.com
- My homepage
11-18-2003 05:02 AM  

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Re: Commandos: What are your top 5 issues?
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maddogs
Jedi
Posts: 3870
Registered: 07-22-2003


maddogs
PA: Easy Company
Server: Radiant

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and TH look here to ivoni  knows whats up

http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=31834&page=1                                           

http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=31434      

===============================================================


Daniel' Judson-Leonheart

11-18-2003 05:03 AM  

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Re: Commandos: What are your top 5 issues?
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ChewGoBack
Jedi
Posts: 763
Registered: 09-11-2003


ChewGoBack
PA: MASH
Server: FarStar

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1. Launcher pistol - we don't get any better with it, I barely used mine after I got flame3.

2. Acid rifle - I just can't see the point of this weapon, I never used mine.

3. Grenades - the only time I used them was when I need the combat exp. Other than that why use them?

4.  Flame DoT - too powerful?

5. Master Commando - totally pointless, I ditched novice medic so I could get the HAR line then master commando, 2 hours later I went back to 3 3 3 and got novice medic again. Now I've gone back to being a flame4 dabbler, and I'm working on pistoleer and ch.

I could cope with a nerf to flamethrowers if you made the rest of skills useful.

Gimble
M*A*S*H
I am Elder, hear me ROAR!
Disable ratings for a happier life!

11-18-2003 05:11 AM  

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Re: Commandos: What are your top 5 issues?
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Lofyyk
SWG Chief Petty Officer
Posts: 14
Registered: 07-30-2003


Lofyyk

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1.  The HAR is useless in it's current state.  Even if you just add AP1 it would make it a more viable weapon.

2.  Grenades take a lot of time to make for the results they produce.  They could use some state changes or something along those lines to spice things up a little.

3.  Consumable weapons are outstandingly fun to use, but every time I let myself think about how inaccurate they are, and how much money I'll be wasting if I miss even once I stop using them for a week.  They could use an increase in effectiveness (that +40 to RL accuracy might be enough for the RL, not sure yet) or an increase in stack size.

4.  Armor piercing.  I'm not positive if it's working as intended now, but I'd assume that the fact that when things are vulnerable and you hit them with an AP3 weapon it should not end up doing normal damage.  Consider adding AP1 to the Launcher Pistol, and AP1 or 2 to the HAR.  Also, look into making things that are vulnerable to a particular type of damage take more damage than something with no armor and 10% resistance.

5.  The flamethower is by far and away the best weapon in the Commando tree, and it's always the one that causes other professions to scream nerf.  It could use a minor decrease in DoT related wounds, or another way for people to put out the flame DoT.  I've heard a lot of good ideas, but the one that seems to fit best would be a Combat Medic ability, similar to stopping bleeding.  Make it require some sort of craftable burn medkit, and have it take a couple of tries to clean off all the napalm.

6.  This one is more cosmetic than anything, but could we get the titles fixed at the tops of the trees?  Grenadier isn't even spelled right.

Just so everyone knows, I am not a Master Commando, but I've been a Commando for a while, and I've followed these forums and Commando related problems since before the patch that made us the flavor of the month.  I want this to be the outstanding class I know it could be.

Eaollus Seakauc
Novice Smuggler/Novice Commando
11-18-2003 05:37 AM  

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Re: Commandos: What are your top 5 issues?
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Zarkonan
SWG Chief Petty Officer
Posts: 171
Registered: 09-16-2003



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1) Fix HAR...  add ap1, reduce delay on specials, add DoT, or have it do extra damage to condition of armor.

2) Make Grenades useful- increase accuracy, stack size, and add special states (dizzy, stun, blind).

3) Increase number of shots on all Heavy Weapons

4) Fix ranges on Flamethrower- it shouldn't be so accurate at 64m.  And let CM's or Docs put out our DoT.

5) Add specials to Launcher Pistol/ OR add the Beam Rifle that uses rifle specials

 

Zedar Xang, Commando/Medic/Swordsman, Bloodfin

Draxas Draavat, Master Heavy Swordsman, Blademaster, MBrawler
Order of the Silverflame
Starsider

Zedar Xang, Master Commando, Master TKA
Bloodfin
11-18-2003 05:57 AM  

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Re: Commandos: What are your top 5 issues?
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Gairon
SWG Ensign
Posts: 312
Registered: 07-03-2003



PA: Clan Alya
Server: Starsider

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I think its hilarious that the jackass non-commando's got in to reply to this before commando's did. Thanks a lot morons.

As stated above...

The HAR is useless, absolutely and positively useless. The speed modifiers dont work, so it does less damage and is slower than the flamethrower, personally i think you're better off getting novice pistoleer with a DX2, or do as I do and just use a DXR6 carbine after lighting the target on fire. Perhaps making it armor piercing and fixing the speed modifiers would help?

Grenades need work too. I love the animations and the idea behind grenades, but they are really not practical. The process of crafting them is terrible, which leads to a lot of weaponsmiths not making them at all, and then when you finally do find some, they arent all that useful.A knockdown grenade would be cool, as would a flashbang to blind, maybe some sort of stun grenade. I think that stuff has to be balanced against the Rangers traps. But i think maybe that would be a good place to get us a KD as opposed to a pure weapon attack, so its not as easily spammed.

The Launcher Pistol needs work desperately. I spent a week playing as a Novice Commando/Pistoleer with my Krayt Launcher... a sweet sweet week. If the Launcher Pistol is to be a commando weapon, then we should get some sort of skill with it ourselves, since its a blast weapon, maybe giving it some sort of special at a Fourth level box to do major damage against machinery (ATST's, turrets) would be cool, you know, sort of make it the Turret assassins trusty backup to his Rocket Launcher.

Disposables... well yeah... cool idea, they still dont do enough damage...they need some work see above posters.

Unarmed. I dont think the requirement should be removed, I do think we should get some moves with it in commando. Perhaps give us boosts to Center of Being in Commando? A hip toss would be cool, where we grab NPC's and throw them to the ground Something that makes the requirement more useful once you actually get to Commando.

Just my thoughts...

Gairon Absolam

Master Commando

Sunrunner Galaxy

 

Seul Gnommer - Head of Clan Alya
11-18-2003 05:59 AM  

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Gairon
SWG Ensign
Posts: 312
Registered: 07-03-2003



PA: Clan Alya
Server: Starsider

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Oh yeah.. and if you're still looking for a commando correspondent.. almost everyone that  actually posts to these boards will tell you to give it up and pick Ivoni already.. sheesh, No offence to Master Syn, but they shoulda picked Ivoni LAST time

Seul Gnommer - Head of Clan Alya
11-18-2003 06:01 AM  

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Re: Commandos: What are your top 5 issues?
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OberonMyx
Jedi
Posts: 2862
Registered: 07-23-2003


OberonMyx
PA: -ARR-
Server: Valcyn

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I think Ivoni could best answer this question, but here's what i think...

1. THe Heavy Acid Rifle is totally useless. It is the only acid gun in the game with no AP, it has a bugged accuracy system so tha even at master we are inaccurate,. There are actually two seperate accuracy modifiers for it. I am not sure if this has been changed ofr fixed since it was supposed to be in the last patch. Also, the HAR is basically a less powerfulon DOT giving flamethrower with messed up accuracy and identical specials and no ap. SInce an entire lije is devoted to it, we want it to actually be more like a rifle, using rifle type modifiers and rifle type specials and rifle type penaltiues as well. To make it more like the LLC has been suggested, but basically, we dont wan an entire line duplicated. Honestly, i only use my HAR when i don't wantt to take all the xp from my group mates by using the flamethrower, because i know that with the Har i'll do less damage and miss more, giving them a shot at some xp.

2. Field Tactics Line. There are no field tactics in the commando class, despite popular opinion. The field tactics line is only a grenade line, but grenades are so inaccurate, take so long to throw, and do so much damage to our own ham that it is basically useless for anything other than getting combat xp, and once master is gotten, ttally useless unless you want combat xp for some other class. There is no type of treerain use/navigation that is suggested from the writeup of this line, and the ranged and melee modifiers we get are pitiful. We want this line fixed as well, as it is also basically useless. The grenades should be more accurate and take less from our ham, bcause we literally can jusdt about incap ourselves trying to throw proton grenades ( i did it twice last night)

3. Justify our unarmed combat line. we have to spend 29 sp to get unarmed 4, yet suffer the 2.5 damage modifier versus melee (this is to be changed, i take it, but still...) also, we see no extension of this tree in our actual class, so it seems that we have to have it for an sp drain, nothing else. We would like to be able to do some green beret type unarmed tactics as a commando. Adding something like this would be beneficial, but not necessarily imperative. Taking away the 2.5 mod (if it isn't going to be changed ) is imperativve in that we spent 29 sp's learning how to deal with melee combat.

4. Heavy Weapons Line: THe heavy weapons are too expensive for what they do. why spend 1k cred per shot (the average rocket launcher on my server cpsts 30k for 29 shots) to do less damage than a flamethrower hit? against something like an at-st (if the blast weakness is working) or in pvp versus a kiting BH or Pistoleer they can come in handy, if they hit.... but often they don't, o it's just more of a money sink than anything. Honestly, with the prices of grenades and heavy weapons, most commandoes are better off (and more efective, actually) just using the flamethrower.

5. Launcher pistol is, also, basically useless except for getting heavy weapon xp. Honestly, i use my dx2 now that i'm a master commando because it gives me more xp and does more damsage than my launcher. We'd like to get better with the launcher pistol just as the BH gets better with the scatter. It only makes sense...AN entire line or a half line devoted to launche rpistol would be cheered by commandoes galaxy wide.

 

In a nutshell: basically,, the commando skill has one effective tree... the flamethrower tree. The other trees are useless and/or to expensive and too ineffective to be worth using other than for getting master commando. we want skill trees that actually increase us in skills. Also, we would like to be more accurate and a tad bit faster, truth be told.. As it stands, we're one hit wonders that often don't hit on that one hit. I'd give up power for speed and accuracy, as would many other  commandoes. Yes, finally, i hate to admit it , but the flamethrower is a bit over powered, but since it is the only working thing in the commando clsss, i don't think it should be nerfed, no, nt even the flame dot, unless our other trees are made more effective. Again, i would sacrificce a super powerful heat attack for other trees that work, but if you take the flamethrower power aeway from us nd give us nothing in return, you'll see even mor3e disgruntled commandoes than you see now.

I know if all these changes were put into effect we'd be a super powerful aand unbalanced class... but we should be a super powerfual and unbalanced class, third to the jedi class and second to the BH class (who should really be the most powerful non jedi class) as it stands, because it takes so much to be a commando. As it stands, if i see a94 sp master Pistoleer i have to restrain myself from tapping burst run, where as a 170 sp using master commando should laugh at the puny weapon user and get ready to rumble.

 

Otheres can put it better, im sure, but that's my two cents

Oberon Myxleplkt

Master commando 2 days running

"I made master commando back when you were a.. what are you now? Oh yeah, when you were one of those"   

Twas' brillig, and the slithy toves did gyre and gimble in the wabe. All mimsy were the borogroves and the mome raths outgrabe.

Oberon/Xian', retired, writing poetry.
11-18-2003 06:01 AM  

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Re: Commandos: What are your top 5 issues?
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I-B_Bangin
SWG Chief Petty Officer
Posts: 191
Registered: 08-21-2003



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Master Commando IS NOT totally pointless, you dolt.  Look at everything you get, including +25 Ranged/Melee defense.

MY top five issues:

1) Remove HAR from game and give us a tree that gives additional, useful bonuses...such as State defense modifiers and specials for Launcher Pistol (Such as Lock On).  Call this tree Field Tactics, and change Field Tactics tree name to Demolitions.

2) Heavy Weapons are a bit to Expensive to Justify cost, but this is understandable.  Not asking for any change here, I can live with it... but perhaps they weapons should either be more accurate or do more damage?

3) Explain to the Nerf Herders why we cause so much damage and wounds WHEN we hit you with the flamer:  Our accuracy bites, and we have nothing else we can use reliably in combat.  We should get a little bit of love here.  DON'T NERF FLAMER or WOUNDS ... and personally I think that extinguishers and all the cry babies lolligagging over the DOT need to go play something else besides the GCW.

4) What exactly is the commando's role in destroying/capturing GCW bases?  A better explanation of all professions involved in this would be helpful.

5) Fix our titles and explain to us your DEVELOPMENT Vision.  What exactly is our niche supposed to be, besides nerf scapegoat for cry babies?

------------------------------------ I've never opened a Holocron.
11-18-2003 06:11 AM  

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