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10 Questions For Devs -- Updated 4/07/04   [ Edited ]
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garvin
Blue Glowie
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garvin

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Last version before submitting to the Devs....This doesn't mean we can't submit future revised versions.  I combined questions 3 and 5 as suggested and added a new #10.  I decided to break out our AP concerns from Question 1 and mention it again in Question 10 since it's a major issue to us all.  I will be posting this in the Correspondent Forum soon.  Not sure when and if we will get a response...it could take awhile...could be never (there are no promises)...We can only hope for answers and I'll keep bringing it to their attention.
 
Revised 4/7/2004
 
1.) Is the HAR working as intended?  The fact that it has the same accuracy and speed level as well as the same range and delay restrictions as our Flame Thrower, yet it is fairly weaker and has no DoT doesn't appear to justify it's practical usability.  Should the HAR have a DoT, longer range, no delay, etc? Various other weapons in game have AP like the DXR-6b Rifle (AP2) and the Light Lightning Cannon (AP1), yet the Heavy Acid Rifle has AP0.  The HAR is the only Acid weapon in game without any AP.  Is this a bug?
 
2.) What is the future plans on Commando Grenades?  Added state Effects, increased numbers in packs, increased range and lower HAM costs are all valid suggestions that have come up in our community.
 
3.) Can we combine the HAR and flamer tree to make room for a launcher pistol (or alternatively an unarmed dirty move tree) that has LP only specials and additional pistol accuracy/speed bonuses?  Alternatively, is there any way we could have additional pistol accuracy/speed bonuses and maybe LP only specials added to one of the existing commando trees?
 
4.) We have been often told to wait for the "Combat Balance" and various changes will make more sense to us.  Is this still the plan, or will we see various mini-publishes that solve our more pressing issues (like listed in our Top5)?  Will some of the delayed Combat Balance issues relating to Commando be added in game while we wait?
 
5.) With Unarmed being a requirement for Commando, is there anything in the works, for Commando Unarmed "Dirty" moves? *Nothing that would compete with TKA, but something like escape tactics, Stuns by hitting with the butt of the weapons, etc.*  Should Commandos also derive more Melee Defenses then other Ranged Professions because of this requirement as well as the fact that all our specials only work at Melee Range?  Should Commandos get, in addition to Ranged Mitigation, some level of Melee Mitigation as a result of having an Unarmed Pre-req?
 
6.) With new weapons schematics appearing, what ideas do you have for new Commando weapons, if there are any in the works at all?
 
7.) Currently the only Skill Mods that apply to Commandos are listed as Heavy Weapons and Thrown Weapon Accuracy. Heavy Weapon Mods haven't had an effect on any Commando skill since Beta.  Is there a fix or addition in the works to add Tapes and Segments into the game for Commando Weapons or make the current Heavy Weapon tapes and attachments encompass all the Commando Heavy weapons as they once did?
 
8.) If other professions are gaining access to weapons that do Blast Damage, which encroaches on the Commando purpose, has our status as the "Heavy Weapon Specialists" changed in the minds of the Devs?  We were led to believe that we were the specialists at taking down Turrents and ATSTs via Blast Damage, yet if other's can out Blast Damage us via speed and accuracy, our role appears reduced.  Will we see a new purpose/theme for our profession coming down the road?
 
9.) Master Commando is not balanced appropriately to make the effort worthwhile.  For example, there is not currently noticeable difference between fighting a Master Commando and fighting a Flame 4 Commando when it comes to using the Commando Flame Thrower (our primary weapon).  Are there any plans to increase the benefit of being a Master Commando?
 
NEW 10.) Considering that Commandos are meant to be the games "Heavy Weapon Specialists", is there a reason that no Commando weapons have AP or was this just a programmer oversight?

Message Edited by garvin on 04-07-2004 10:09 AM

Message Edited by garvin on 04-07-2004 10:57 AM

Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website
03-30-2004 12:03 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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maddogs
Jedi
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maddogs
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good work and good start
 
2 and 5 cloud be manipelated to be just one question 
also ask about puting the dam up on them and less hame cost and atlest ap 2 for  all of them  with a much biger blast radious  say 16-20 also + acrusy mods in the skill line arent going to do crap ask if they will chang the range mods on them (becous this it the reall proplem)
 
wich leaves room for 5 to be made into one about hw  ask about dam ham specels to use with them  and fixing the rang mods on them
 
 
 
9 good but lets ask for more to help acomplis 2 things  make the hw skill tapes work and stope dabeler (basicly a revemp of are trees) and changing it back to all one mod  hw mod to be exat
gernade line   will be defence tree
hw tree are speed line
flame tree are acrucy line
har are specail line (were we get all are specials)
or what ever you like and the popler opinon is
but it needs to be done sooner or later i dont know why they ever changed it  in the first place

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


Daniel' Judson-Leonheart

03-30-2004 12:21 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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Ster
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Ster
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1) Nothing to add.
 
2) Maybe adding more numbers to the stack as well like CM's mind disease.
 
3) I would like to push for a new weapon in the new tree.
 
4) We need some feedback other than the standard broken record. /agree
 
5) Nothing to add.
 
6) Nothing to add.
 
7) "something like escape tactics, Stuns by hitting with the butt of the weapons, etc" Awesome idea!
 
8) Nothing to add.
 
9) Nothing to add.
 
10) They have the technology. They can rebuild us, make us better, faster, stronger.
 
This is a very constructive and well thought-out post. I hope the DEVs have a chance to read and respond to it. Once again you have summarized our thoughts concisely. Well done.
 

Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
03-30-2004 12:21 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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Ivoni
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Ivoni

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Seems like all good questions to me.

Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
03-30-2004 12:22 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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StarNick
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StarNick
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with #6

Big balance issue...mostly with pre-reqs...we are elite combatents..more so than the regular elites..hence why we need MM...tho, our LP is the *only* weapon that actually really uses any of our pre-reqs on a daily basis (defense mods as well...and occassionally the generic specials like overcharge with flamer)

But then...keeping it pistol solely is a bad idea as well...as a MP can pick it up and do chaos with us ALREADY..just imagine if we gave pistol mods....it would be hell...and just imagine if that same guy got novice BH just for scatter...well if thats possible in skill pts...by SE it will definately be so

But giving us our own mods may give us LESS accuracy or the SAME as what we get in MM....meanwhile ALL other elites BUILD upon the MM mods...while with with our specific class hvy weapons (including LLC from BH) they have significantly less...nothing to build on as we're sorta...WEIRD!

Really thinking about it..hell...we're an odd bunch

And with adding another tree..and merging Special weapons as one..we nEED this SO BADLY....we need to take more advantage of our pre-reqs...get us off the Flamer..it is NOT entirely star warsy..YES kotor had one..but it was SPECIAL purpose only...was disposable..and only used by droids for pete sake....meanwhile the hvy weapons the characters could use..was...you guessed it...REPEATING BLASTERS!!!!!!

We NEED that gruff veteren commando guy with the big blaster!

So much to say...

--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
03-30-2004 02:08 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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Noitcopa
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Ok folks... my holo grind is over. Nope. I didnt get jedi. I got Tailor. F that. Im not going up tailor.  Generally po'd at the whole holo grind after that. So... that said. Im on my way back to master. 0.0.3.0 (actually 2.0.3.0 but saving some pts for now)... Also, is it me or did FlameSingle2 get moved to 4... its there now, so Maybe I just dont remember clearly. Its been a long haul.  Anyway. I've got 1 question to add...

Why does it take so freaking long to get stuff fixed/addressed. Many (if not all) of these problems listed have been around forever, specifically since the Commando "love" patch.  I see that our titles were fixed not too long ago that took what... 10 months? I mean really that was friggin text.

Enough griping I guess. Im truely trhilled to be headed back up the Line (cleared 400k in xp last night - man that was fun).  I'll try to be more active now that Im back!

Cya.

"It is in self-limitation that a master first shows himself." - Johann von Geothe
03-30-2004 02:52 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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HootGibson
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HootGibson

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Great work!!!I

 just got one thing. Lucas arts are making a game called Republic commando they have the perfekt equipment. Weapon and armor made just for the commandos. Why cant they not use that for us?

here is some pictures http://mojoart.mixnmojo.com/original-art/republic-commando/videos/e3-trailer/

anyway just a thought

Colonel Hoot Gibson
We are the best of whats left
03-30-2004 03:19 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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FalconsFortune
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All totaly exelent idea's!
 

5.) What changes to grenades, besides possible status effects, are in the works? *Ie: More accuracy bonus, better ideal range, longer maximum range, etc.*

 
grenades are totaly useless, i have crates of all the grenade types and there is just no point to them atall.
the blast area isnt wide enough, they need to be more powerfull, they need to have a much bigger range. status affects are a great idea. its a 50/50 chance if its going to hit the target.
 
commando in my eyes need a total revamp, a longer max range to every weapon, melee combat skills or take out the hand to hand combat as a requirment to quilify for commando ect ect.
 
i could go on for ages... buts as its coming up to 1:30am.... i wont
03-30-2004 04:18 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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FalconsFortune
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All totaly exelent idea's!
 

5.) What changes to grenades, besides possible status effects, are in the works? *Ie: More accuracy bonus, better ideal range, longer maximum range, etc.*

 
grenades are totaly useless, i have crates of all the grenade types and there is just no point to them atall.
the blast area isnt wide enough, they need to be more powerfull, they need to have a much bigger range. status affects are a great idea. its a 50/50 chance if its going to hit the target.
 
commando in my eyes need a total revamp, a longer max range to every weapon, melee combat skills or take out the hand to hand combat as a requirment to quilify for commando ect ect.
 
i could go on for ages... buts as its coming up to 1:30am.... i wont
03-30-2004 04:18 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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RazerWolf
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RazerWolf
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Sound like a great set of questions, nice one!

_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
03-31-2004 05:31 AM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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Curxcha
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Curxcha
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Under #7 i'd like to add that theres no skill commando got that is "building" on the unarmed IV. Like for ranged support marksman tree is needed for a combat medic building on it with ranged healing, or Bounty hunters need scout for tracking ppl seems logical. We need unarmed to bbq ... a piket?

Personaly I'd like to see melee mitigation or atleats more melee defences and some "dirty moves" TKA branch as mentioned and just toss the whole AR tree and forget it. TKA for commandos as Smuggler get pistol specials kinda thing.

If one insist on keeping the AR one should atleast give us better melee defences and do some serius work on the AR till the unrecinniseble. And maybe throw in armor piercing on top? Fist fighters got armor piercing but Commandos flamer or AR dont. go figure

_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
03-31-2004 08:09 AM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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Curxcha
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Curxcha
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Forgot to say. Otherwise it seems to be a very good list

_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
03-31-2004 08:10 AM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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RazerWolf
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RazerWolf
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Here's my more in depth reply.


garvin wrote:
These are basically the same 10 questions that LordS came up with, but I've removed a couple that have been answered already or don't apply anymore.  Please give me feedback on any of the questions listed below, or other questions you would rather have answers too...Remember, this is not meant to be our Top5...this is just some basic questions we would like to get some feedback on.  If there aren't any major protests or issues, I'll will send this off to TH at the end of the week to hopefully get a response to all or some of it.
 
1.) Is the HAR working as intended?  The fact that it has the same accuracy and speed level as well as the same range and delay restrictions as our Flame Thrower, yet it is fairly weaker and has no DoT doesn't appear to justify it's practical usability.  Should the HAR have a DoT, longer range, no delay, etc?
 
AP. Don't forget to ask for AP. Note: DXR-6b Rifle, AP2. Light Lightning Cannon AP1. Heavy Acid Rifle AP0. Misnomer? Looks like it.
 
2.) Will grenades be getting status effects added to them, to balance the cost and few uses per stack? If not; is this a possible addition to grenades?
 
3.) Is it possible to combine the Flamethrower and HAR into one tree, leaving room for the Launcher Pistol, other Ranged weapon (Beam Rifle or E-Web) or Unarmed "Dirty" moves?
 
Devs, don't give us the "We cannot do this as there would be problems with people having differing levels of skill with the FT and HAR" excuse. I guarantee that 99% of Commandos will have equal or higher skill with FT than HAR. It's not like you can't move skills, mods, certs around either. You've done it plenty of times for other professions. And gives us a Heavy Repeating Blaster or the Imperial Repeater from Jedi Knight / Outcast in the free tree.
 
4.) We have been often told to wait for the "Combat Balance" and various changes will make more sense to us.  Is this still the plan, or will we see various mini-publishes that solve our more pressing issues (like listed in our Top5)?
 
Bold and underlined
 
5.) What changes to grenades, besides possible status effects, are in the works? *Ie: More accuracy bonus, better ideal range, longer maximum range, etc.
 
HAM cost reduction and not blowing yourself up would also be nice.
 
6.) Has there been any proposed ideas, for the LP, to be made a Commando specific weapon? *By this I mean, it does not use Pistol Accuracy and Speed, but gains it's own Mods and Specials for Commandos*
 
7.) With Unarmed being a requirement for Commando, is there anything in the works, for Commando Unarmed "Dirty" moves? *Nothing that would compete with TKA, but something like escape tactics, Stuns by hitting with the butt of the weapons, etc.*  Should Commandos also derive more Melee Defenses then other Ranged Professions because of this requirement as well as the fact that all our specials only work at Melee Range?
 
Possibly melee mitigation, or a passive bonus to melee toughness when using the FT or HAR. Mitigation would be nice, but it's useless if you've mastered a Melee Profession already.
 
8.) With new weapons schematics appearing, what ideas do you have for new Commando weapons, if there are any in the works at all?
 
Some thing that's non-consumable, preferably.
 
9.) Currently the only Skill Mods that apply to Commandos are listed as Heavy Weapons and Thrown Weapon Accuracy. Heavy Weapon Mods haven't had an effect on any Commando skill since Beta.  Is there a fix or addition in the works to add Tapes and Segments into the game for Commando Weapons or make the current Heavy Weapon tapes and attachments encompass all the Commando Heavy weapons as they once did?
Hands up if you'd love the FT and HAR trees merged and HW Skill tapes working with them both. All of you? Thought so.
 
10.) If other professions are gaining access to weapons that do Blast Damage, which encroaches on the Commando purpose, has our status as the "Heavy Weapon Specialists" changed in the minds of the Devs?  We were led to believe that we were the specialists at taking down Turrents and ATSTs via Blast Damage, yet if other's can out Blast Damage us via speed and accuracy, our role appears reduced.  Will we see a new purpose/theme for our profession coming down the road?

Well, that's been answered now, so new question? How about asking if we can get the Consumables equippable so we can actually see the range/accuracy modifiers. Or asking of we can get consumables reloadable.

_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
03-31-2004 03:37 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04   [ Edited ]
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RazerWolf
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RazerWolf
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Double post 'cause stupid forums told me I wasn't signed in when I submitted.

Message Edited by RazerWolf on 03-31-2004 11:40 PM

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TBC - WoW, Tichondrius
03-31-2004 03:39 PM  

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Re: 10 Questions For Devs -- Updated 3/30/04
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Sauron1080
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im all for this!

Mephistox

Servants Of The Shrub

Master Commando Since August 26th, 2004
03-31-2004 06:27 PM  

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