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First Draft: State of the Commando Profession as of 10/6/04   [ Edited ]
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garvin
Blue Glowie
Posts: 7233
Registered: 08-12-2003


garvin

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Here is a rough draft of the State of the Commando Profession for your review and feedback...Once all feedback is in, I will be submitting it to the Devs as well as posting the final version in our Community (and on our web site)...
Note: This does NOT take into account any of the changes coming in the Combat Revamp. I have written from the stand point of not knowing any details contained in the Revamp docs. Many of the issues in the State of our Profession are addressed in the revamp (as TH is quite fond of saying)...
So if you have any feedback for any changes you would make, additions you would like to see, or areas you think I should expand/contract, let me know by replying here...
Another Note: This is not meant to focus on solutions to our issues, only to summarize our issues and give a report on how we exist currently in game...the suggested solutions to may of our issues and more details on each of them is included with our Top Issues threads and in documents I have already sent to TH...

 
Brief Summary of a Commando:
 
Experience Breakdown from Novice Player to Master Commando:
  • 91000 Carbine XP
  • 91000 Pistol XP
  • 91000 Rifle XP
  • 91000 Unarmed XP
  • 430550 Combat XP (30550 XP just for Master Marksman)
  • 3425000 Heavy Weapon XP
  • Skill Point Cost: 169
Certifications Received via the Commando Profession:
  • 6 Grenade Type Certs
  • 4 Consumable Weapon Certs
  • 3 Non Consumable Weapon Certs
Unique Specials Granted:
  • Flame Single
  • Flame Cone
  • Acid Single
  • Acid Cone
Currently Novice Commando requires 91K XP in Unarmed, Carbine, Pistol and Rifle plus 30.5K of Combat XP. Master Commando further requires 400K in Combat XP and 3,425,000 Heavy Weapon XP of Heavy Weapon XP. Of all the professions out there, Commandos require the highest amount of combat related XP as well as has the most combat related skill point requirements.
 
State of the Commando:
 
Commandos are the only Ranged Profession that has all of its specials restricted to Melee Range and at the same time requires a melee pre-requisite.
 
Commandos are still suffering from having their XP capped at around 3K per kill. Other less XP costing professions like Rifleman and TK have their XP capped at around 5K. This was never a very huge issue (mostly a pet peeve) until the FS XP Exchange program was instituted in the new Jedi System. This Cap unfairly and unjustly puts Commandos at a disadvantage. The impression that it gives is that Commandos are being penalized because they cost more skill points and require more XP then other profession.
 
Commandos are further excluded from the Force Sensitive content in game due to FS Ranged mods not currently working with our Heavy Weapons.
 
The recently added Weapon Delay system unfairly penalizes those professions like Commando who are built on different weapon type certifications. The Weapon Delay system discourages weapon switching during combat with is counter to the purpose of having different weapon certifications.
 
State of the Commando based on our Weapons:
 
The Launcher Pistol is the only certified weapon in game in a profession that does not come with additional related skill mods or weapon specific specials with the profession that the cert is received.
 
The Flamethrower and Heavy Acid Rifle both come with specials that are improved the higher you proceed in their individual trees, making the previous lower level specials redundant and not useful since the removal of DoT stacking. This leave Commandos with only 4 unique specials (FlameSingle, FlameCone, AcidSingle, & Acid Cone). Currently there is a known bug with our FlameCone that is causing our DoT and damage not to impact non-aggro'd targets beyond the initial target who are in the cone range.
 
The Heavy Acid Rifle shares the same ranged penalty as the Flamethrower; speed issues and also has the same Accuracy deficiency. The difference between the HAR and the FT is that the HAR does not include a DoT with it's specials and is far weaker then the FT while at the same time, the Acid Tree is the highest XP costing tree of all the Commando trees. Currently there is a known bug with our AcidCone that is causing the damage not to impact non-aggro'd targets beyond the initial target who are in the cone range. The HAR also has a much higher HAM cost on its specials when compared to the same Flamethrower specials yet its specials remain weaker.
 
Grenades are still currently bugged. They damage the user when caught in the blast radius (unlike all other thrown weapons in game or bomb droids). They have unreasonably high HAM costs. The only usefulness of grenades can be seen in gaining Combat XP at a slightly increased rate. Grenades are also useful when attacking a target that will not get within 10m of the player. Currently to use grenades successfully in battle, it requires the player to get buffed first to deal with the blast radius damage as well as the high HAM costs. Further issues with grenades include the fact that they are short stacked to 5 which leads to them not being fully utilized in combat. The Grenade speed is also currently bugged and will not allow throws faster than 9 seconds, regardless of grenade speed or speed modifier.
 
Commandos are capable of high levels of damage in their initial attacks, but they are continually out damaged over time by professions costing almost half the amount of skill points (92 vs. 169). Commandos are currently penalized for their high damage with poor speed and accuracy, which in turn severely reduces their DPS (Damage Per Second) potential comparatively to other ranged and non-ranged professions. A player can master 2 elite combat professions (184 skill points) and end up with more defenses and a much higher DPS rate then Commandos can get by spending an additional 15 skill points above the Master Commando box (169 + 15 = 184). This is further proof of the severe need for a Combat Rebalance. Profession balances should be based on skill point expenditures where an all combat focused 169 pt template is very competable with another 169 pt all combat template, making strategy and tactics determine the winner. This is where the SWG Combat System most fails the player.
 
Stemming from the fact that Commandos are often out damaged by other templates when it comes to DPS as well as the fact that our lack of defenses, speed and accuracy makes us a liability, it can often be difficult to find a group looking to team up with Commandos. Commandos find them selves less useful in a group setting then other profession templates. The biggest thing that a Commando and their weapons bring to a group environment is large amounts of Lag stemming from certain weapon animations.
 
State of the Commando Profession Comparatively:
 
Rifleman are very much like the Commando profession if you doubled their power, severely reduced their Ranged Defense (by +26), lowered their Melee Defense (by +6), reduced their unique specials by 5 and cut their speed and accuracy in half. This would make sense, balance-wise, if Commandos had the same skill point and XP cost as Riflemen, but they do not. Commandos cost 77 skill points more then a profession like Rifleman and come with a much higher XP cost. Based on all of the above, it is very apparent that, in the past, skill point cost has not been a consideration when balancing professions. To properly balance Commandos vs. other professions, the skill point cost MUST be recognized as well as how unused skill points can be spent by elite and hybrid professions. To ignore skill point cost in balancing is to doom the game to never truly be "balanced".
 
Conclusion:
 
Commandos are way over-priced for what they get. Currently as they exist in game, they have one primarily used weapon to which they only have 2 unique specials. They are out damaged over time by many professions. They suffer more penalties then other profession in the name of higher damage, but that higher damage typically does not pan out when accuracy and speed are considered.
There are many ways to correct the gaping discrepancies within the Commando profession. It all starts with adding at least +25 FT speed to the Master Commando box (this would bring Commandos up in DPS comparatively to other ranged professions), raising the Melee Defenses, increase the XP cap on kills, completely revamp the HAR and it's tree, add Launcher Pistol skill mods and specials, and make it so that Commando Grenades do not damage the Commando when using them. Only with all of those initial changes will you begin to repair the imbalance between Commandos and other lower costing combat professions.
 
EDIT: Updated on 10/7/04 to include various community suggestions.

Message Edited by garvin on 10-07-2004 10:15 PM

Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website
10-06-2004 11:53 AM  

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Re: First Draft: State of the Commando Profession as of 10/6/04   [ Edited ]
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LuciusScipio
Wing Commander
Posts: 463
Registered: 08-05-2003


LuciusScipio
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Server: Starsider

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Very well said.  5 stars.  I would only add that we currently have fewer defenses than other ranged professions but they are not limited to firing their weapons in melee range unlike us. 
 
Edit:  This is in addition to the one liner you said about us having the melee pre-requisite.

Message Edited by LuciusScipio on 10-06-2004 03:13 PM

----------------------------------------------------------------------------------------------------------------
Atilius Crydell

Rebel Colonel & Master Commando (Starsider)
10-06-2004 12:05 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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HydrAG
SWG Lieutenant
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HydrAG
PA: Antarian Rangers
Server: Kauri

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garvin wrote:
Currently Novice Commando requires 91K XP in Unarmed, Carbine, Pistol and Rifle plus 30.5K of Combat XP. Master Commando further requires 400K in Combat XP and 342.5K of Heavy Weapon XP. Of all the professions out there, Commandos require the highest amount of combat related XP as well as has the most combat related skill point requirements.


Check your abbreviations on the XP. 342.5K HWXP is not the number you're after.

Other than that it looks like the same issues that plagued Commando a year ago are still around, sad. Thought about rejoining the ranks, but I think I'm gonna avoid the frustration. Good to see Garvin is still around though.

Hydra

TBN, Kauri
10-06-2004 12:21 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04   [ Edited ]
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tacwraith
Jedi
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Registered: 09-06-2003


tacwraith
PA: HA
Server: Bria

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I stand by what I said

http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=44497&view=by_date_ascending&page=1

Message Edited by tacwraith on 10-06-2004 03:38 PM


'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!)
10-06-2004 12:35 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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ShugFlurry
Wing Commander
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Registered: 08-27-2004


ShugFlurry

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nice

Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
10-06-2004 12:36 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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TKA-MC
Wing Commander
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Registered: 04-19-2004


TKA-MC

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Great post Garvin!  You know, even just reading that made me angry about what we currently are.

Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
10-06-2004 12:37 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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garvin
Blue Glowie
Posts: 7233
Registered: 08-12-2003


garvin

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HydrAG wrote:




Check your abbreviations on the XP. 342.5K HWXP is not the number you're after.

Other than that it looks like the same issues that plagued Commando a year ago are still around, sad. Thought about rejoining the ranks, but I think I'm gonna avoid the frustration. Good to see Garvin is still around though.

Hydra

Opps...missed that one...fixed in the edit above....

Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

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

ShadowStyrkeGuild.com: A WoW Guild Website
10-06-2004 12:47 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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Skeptic666
Jedi
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Skeptic666
PA: Darkk
Server: Bria

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send that to the Devs with a sign that says kick me and ask them to wear it!

Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
10-06-2004 02:35 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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Rebarty
Jedi
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Registered: 12-24-2003


Rebarty
PA: Sword of Light
Server: Wanderhome

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Good Job Garvin. It is sad that we have to pick up another prof to get defences.

Rebarty Mir-mar Old Commando- Pre-CU, Pre-NGE
Mayor, Zion city of Light
Wyenn Mirmar, Dancing Fool
10-06-2004 02:41 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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Amana
Wing Commander
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Registered: 05-08-2004


Amana

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I whole heartedly agree there garvin.  My curiosity as of yet is what will be done in light of these obvious problems, bugs, and henderinses.  The HAR deffinately needs a DoT so we can be set apart.   Hopefully we will see some of these issues addressed in the CR but i'm not setting my hopes to high.  I choose to go commando with Saxx Shadow on shadowfire cause I wanted to make a character that was dark and commandos are supposed to be the the guys you send in with all your heavy weaponry, high end weapons and such to take out a target the jack of all trades master of none idea. 

______________________________________________________________________
Amana Wolf Master BE/Master Rifleman (server: radiant)
Vendor open!!! 340 -5364 outside Cnet The Armory the misc item vendor.
Selling great weaponry both krayt,spiderfanged,and custom orders.
Game Guide Links
10-06-2004 02:46 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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MadDog36
Jedi
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MadDog36
PA: TRGA
Server: Starsider

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May also be worth it to note that we are really only useful to grouping in gameplay for helping to take down bases and the Corvette Assasination mission (though I am unsure about this, but I have been told the target on that 'vette mission is weak to Heat).

Wigea Avia
TRGA
Rebel Colonel
10-06-2004 02:46 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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WeissHengst
Pilot
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Registered: 07-18-2004


WeissHengst

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/yawn
 
 This is still being talked about huh?  Hahaha yeah that's why I'm done with this game. 
 
 

White Stallion

Bathe in thy healing lighteth of my c0ck. Thy Clock Tower struck twelve. Down on your knees. Observe. Your knight in shining armour.
Your white stallion. Beggith please, fought by and by. Take this broad sword I carry, in your hands. Unsheath it. Massage it's power and strike it down.
10-06-2004 03:05 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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Latenighter
SWG Lieutenant
Posts: 444
Registered: 09-09-2003


Latenighter

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Items for consideration.

1) Commando is the only profession that has no working skill tapes/attachments. (except MAYBE grenade accuracy, which makes it easier to kill yourself.)
2) Commando grenade speed is bugged and will not allow grenade throws faster than 9 seconds, regardless of grenade speed or speed modifier.
3) Add to the comparison "remove Riflemen's ability to use skill tapes/attachments, and cause one of the trees they work hard to earn to result in self-inflicted damage to the user."
4) Commando is only profession with consumable weapons that are difficult for weaponsmiths to manufacture, highly expensive, short stacked, and unable to hit a target with any regularity.
5) Comment that the Acidcone damage is broader than acidcone -- the AoE specials for flamecone also do not hit non-aggroed targets, landing neither a DOT or damage. (I believe).
6) Comment that +25 on FT speed is too low, since the original beta concept (one HW speed/accuracy modifiers, with +45/+80 in FT tree and +45/+80 in HAR tree) would have resulted in +45 additional HW speed to use on the FT. We should ask for no less than +35 on the FT mod. And we should ask for Accuracy mods also.
7) Commando's spend most of their time on their backs looking up at the sky while they wait to be pushing up daisys. Commando's need KD mods pronto.

Rien - Master Commando
Corbantis

RIEN - Master Commando
"We are the guys skilled with all ranged weapons. They should let us act like it"
10-06-2004 04:05 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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aeuralis
Wing Commander
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Registered: 01-26-2004


aeuralis
PA: UnGuilded -UG-
Server: Bria

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Great Work, Garvin.

Boson Commando/TKM ----- Aeuralis Combat Medic/Doc
Commando's motto: Devs....you ask us not to Rant, but Flames are all we have...
10-06-2004 04:06 PM  

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Re: First Draft: State of the Commando Profession as of 10/6/04
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RazerWolf
Jedi
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RazerWolf
PA: AXIS
Server: Starsider

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Don't forget that:

Our DOT is not tracked for XP/Loot rights (I believe).
Commando is the only class which can injure itself with its own weapons.
Commando is the only profession which has weapons used most effectively at melee range but recieves almost zero bonuses against melee attackers, unlike Pistoleers which have a high Melee/Dizzy/Stun/KD Defence.
Commando is the only profession with zero non-consumable AP weapons, seriously reducing our damage in any of the med-high level combat areas of the game.

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

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
10-06-2004 06:34 PM  

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