Jump to content

Commando Rep 3 Questions Discussion


Recommended Posts

PVE QUESTIONS

 

Combat Medic - Can the 'Frontline Medic' ability be changed to allow this to trigger trauma probes on other targets than yourself?

 

Gunnery - Can 'Advance the Line' now add when hold the line is active you will generate 100% less threat on next two tech attacks?

 

Assault - Can 'Suit FOE' in addition to reducing periodic damage, it will also reduce threat generation by 100% for next two tech attacks?

 

PVP QUESTIONS

 

Combat Medic - Can 'Bacta Infusion' have a shield component added to it that lasts a few seconds after the infusion that would resist the next force or tech attack (making it only useful in PVP)?

 

Gunnery - Can 'Overclock' also reduce the cast time of Concussive Round by .5 seconds per point?

 

Assault - Can we change Assault Plastique back to pre-2.0 (no DoT) and reduce its total damage, but also reduce its CD?

 

OPEN QUESTIONS

 

Combat Medic - Can 'Field Triage' ability also reduce the CD of Advanced Medical Probe by 1 second each point spent, therefore increasing our overall heal output?

 

Gunnery - Can 'Charged Launcher' have a component added to add an additional 25% damage to Grav Round for targets under 30% HP?

 

Assault - Can 'Hyper Barrels' have a component added to add an additional 25% damage to charged bolts for targets under 30% HP?

 

Fixed your last gunnery suggestion.

 

Otherwise I have to say that your suggestions don't really address any core issues with the spec in question. Threat is not my main concern in gunnery PVE. It's ammo management. Same for assault. Your PVP suggestion for gunnery, while also nice, isn't really a major concern compared to other utility concerns that should be brought up.

 

Additionally, these are just very shallow questions overall. Maybe I feel that way because I'm prone to big walls of text, but why give the devs questions they can answer in 30 seconds, all with a simple "no, no, no, no, no, no, no, no, no".

 

If you want a change in a talent you need to be prepared to explain why that change addresses a core issue with the class/spec. Changing special munitions to reduce the cost of High Impact Bolt by 5 ammo per point (or grav round by 3 per point) addresses the core issue of PVE gunnery which is ammo management. If we make a request (which they have said time and again they don't feel honor bound to follow through on), we need to tie it to a core issue with our class.

Link to comment
Share on other sites

  • Replies 201
  • Created
  • Last Reply

Top Posters In This Topic

I really don't think we're going to be able to ask 3 questions per spec like that lol.

 

My suggestion:

 

Given that the problems with both Assault and Combat medic are both related to the weakness of their respective specs (skill trees), you should probably try and tie them both into one question. ;) Definitely priority 1 for the class though, so it should be well formulated and phrased as our biggest concern.

 

- was to try and phrase ONE question in such a way that it encompassed the underlying issue with 2 specs (ie the weakness of their respective skill trees).

Link to comment
Share on other sites

Lot of good questions so far.

 

Like Zach said, we get 3 questions total, not 3 per type. 1 PvE, 1 PvP, 1 wildcard.

 

 

While I agree that we dont want to have any questions where the devs can simply just answer "Yes" or "No", I think we also have to be careful to not bog a question down with too much fluff details. The longer the question, the more likely things are to be lost in translation.

 

 

I do think #1 priority should be addressing Assault spec. Rather than asking for a specific change, maybe we should ask how the devs plan to make 36pt Assault viable for both PvE and PvP? That is a much more open ended question, and kinda forces them to explain their future plans for the spec.

 

 

And as much as I would like to know the dev's basic thought process behind their decisions for this class, I still kinda dont want to know. I have a feeling that the answer to that question is going to be mind bottling and make me want to cancel my sub immediately. Its clear that whoever was in charge of Commando/Mercenary design in the past didnt have a lot of forethought about how their changes would impact the class's relation to others in combat. Hopefully this new forum with the devs allows us to guide them in the right direction (or at least gently nudge them).

Link to comment
Share on other sites

 

I do think #1 priority should be addressing Assault spec. Rather than asking for a specific change, maybe we should ask how the devs plan to make 36pt Assault viable for both PvE and PvP? That is a much more open ended question, and kinda forces them to explain their future plans for the spec.

 

 

IMO it would be better to fix gunnery and medic and make then both specs very good, rather than spending a question on a third spec.

Link to comment
Share on other sites

It's question time not suggestion time.

 

Reality is they are almost certainly going to carry on with whatever they were doing before they took a half hour to answer some questions.

 

Introduce the issues believed to be a problem, ask them what they think about it.

Edited by Gyronamics
Link to comment
Share on other sites

It's question time not suggestion time.

 

Reality is they are almost certainly going to carry on with whatever they were doing before they took a half hour to answer some questions.

 

Introduce the issues believed to be a problem, ask them what they think about it.

 

This.

 

We arent going to be directly affecting any changes with these questions; I think they are more for getting a feel for what the devs are working on relating to our class and our perceived issues with it.

Edited by cashogy_reborn
Link to comment
Share on other sites

FYI: assault spec (specifically the uselessness of the capstone abil - assault plastique) is likely to be the number one pvp question/topic from VGs. I think it might be worth it to get together with banksy (mfourcustom) and the PT guy, cuz I'm pretty sure the utter uselessness of TD is a number one issue for all four ACs. I'm not, however, sure if it's in our interest to make that everyone's question. if it's as big a problem in pve. or if it would be better to hold off on that question because it's going to come up in at least one of the other 3 AC questions.
Link to comment
Share on other sites

FYI: assault spec (specifically the uselessness of the capstone abil - assault plastique) is likely to be the number one pvp question/topic from VGs. I think it might be worth it to get together with banksy (mfourcustom) and the PT guy, cuz I'm pretty sure the utter uselessness of TD is a number one issue for all four ACs. I'm not, however, sure if it's in our interest to make that everyone's question. if it's as big a problem in pve. or if it would be better to hold off on that question because it's going to come up in at least one of the other 3 AC questions.

 

Well I doubt there will be duplicate questions; we are spaced far enough apart from each other that there should be no overlaps.

Link to comment
Share on other sites

Well I doubt there will be duplicate questions; we are spaced far enough apart from each other that there should be no overlaps.

 

so you'll see what they say and so forth before you have to submit? works. I guess pestering them with the same issue would be bad? or just reinforce how significant we feel the issue is? :D

Link to comment
Share on other sites

Fixed your last gunnery suggestion.

 

Otherwise I have to say that your suggestions don't really address any core issues with the spec in question. Threat is not my main concern in gunnery PVE. It's ammo management. Same for assault. Your PVP suggestion for gunnery, while also nice, isn't really a major concern compared to other utility concerns that should be brought up.

 

Additionally, these are just very shallow questions overall. Maybe I feel that way because I'm prone to big walls of text, but why give the devs questions they can answer in 30 seconds, all with a simple "no, no, no, no, no, no, no, no, no".

 

If you want a change in a talent you need to be prepared to explain why that change addresses a core issue with the class/spec. Changing special munitions to reduce the cost of High Impact Bolt by 5 ammo per point (or grav round by 3 per point) addresses the core issue of PVE gunnery which is ammo management. If we make a request (which they have said time and again they don't feel honor bound to follow through on), we need to tie it to a core issue with our class.

 

I completely agree with Arch and Gyro. These questions are best served to tell bioware that the class has problems on a general level that need to be addressed. The common themes I see are

1.) Assault Spec Viability

2.) Combat Medic Viability

3.) Ammo Management

4.) Utility

5.) RNG Streakyness/Dependence on crit to do any damage

 

As long as these issues get attention, I'll be happy.

Link to comment
Share on other sites

Maybe we can link the Assault Fix and Combat Medic question together and save us a question for something else, like. This could be the PvE question.

 

1. Both Assault Specialist and Combat Medic seem to be greatly underperforming compared to what other classes are capable of putting out in their heal and pvp damage spec (e.g. CM vs Seer; AS vs Balance). What is being done to bring Combat Medic and Assaults Specialist in line with other classes' respective talent trees and to make them useful and viable specs in all aspects of the game/endgame?

 

Then we could ask them about the lack of utility and mobility. This could be our PvP question.

 

2. Commandos in general just don't seem very well designed for PvP. We bring no team utility to the team, we're way slower than other ranged (and melee) classes, we're very easy to shut down and interrupt in Gunnery spec and heavy armor offers no real protection. Currently there is no reason to choose a Commando over a Gunslinger or Sage for PvP as we bring nothing that those two classes don't have. What is being done to make us at least as viable for PvP as the other two ranged classes?

 

Then we could ask them to fix our Ammo management issues. This could be our open question and it would benefit both PvE and PvP players.

 

3. In any situation that requires a very large amount of sustained DPS or healing (be that PvE or PvP) Commandos in all three specs suffer from serious Ammo management issues. Healers are doubly plagued by this as large heals cost more resource than the other two classes' respective heals. Gunslingers and Sages have their Ammo management built into their rotation, whereas we don't. What is being done to address sustained Ammo issues in Gunnery and Combat Medic specs?

 

I think any question that is asking about a specific skill or talent is a waste since broader questions, when worder properly, can elicit a much longer and detailed response. Trust me, I'm a lawyer, I do this for a living. :cool:

Edited by CommanderKeeva
Link to comment
Share on other sites

I don't think it's possible to bog them down in too many details. Shove details down their throats till they choke on them.

 

Luckily we get to see the mercs get a chance first, as well as both vanguards and PTs so there IS in fact an outside chance that assault will be addressed before it's our turn. Otherwise, I'm sorry but the only overarching problem in PVE with the specs is that they all have major problems. The skill trees for commando are perhaps the worst in the entire game with the possible exception of the shadow DPS trees, and that's if I don't count assualt.

 

So if you want an overarching question for PVE:

 

All three of our skill trees seemed to lack fundamentally in design when compared to similar specs from other classes. For example

 

Gunnery: <insert huge info dump regarding the fact that Bioware is so stupid that they managed to create a new set bonus that results in less DPS>

 

Combat Medic: <insert info dump on their issues in PVE healing, also that Frontline Medic is a stupid talent>

 

Assault: <insert info dump on assault and why it is borked>.

 

 

The main theme here is that our skill trees aren't designed well, otherwise I can't think of any real issue that is overarching concern for all three specs in PVE. Even if you said it's ammo management, one change doesn't fix it for all specs.

 

If you want to dedicate the free question to Assault, be my guest but honestly I wouldn't. It's one spec. We all wish it wasn't borked, but we can survive if they leave it alone. Indeed given their past history it might be better if they left it alone since BW doesn't know how to do anything but break things. That and the fact that making a full 36 point build viable is going to have to be on the top of the VG/PT list. Honestly if we were looking at cutting anything out, for me personally it'd be assault for that reason alone.

 

Of course by November, if they still haven't addressed the fact that DG 4 piece gives comprable DPS to UW, and Assault is terrible, I'll probably have quit and won't give a damn anymore anyway.

 

It can't be a surprise to anyone that the classes they obviously have put the least thought into are also the ones they've saved for last.

Link to comment
Share on other sites

Maybe we can link the Assault Fix and Combat Medic question together and save us a question for something else, like. This could be the PvE question.

 

1. Both Assault Specialist and Combat Medic seem to be greatly underperforming compared to what other classes are capable of putting out in their heal and pvp damage spec (e.g. CM vs Seer; AS vs Balance). What is being done to bring Combat Medic and Assaults Specialist in line with other classes' respective talent trees and to make them useful and viable specs in all aspects of the game/endgame?

 

Then we could ask them about the lack of utility and mobility. This could be our PvP question.

 

2. Commandos in general just don't seem very well designed for PvP. We bring no team utility to the team, we're way slower than other ranged (and melee) classes, we're very easy to shut down and interrupt in Gunnery spec and heavy armor offers no real protection. Currently there is no reason to choose a Commando over a Gunslinger or Sage for PvP as we bring nothing that those two classes don't have. What is being done to make us at least as viable for PvP as the other two ranged classes?

 

Then we could ask them to fix our Ammo management issues. This could be our open question and it would benefit both PvE and PvP players.

 

3. In any situation that requires a very large amount of sustained DPS or healing (be that PvE or PvP) Commandos in all three specs suffer from serious Ammo management issues. Healers are doubly plagued by this as large heals cost more resource than the other two classes' respective heals. Gunslingers and Sages have their Ammo management built into their rotation, whereas we don't. What is being done to address sustained Ammo issues in Gunnery and Combat Medic specs?

 

I think any question that is asking about a specific skill or talent is a waste since broader questions, when worder properly, can elicit a much longer and detailed response. Trust me, I'm a lawyer, I do this for a living. :cool:

Very good, I like it :)

Link to comment
Share on other sites

We arent going to be directly affecting any changes with these questions; I think they are more for getting a feel for what the devs are working on relating to our class and our perceived issues with it.

 

Sure, maybe directly it won't be affecting any changes to the class with our questions, but it's obvious they want to see what the community is concerned about and to think they won't be at least analyzing the questions to some degree would be naive. I think it the community's questions are about "what's wrong with (insert class here)" then it would raise questions among the development team. I think it's something we, and you perhaps, should consider.

 

Which I also want to point out that I don't think we should waste our questions on asking about the Assault tree. Does it need to be fixed? Yes. Do we need to ask about it? No. vanguards and Powertechs are already going to do that because it was their main DPS tree. The hits Commando took to the Assault trees were because of them anyway. I think we should focus in our strong points in hops of making them better in the future; combat Medic and Gunnery.

 

 

For PvP:

Combat Medics in 2.0 still have the worst overall healing numbers in PvP and are now the easiest healer to take down. Are there plans to address this with either buffing the Commandos defensive abilities or buffing their single target heals since we are the single target healers in the game. (Note: say we are the easiest to kill to get the biggest reaction. I don't think we are but sometimes it sure feels like it.)

 

For PvE:

Anything about our Ammo Regeneration.

 

I'm not sure what questions could be asked without singling out the class trees. Other than something about Ammo Regeneration or about our long cooldowns on things like Tech Override, Reserve Powercell and Recharge Cells or about the changes made to Adrenaline Rush.

Edited by Aramyth
Additions
Link to comment
Share on other sites

Maybe we can link the Assault Fix and Combat Medic question together and save us a question for something else, like. This could be the PvE question.

 

1. Both Assault Specialist and Combat Medic seem to be greatly underperforming compared to what other classes are capable of putting out in their heal and pvp damage spec (e.g. CM vs Seer; AS vs Balance). What is being done to bring Combat Medic and Assaults Specialist in line with other classes' respective talent trees and to make them useful and viable specs in all aspects of the game/endgame?

 

Then we could ask them about the lack of utility and mobility. This could be our PvP question.

 

2. Commandos in general just don't seem very well designed for PvP. We bring no team utility to the team, we're way slower than other ranged (and melee) classes, we're very easy to shut down and interrupt in Gunnery spec and heavy armor offers no real protection. Currently there is no reason to choose a Commando over a Gunslinger or Sage for PvP as we bring nothing that those two classes don't have. What is being done to make us at least as viable for PvP as the other two ranged classes?

 

Then we could ask them to fix our Ammo management issues. This could be our open question and it would benefit both PvE and PvP players.

 

3. In any situation that requires a very large amount of sustained DPS or healing (be that PvE or PvP) Commandos in all three specs suffer from serious Ammo management issues. Healers are doubly plagued by this as large heals cost more resource than the other two classes' respective heals. Gunslingers and Sages have their Ammo management built into their rotation, whereas we don't. What is being done to address sustained Ammo issues in Gunnery and Combat Medic specs?

 

I think any question that is asking about a specific skill or talent is a waste since broader questions, when worder properly, can elicit a much longer and detailed response. Trust me, I'm a lawyer, I do this for a living. :cool:

 

These sound very good.

 

 

Keep in mind guys that of the Trooper/BH ACs, we are last to go. As far as Assault is concerned, that is 3 opportunities for the devs to address issues pertaining to the spec. By the time our turn comes around, I have a feeling the questions we want answered will change.

Link to comment
Share on other sites

I feel like you guys are not giving combat medic the attention it needs. Yes, Assault spec is not viable at the moment, but at least we have 1 other dps spec that works somewhat. So i think our priority should be around our healing spec being fixed, then we can worry about Assault spec.

 

Combat Medic is not completly broken, it doesnt need new abilities or anything, just a few fixes on the existing ones.

- Trauma Probe is horrible as it is right now, perhaps having it increase the armor on whoever its currently on would help, or make it so you can put it on more than 1 person at a time (like 3 or more). Heck, make it heal more and it would be something. This ability needs love, thats a fact.

- One of the biggest issues is ammo management, so maybe making bacta infusion restore ammo/vent heat like the 36 point ability for tank vanguards would help a bit.

- I do not understand why Kolto Bomb has a 4 target limitation. Make the ability Kolto Pods (so only healers get this) increase the targets for the initial hit of the heal (up to 8 targets).

 

I believe these 3 changes would improve commando healing a bit, enough to compete with the other 2.

 

So perhaps, making questions regarding these issues would be beneficial to our class. Just my 2 cents.

Link to comment
Share on other sites

Maybe we can link the Assault Fix and Combat Medic question together and save us a question for something else, like. This could be the PvE question.

 

1. Both Assault Specialist and Combat Medic seem to be greatly underperforming compared to what other classes are capable of putting out in their heal and pvp damage spec (e.g. CM vs Seer; AS vs Balance). What is being done to bring Combat Medic and Assaults Specialist in line with other classes' respective talent trees and to make them useful and viable specs in all aspects of the game/endgame?

 

Then we could ask them about the lack of utility and mobility. This could be our PvP question.

 

2. Commandos in general just don't seem very well designed for PvP. We bring no team utility to the team, we're way slower than other ranged (and melee) classes, we're very easy to shut down and interrupt in Gunnery spec and heavy armor offers no real protection. Currently there is no reason to choose a Commando over a Gunslinger or Sage for PvP as we bring nothing that those two classes don't have. What is being done to make us at least as viable for PvP as the other two ranged classes?

 

Then we could ask them to fix our Ammo management issues. This could be our open question and it would benefit both PvE and PvP players.

 

3. In any situation that requires a very large amount of sustained DPS or healing (be that PvE or PvP) Commandos in all three specs suffer from serious Ammo management issues. Healers are doubly plagued by this as large heals cost more resource than the other two classes' respective heals. Gunslingers and Sages have their Ammo management built into their rotation, whereas we don't. What is being done to address sustained Ammo issues in Gunnery and Combat Medic specs?

 

I think any question that is asking about a specific skill or talent is a waste since broader questions, when worder properly, can elicit a much longer and detailed response. Trust me, I'm a lawyer, I do this for a living. :cool:

THIS!!! Great phrasing!!!

Link to comment
Share on other sites

Maybe we can link the Assault Fix and Combat Medic question together and save us a question for something else, like. This could be the PvE question.

 

1. Both Assault Specialist and Combat Medic seem to be greatly underperforming compared to what other classes are capable of putting out in their heal and pvp damage spec (e.g. CM vs Seer; AS vs Balance). What is being done to bring Combat Medic and Assaults Specialist in line with other classes' respective talent trees and to make them useful and viable specs in all aspects of the game/endgame?

 

Then we could ask them about the lack of utility and mobility. This could be our PvP question.

 

2. Commandos in general just don't seem very well designed for PvP. We bring no team utility to the team, we're way slower than other ranged (and melee) classes, we're very easy to shut down and interrupt in Gunnery spec and heavy armor offers no real protection. Currently there is no reason to choose a Commando over a Gunslinger or Sage for PvP as we bring nothing that those two classes don't have. What is being done to make us at least as viable for PvP as the other two ranged classes?

 

Then we could ask them to fix our Ammo management issues. This could be our open question and it would benefit both PvE and PvP players.

 

3. In any situation that requires a very large amount of sustained DPS or healing (be that PvE or PvP) Commandos in all three specs suffer from serious Ammo management issues. Healers are doubly plagued by this as large heals cost more resource than the other two classes' respective heals. Gunslingers and Sages have their Ammo management built into their rotation, whereas we don't. What is being done to address sustained Ammo issues in Gunnery and Combat Medic specs?

 

I think any question that is asking about a specific skill or talent is a waste since broader questions, when worder properly, can elicit a much longer and detailed response. Trust me, I'm a lawyer, I do this for a living. :cool:

 

I still think you need more detail. In what way do we feel combat medic and assault aren't up to snuff compared to other trees? "Seem to be underperforming" is very vague and invites the answer "according to our metrics, they aren't".

 

On PVP, the second you say "no reason to bring us over <ranged DPS>", they'll bring up electronet and that will be the end of it. Why isn't electronet powerful enough on its own to justify having no other real utility? They used to use off heals as an example of why we didn't need an interrupt. They used to use God only knows what justification for why we didn't need an in-combat rez. They'll use electronet and hold the line as examples of us not needing any more utility buffs whatsoever.

 

On ammo management you need to be specific again. Keep hammering the point that older set bonus does the same or better DPS as the new set bonus, strictly because of the easier ammo management, till they get it.

 

Finally, my big issue besides ammo is with the myriad of our abilities whose benefit to usability ratio is way way way WAY off. There's no excuse in the world for Plasma Grenade to cost a third of our ammo, or for Tech Override and Reserve Powercell to be on two minute cooldowns when they affect only one ability. The general issue here is how MANY of our abilities gained from the trainer are so lackluster. Then you go into exacting detail about why they chose the cost and/or cooldown they did with those abilities.

 

Treat the devs as the enemy. Give them absolutely no wiggle room, Combat medics know how they're underperforming. Assault players know its problems. Every gunnery commando out there knows about the ammo issues. Assume the devs know nothing. Assume they just threw a dart at effects and costs and cooldowns and called it a day like lazy incompetents.

Edited by ArchangelLBC
Link to comment
Share on other sites

I still think you need more detail. In what way do we feel combat medic and assault aren't up to snuff compared to other trees? "Seem to be underperforming" is very vague and invites the answer "according to our metrics, they aren't".

 

On PVP, the second you say "no reason to bring us over <ranged DPS>", they'll bring up electronet and that will be the end of it. Why isn't electronet powerful enough on its own to justify having no other real utility? They used to use off heals as an example of why we didn't need an interrupt. They used to use God only knows what justification for why we didn't need an in-combat rez. They'll use electronet and hold the line as examples of us not needing any more utility buffs whatsoever.

 

On ammo management you need to be specific again. Keep hammering the point that older set bonus does the same or better DPS as the new set bonus, strictly because of the easier ammo management, till they get it.

 

Finally, my big issue besides ammo is with the myriad of our abilities whose benefit to usability ratio is way way way WAY off. There's no excuse in the world for Plasma Grenade to cost a third of our ammo, or for Tech Override and Reserve Powercell to be on two minute cooldowns when they affect only one ability. The general issue here is how MANY of our abilities gained from the trainer are so lackluster. Then you go into exacting detail about why they chose the cost and/or cooldown they did with those abilities.

 

Treat the devs as the enemy. Give them absolutely no wiggle room, Combat medics know how they're underperforming. Assault players know its problems. Every gunnery commando out there knows about the ammo issues. Assume the devs know nothing. Assume they just threw a dart at effects and costs and cooldowns and called it a day like lazy incompetents.

 

This guy knows whats up.

Link to comment
Share on other sites

I still think you need more detail. In what way do we feel combat medic and assault aren't up to snuff compared to other trees? "Seem to be underperforming" is very vague and invites the answer "according to our metrics, they aren't".

 

On PVP, the second you say "no reason to bring us over <ranged DPS>", they'll bring up electronet and that will be the end of it. Why isn't electronet powerful enough on its own to justify having no other real utility? They used to use off heals as an example of why we didn't need an interrupt. They used to use God only knows what justification for why we didn't need an in-combat rez. They'll use electronet and hold the line as examples of us not needing any more utility buffs whatsoever.

 

On ammo management you need to be specific again. Keep hammering the point that older set bonus does the same or better DPS as the new set bonus, strictly because of the easier ammo management, till they get it.

 

Finally, my big issue besides ammo is with the myriad of our abilities whose benefit to usability ratio is way way way WAY off. There's no excuse in the world for Plasma Grenade to cost a third of our ammo, or for Tech Override and Reserve Powercell to be on two minute cooldowns when they affect only one ability. The general issue here is how MANY of our abilities gained from the trainer are so lackluster. Then you go into exacting detail about why they chose the cost and/or cooldown they did with those abilities.

 

Treat the devs as the enemy. Give them absolutely no wiggle room, Combat medics know how they're underperforming. Assault players know its problems. Every gunnery commando out there knows about the ammo issues. Assume the devs know nothing. Assume they just threw a dart at effects and costs and cooldowns and called it a day like lazy incompetents.

 

Yeah, but mind you I didn't mean that those questions should be asked in exactly that way. I just wanted to offer an example of what the questions could be about, without typing a wall of text, listing every ability we have a problem with.

 

Please feel free to add as many details and ability names in there as you like. All I wanted to do is offer a basic outline, which could be broadened as needed.

 

Also, sadly, we have no control of what they will actually do beyond answering these questions. If they want to be lazy and incompetent and sweep said problems under the rug, no amount of detailing, choking and dart throwing will force them to actually DO anything. We should give it our best shot, no question about that, but if they really are our enemies who couldn't care less about our problems, they can ignore us regardless of the questions asked.

 

They aren't stupid people and contrary to the popular belief, they do read the forums. Most likely they, too, are aware of these issues. It's just that they don't have the money and manpower to completely redesign broken specs, so they just don't do it.

Edited by CommanderKeeva
Link to comment
Share on other sites

Cash has a very good list of possible suggestions to fix all three specs. Nothing says that we cannot attach possible fix suggestions to our questions, especially if they're simple changes like Ammo costs.

 

We could have the three questions asked in a broader, overarching manner, then attach the specific list with the following.

 

We are aware of the acute problems in all three specs, so we are attaching this detailed list, which elaborates on the points outlined above as well as offers specific fix ideas. Please consult it and use it as a pointer when you're attempting further balancing of this AC.

 

Then we get into as many details as we like. Describe the problem with each talent or skill, offer a possible fix and describe how that would change said talent or skill. Sort of like:

 

there are things id like to see changed/fixed/added to improve Commando.

*updated as of 7/30*

 

Trooper

Gunnery Commandos have to rely on Explosive Round to do damage on the move as they have very few options. A lower ammo cost would benefit us greatly in such situations.

- Explosive Round ammo cost has been reduced to 16, from 25

Mortar Volley's radius should be the same as the radius of Orbital Strike and Lightning Storm.

- Mortar Volley has had its radius increased to 8m (up from 5m)

Adrenaline Rush doesn't benefit Commandos and should be redesigned.

- Adrenaline Rush has had its cooldown reduced to 120s (down from 180s)

Assault Specialist's DoT based damage should be equal to Balance's and Dirty Fighting's DoT based damage.

- Increase the damage done by Plasma Cell by 100% (undo the 50% nerf from 2.0 that was 100% unnecessary)

 

Commando

Cryo grenade is our only interrupt when Disabling Shot is on cooldown.

- Cyro Grenade has had its ranged increased to 30m (Commando only)

Without Tech Override, our mezz is very easy to interrupt.

- Concussive Round is now a 1.5s cast

Tech Override's cooldown is too long to have a real effect.

- Tech Override has had its cooldown reduced to 60s (down from 120s)

Reserve Powercell is an integral part of our Ammo Management and the 2.0 nerf to it was too harsh.

- Reserve Powercell has had its cooldown reduced to 60s (down from 120s)

Plasma Grenade is a useful dot, but its prohibitive Ammo cost only allows us to use it in conjunction with Reserve Powercell.

- Plasma Grenade has had its ammo cost reduce to 16 (from 33)

 

Gunnery

The Curtain of Fire proc's randomness often forces us to fire Grav Round after Grav Round, making us run out of Ammo more quickly than it was probably intended.

- Special Munitions now lowers the cost of Grav Round by 2 ammo per point, up from 1

Finisher attacks in the game just don't seem to be very thoughtfully designed. Guardians, Sentinels, Shadows and Gunslingers have them, but based on what? If 4 ACs get such attacks, the other 4 should get similar effects as well.

- Deadly Cannon -> add the following to the existing effect: "In addition, Demo Round has a 50/100% chance to crit on targets whose health is <30%"

Electro Net's cooldown is too long to be effective in PVP, when a Commando needs to defend himself from multiple melee classes.

- Cover Fire -> replace with the following effect: "Full Auto has a 50/100% chance to slow the target by 50% and prevent the use of high mobility actions" (full auto applies the electronet effect w/out the DoT, instead of a straight up slow)

 

Assault

All classes have speed buffs that simply negate Sweltering Heat's slow effect.

- Sweltering Heat -> increase slow to 50% (up from 30%)

Parallactic Combat Stims's Ammo regeneration offers no real benefit for the amount of time we're being controlled.

- Parallactic Combat Stims -> change to following effect: "You have a 50/100% chance to recharge 8 ammo for every 1.5s when stunned, immobilzied, etc."

Stealth Scan could be a good utility for a Commando in PvP. However, it could use some buffs to be effective.

- Nightvision Scope ->"Increase stealth detection by 1/2, ranged and melee defense by 1/2, reduce the cooldown of Stealth Scan by 2.5/5s, and increase the radius of Stealth Scan by 2.5/5m

Explosive Round is one of the few abilities Commandos can use on the move. Making it trigger Plasma Cell would greatly help damage done on the move.

- Hyper Assault Rounds -> remove the ammo reduction of Explosive Round (now 16 by default); Triggers Plasma Cell on all targets hit by Explosive Round.

All fire-based effects seem to be added to Assault Trooper but for some reason Plasma Grenade appears to be missing from the list.

- Assault Trooper -> add Plasma Grenade to this effect (15/30% crit multiplier bonus)

Degauss probably doesn't need to change. We can puge roots and slows with Hold the Line every 30 seconds.

- Degauss -> remove and prevent all movement impairing effects (roots/slows) for 6s

Assault is a DoT based spec. Reserve Powercell has great potential to synergize with Plasma Grenade.

- Rapid Recharge -> add following effect: "Reserve Powercell has a 50/100% chance to reset the cooldown on Plasma Grenade and makes the next Plasma Grenade activate instantly

Gunnery Commandos get increased duration on Hold the Line but Assault Commandos need the skill just as much.

-Reflexive Battery -> add the following effect: Taking damage reduces the active cooldown of Hold the Line by 0.5/1s. Effect cannot occur more than once every 1.5s.

Assault Plastique used to be an integral part of the burst damage that Assault Commandos sometimes had to do both in PvE and PvP. It's burst potential is now lost.

- Assault Plastique -> replace with the following: "Throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for xxx-xxx kinetic damage (high damage, like before 2.0). Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates. After it detonates, the target is demoralized and unable to benefit from the effects of Guard for 6s.

 

Combat Medic

Considering how we get extra crit from Special Munitions, I don't think this is needed.

- Field Training -> changed to the following: "Increases ranged/tech critical chance by 2/4/6%"

Ammo issues of the Combat Medic spec need to be addressed.

- Supercharge cells -> Now restores 16 energy cells (up from 8)

Scoundrels can regenerate Energy with Diagnostic Scan. Hammer Shot functions the same way, but for some reason it doesn't regen Ammo, though we need the resource just as badly as Scoundrels.

- Field Medicine -> add following effect: "Healing an ally with Hammershot now has a 100% chance to heal you for 25/50% of your bonus healing and recharge 1/2 energy cells"

Combat Medic Commandos are still very easy to interrupt, due to their reliance on long, channeled abilities.

- Field Triage -> add following effect: "Advanced Medical Probe has a 33/66/100% chance to make the next Medical Probe immune to interrupts. This effect cannot occur more than once every 12s"

I'm not sure if we need this.

- Treated Wound Dressings -> add following effect: "Emergency Medical Probe has a 50/100% chance to activate instantly"

Combat Medics suffer from survivability issues against which their only (meager) defensive is one cooldown.

- Med Zone -> add following effect: "In addition, critical results with healing effects reduce the active cooldown of Reactive Shield by 3s. This effect cannot occur more than once every 6s"

Armor Screen could help protect tanks when applied.

- Armor Screen -> change to following effect: "Preventative Medicine now also increases damage reduction by 5% while active"

Frontline Medic is by far the worst talent of the tree. No one wants to take it because of its nonsensical functionality. Probe Medic is a must, however, but it makes us waste 3 points for which we could have a much better use.

- *Swap Probe Medic and Frontline Medic talent box positions*

- Probe Medic -> change to the following effect: "Increases the healing done by Trauma Probe by 5/10/15 percent, increases its upper limit by 1/2/3, and reduces its rate limit by .33/.67/1.00 seconds. In addition, healing from Trauma Probe has a 33/67/100 percent chance to grant Rapid Bacta Deployment, which reduces the cooldown of your next Bacta Infusion by 100%. This effect cannot occur more than once every 10 seconds."

- Frontline Medic -> change to the following effect: "Increases the number of Trauma Probes that can be deployed at one time by 1/2. Also increases the maximum stack limit of Rapid Bacta Deployment by 1/2."

- Bacta Infusion -> change to following effect: "Heals a friendly target for <current weapon>. Using Bacta Infusion does not require Rapid Bacta Deployment, but will consume 1 stack whenever possible. When all stacks of Rapid Bacta Deployment are consumed, this ability goes on cooldown for 21 seconds"

 

You get the idea.

Edited by CommanderKeeva
Link to comment
Share on other sites

i don't think we should be asking for specific fixes or anything but rather focus on the rationale for why things are the way they are, where the devs see our class and its role, and if they truly believe we live up to that goal.

 

eric musco has stressed time and again that we're just asking questions, and that we should not be expecting any changes or fixes from this.

 

that's not to say we shouldn't offer suggestions, express concerns, etc., but i think the main focus should be opening the dialogue about the devs' philosophy about our class and how they go about balancing things, how effective they believe we are actually reaching their targets, etc.

once that's opened up, i think players will have a much better idea about what kinds of suggestions can be offered that will have a good chance of being implemented.

Edited by oaceen
Link to comment
Share on other sites

Yeah, as much as I would like to give them a laundry list of suggestions, I feel like the devs will just come back with a bunch of "Yes/No" responses to whether or not said suggestion could be implemented (and i feel like it would almost always be "No").

 

Getting an understanding of their rationale behind the current direction, and possibly giving us info of potential changes down the pipe that they are already working on would be a much better idea IMO.

 

Something like "Combat Medic is not able to consistently match, or often come close to, the HPS that Scoundrel and Sage are capable of. Energy management and a lack of mobile/instant healing capability are the root causes of this discrepancy. Are there any plans to bring Combat Medic's effectiveness more in line with that of Scoundrel/Sage, and if so could you possibly elaborate on what some of those changes might be?"

Link to comment
Share on other sites

Yeah, as much as I would like to give them a laundry list of suggestions, I feel like the devs will just come back with a bunch of "Yes/No" responses to whether or not said suggestion could be implemented (and i feel like it would almost always be "No").

 

Getting an understanding of their rationale behind the current direction, and possibly giving us info of potential changes down the pipe that they are already working on would be a much better idea IMO.

 

Something like "Combat Medic is not able to consistently match, or often come close to, the HPS that Scoundrel and Sage are capable of. Energy management and a lack of mobile/instant healing capability are the root causes of this discrepancy. Are there any plans to bring Combat Medic's effectiveness more in line with that of Scoundrel/Sage, and if so could you possibly elaborate on what some of those changes might be?"

 

^^

 

You're probably right... But we still have plenty of time to make these questions, eh? :p

 

And what is the problem with gunnery ammo? (Sorry, been away from ToR for 4 weeks)

 

 

Cash! You listened to me regarding caps!! /happyTanvir :D

Link to comment
Share on other sites

×
×
  • Create New...