Commando Archive
Thread: Get rid of the Acid Rifle and Create a Launcher Pistol tree as the one shown here.
I used to be a Commando, and the whole entire time I was, I took the old acid rifle out once and found it useless therefore never touched it again. Well heres an idea and Id like to get your opinions, how about completely ditch the Acid Rifle, maybe moving it to the rifleman class and replaceing its tree with a Launcher Pistol tree? Sort of like this:
Master = Pistol Spd +10, Special "Area Blast" very similar to the pistoleer fanshot effecting everything in a certain radius.
Box 4 = Pistol Spd +5, Special "Blast Knockdown w/ a timer" Similiar to what the BH carbineer has for fire knockdown, seeing that the Launcher Pistol is a weapon capable of knocking down your oppent and setting them on fire.
Box 3 = Pistol Spd +5 Pistol Accuracy +5
Box 2 = Pistol Psd +5 Special "Some type of overcharge shot " that would be pretty decent but not very uber.
Box 1 = Pistol Spd +5 Pistol Accuracy +5
But in the mist of all this Flame Single 2 would be moved to Master. Notice I didnt add much accuracy, LP seems to be more of a area effect weapon.
I think everyone agrees that the Acid Rifle is pretty much useless at the moment.
Something needs to be done. Either change it (perhaps increase its AP) or remove it and replace it with something else. Especially since this has been an issue, reported to the devs, from the start.
Yes, a line for launcher pistol is not a bad idea. I like the knockdown idea too, especially in the light of the CH nerf coming which will affect Commandos who play solo. A knockdown would be a nice way of getting close to a mob to land that flame DOT, as long as the recycle time is long enough so it cannot be spammed. The last thing I want to see is Commando turning into another pistol wielding profession. There are too many of those already. Anything that increases the effectiveness of strategy will always get my vote.
Ciao,
Triunec.
I fully agree with this idea; however, i doubt it will ever happen. imagine the crys of Nerf Commando getting 10 times worse ifthey did add a laucher pistol tree.
/sigh
Oh well, i have faith that our prof will get fixed eventually.... now if im still playin or not when that happens is still the big question.
I disagree with the Launcher pistol getting it's own tree but I think having Launcher pistol mods would make it a more useable weapon, put them in the hvy weapon line or even the field tactic line. Since I don't have any smuggler or pistoleer I do not use the launcher pistol at all, I use melee weapons instead.
The Acid rifle does need to be looked at I admit it but I belive it was supose to be our good non disposable AP weapon so we should not lose it just because we can get past the armour by using the flamer specials which I think are way too powerful due to it's DOT capability.
I am a strong beliver in this profession but I do not see it being a almighty profession that can do everything since a commando is linked with Elite military types in real life as those guys still need others to pull off what they do.
We will be fixed but at this time the DEVS belive we have enough now at this point and we will get another look at later down the track, since we are not the only profession in the game ![]()
Supposedly, the Acid Rifle's acid damage is supposed to compensate for no AP. I don't think it does, but I'm not in charge. This topic has been discussed many times before; however, I still think the Launcher Pistol is a pretty weak Commando weapon. Sure it's part grenade launcher and part pistol, but it's currently not that great of a weapon. Instead, I'd prefer to see something like a repeater rifle replace the Acid Rifle. Say a deployable E-Web cannon or something like that. This idea is nice, but it just doesn't feel right to me.
A commando could have a skill at master level of +digin and use this item ( would be another good thing about being a master )
If it was something like the heavy repeater make it something to the effect of 100-600 damage 2.5 sec kinetic damage ( kinetic because it's the most popular form of defense and the idea is to pepper your enemy with multiple hits ) Give it a regular radius damage of about 5-10m.
No AP on it.
Repeater1 - Area spray ( increases the range of radius it's default by 3x - damage is cut by 1/2 )
Repeater2 - Concentrated Fire ( decrease radius by 1/2, increase damage by 1/4, cut speed by a half to increase rate of fire )
Repeater3 - Recoil control ( standard accuracy + speed mods ) no special
Repeater4 - Concentrated Fire 2 ( decrease radius by 1/3, increase damage by 1/2, cut speed by 1/3 to increase rate of fire )
At master commando +digin skill is gained as well as Area Spray 2 ( increase radius by 4x and damage is only cut 1/3 to 1/4 )
also - +secondary is gained which allows a proton grenade to be shot out of the weapon ( remember the weapon has a grenade launcher attached - sort of like a fishing pole equipped and you can stock it with grenades ) The proton can be shot up to a range of 48m with a large 20m radius but decreased damage by about 1/3 to 1/4.
Just some fun stuff that would make master worth it as well as removing the har.
Note - The repeater would be generic and crafted by master ws's except for 20k faction an imperial can buy an Imperial Heavy Repeater which has better stats then weapon smiths can make ( It is based on the Empires version after all =] )
Sounds pretty nice. I like the Knock-Down thing. But...
D.D.C.
(Devs Dont Care)
What if the turret was a schematic that commando's got to make a gun emplacement on a tripod ?
The commando could build one and place it anywhere and man the gun. It could lay down some interesting covering fire for others. He could only fire it standing so the accuracy wouldn't always be the best but it could be an anti-mob weapon.