Commando Archive
Thread: How to make the Commando tree fully functional
When thinking of how to fix this class, you have to keep in mind what other classes do and do not receive.
First off - what is the commando supposed to be?
Two things.
First - Power of the one shot. The specials of the flame/har and the heavy weapons definitely deliver the largest hit of any weapons in game.
Second - AOE deliverer. This is something we should have more of and are weak on. I'll get more into this as I discuss the various trees.
But here is the KEY ISSUE WITH OUR CLASS.
AT NO TIME CAN WE TARGET A HAM. This is our achilles heel. While we can dish it, we can't point it.
Now, on to the trees/weapons.
Launcher Pistol.
This weapon has no tree. I don't personally care which tree it gets tossed or if Har gets combined with Flame and LP gets a tree of its own. Just that it gets fixed is the issue.
First, it should be upgraded to AP1. Why? Simple, the other hybrid class gets a pistol which is also AP1.
Second, it should receive identical speed/accuracy mods as the BH does with pistol.
Third, it should receive its own specials. In doing so it loses use of all other pistol specials.
Since we are talking about four mini missiles being shot at a target.
- Knockdown - low dmg + knockdown
- Dizzy - low dmg + dizzy
- Lock On - A special akin to the flamethrower in cooldown with damage slightly higher than stopping shot.
HAR
After fixing the bug with its accuracy/speed it needs to be changed to AP1. It is the only non AP1 acid gun in game.
Either add an acid dot akin to the flame dot or change its specials to be an alt LLC.
This brings up the discussion that so far we are copying the Bounty Hunter. I agree. I think the Bounty Hunter needs more fleshing out. But as the template is set it is by the BH we should be compared.
To toss in the accuracy should be looked at. If a dot is added the accuracy should be +25@0m / +10@16m / -112 @ 64m
If made like the llc then merely reverse it.
Flamethrower
Let me be clear here. About our dot, the ONLY thing that needs to be done here is that an artisan class should be able to make a device to combat the fire.
I am a novice medic. I have pvp'd. been lit on fire and been maximum wounded.
In 10 minutes with stims bought off the bazaar I was good as new.
Rifleman/Carbine/etc bleeds require at least 2 more boxes in medic to heal, ineffectively I might add.
CM poisons require a doctor.
All one has to do is swim and our dot is gone.
Now there are two issues here:
The accuracy needs to be fixed to be +25@0m / +10@16m / -112 @ 64m
The range of the cone on the aoe needs to be increased to 16m. You are spraying a stream of fire waist high.
Heavy Weapons
First off the AP bug NEEDS TO BE FIXED!
Charges need to be returned to pre-nerf of max possible 200 charges. As it is, their lifespan to time to manufacture is insanely high.
All need to be AP3. Since using them devours them, they should have some penetration power.
They should have a radius of 16m. If a rocket explodes it should hit as far as npc melee range. This also makes actually using the heavy weapon possible suicide at all the aggro you can get with it. Worse, on many planets adding npcs you weren't fighting in the first place.
Grenades
Charges again are an issue. Five runs out much too fast. At least equal to charges on stims, say 50.
Range needs to be increased. However far a combat medic can toss a heal, we should toss a grenade. 48m is what I'm thinking.
Radius again should be 16m. Same rational as heavy weapons.
It would make great sense to add to the variety of grenades additional effects. Dizzy, knockdown, etc.
Speed should be 1.0. Period. You are tossing a grenade. It doesn't take that long.
Ham costs are helaciously high. Since the weapon is consumed the costs are out of balance.
Master Commando
On test it looks like the accuracy is being brought up to +100 flame/har. Speed should be added. +10 at least. A master commando is supposed to deal out MORE damage FASTER. Not just miss less.
Suggestion for idea about unused unarmed prereq
This just came to me. How about an innate defense when attacked by melee to dodge its attack and to throw the target on the ground. I forget the martial art but it makes sense.
Anyway that's all the ideas I have and the reasoning behind it all.
The commando could be a well versed dealer of AOE damage and all trees could be uniquely useful and powerful in their own right.
Gotta agree. I'd just add changing the melee damage penalty to an accuracy bonus for the melee attacker, but that's just a big-gun issue, and slightly off topic.
Oh, I believe the martial art you're referring to is Akido, the style Steven Seagal uses.
Once again Ivoni is the Master...Agreed 100%...it's pretty much everything I've been asking for...
Thanks once again!!!
I don't believe grenades really need more charges necissarily, they just need to be made useful. incresased range and blast radius is a step in the right direction. But instead of just increasing the range maybe make it more akin to the combat medic by being able to throw further depending on your level. Also, grenades have a tendancy to miss alot even at ideal range, the only real advantage of grenades right now is the ability to hit multiple targets at once, but when they rarely hit the primary target, let alone the secondary, this is kind of a moot point. Grenades explode, they shower and area with fragments, acid, searing cold and blistering heat, how the hell do you dodge that? Increase the accuracy, and possibly lower the minimum damage to compensate, I want to get some use out of that skill tree.
I mean you have to open up the inventory after 5 uses and replace it with another. 5 charges is just plain too few. (I feel the same way about ranger/scout traps but this isn't the forum)
I could live with 50 charges on grenades.
Oh well. I can only hope the dev's read this and fix our classes remaining issues.
/claps
Kudos Ivoni ! Once again a very written post and I totally agree with you. As for the grenades issues I can tolerate the charges but the blast radius and speed needs to be adjusted. Just wanted to added my 2credits into the discussion
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easy way with gernades:
put two =)
but seriously, i only have qualms with charged weapons..and their costs, and with gernades..just their costs
Agreed fully with Ivoni!
btw, just a lil interesting fact:
My BH friend's scatter has 2% more wound damage than my Launcher Pistol (which is brand new)....
Very good ideas, I just hope somebody in development will read it.
i agree with everything EXCEPT
you want us to have all the power we have PLUS a ranged dizzy/knockdown?
come on... a tad overpowered there? we could knock someone down from 64m, dizzy him, and then casually stroll up to him, set off a few fireworks from his head, and then flamesingle/cone him to death without fear of any sort of counterattack.
this is the type of thing that would make us a flavor of the month... and then nerfed the next big publish.
it would make us functoinal, yes... but overpowered.
i just noticed something... you want us to have TWO ranged knockdowns and TWO ranged dizzies?
holy hell... now you're just talking crazy talk.