Commando Archive

Thread: Suggestions for improving Master Commando

Ivoni
Wed Oct 15, 2003 4:50 pm
#1

Among the top problems with this class is the general dissatisfaction with what obtaining Master Commando gives you.

Considering you sacrifice 43 skill points for three trees and a mastery when only one weapon truly works. There should be reward for the dedication to the class.

So, post here some already in game type suggestions. Nothing radical requiring creation of whole new trees or new guns.

For example at Master Commando could receive

Increase accuracy with all weapons bringing them up to +100.
-makes sense the master should be highly accurate. Considering flamethrower is +80, it's only a slight boost there.

I would like to see increased speed in all weapons but that enters into the entire balance issue as then we would do even more damage. Maybe just a +5. A master should be better than flame4.

Toss in some Terrain Navigation
-hear me out here. Consider the Combat Medic who also receives some terrain navigation. For some people it's the only reason they train scout.

Toss in some pistol accuracy/speed for the LP
-consider the BH gets +60 accuracy/+50 speed. Maybe +40/40? At least something to improve us with the LP.

I would think some defense, but considering the latest nerf I get the feeling somehow they think we are "uber". Sigh.

Upgrade the AOE's.
- Hear me out. You are shooting out a flame of fire from left to right waist high. How about the cone massively widened? So everything within 16m for 180degrees could be hit. Toss in a large ham (like 400) use for handling such a hot prolonged stream.

I'm out of ideas that aren't from left field. Anyone else?



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)
Theedage
Wed Oct 15, 2003 4:59 pm
#2

Give masters the ability to reload weapons from hw support line, however lower the max charges by 1/3 to 1/2 of the original max.


Let masters do something cool like plant a bomb on an opposing faction harvester where they have to successfully press a button in a timed range ( like golf games or something ) and if successful they 'blow' up the harvester meaning a fraction of the harvesters money pool is taken out - up to 5000 cr. This can only be done once per harvester and if they fail then they get incapacitated ( the bomb blew up in their face ) and they get 50%-75% wounds on health/mind bars ( you took the bomb to the face and chest ). And only make each harvester able to be blown up once per time they are placed. (Would make the GCW feel more like the GCW)




*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
Ivoni
Wed Oct 15, 2003 5:05 pm
#3

Like a repair tool that works on consumables?
mmmm..

I like the bomb idea. But again, that's kinda left field.



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)
Theedage
Wed Oct 15, 2003 5:07 pm
#4

A repair tool that takes some resources ya know so it's actually a challenge to fix.



As far as the bomb idea I forgot to mention something that you can only do this on a timed thing like maybe once per hour/2hours/day to that effect so you're not running around doing this to every harvester ya see instantly.




*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
Kbarsoom
Thu Oct 16, 2003 2:33 am
#5

Ok, don't know if this is left field or not, but... Since we have Unarmed Spec, why not give Commandos the ability to buttstroke their opponent? Make it a FT or HAR only ability that does NO EXTRA DAMAGE (caps for emphasis on trying to not be uber) but does have the chance to apply stun or dizzy to the target and also has the chance to move a target the same size or smaller than the Commando out of melee range.


Example: You crash the butt of your FT into your opponents head and they stagger away from you stunned or dizzy from the shock but not damaged,


Of course they can run right back in to try and start hitting you, but it might buy you enough time to run away


Just my humble opinion as a 3343 Commando and 1034 SL <yea, I'm a glutton for punishment>




Kail Barsoom
"Dyins the easy part, we just gotta stay alive long enough to get paid."
Baselinius
Thu Oct 16, 2003 2:56 am
#6

I personally believe that grenades should have a farther ideal throw range and a bigger damage radius for higher damage grenades (such as the proton grenades).


It doesn't quite make sens to have the proton grenade ideal range @ 10m and a max @ 32m when if you throw that at someone @ 10m it would surely blow you up too or damage you quite a bit.


I say move the ideal range of proton grenades up to 32m and max up to 50m (max with a considerable accuracy loss compared to ideal). I could complain about a 3000 dmg grenade having only an area attack of 10m from target, but I don't see that being as important as my previous point on the throwing range.


And my last thought is in agreement with previous posts here that there should be some kind of speed or special attacks for the launcher pistol. You don't really see people using launchers in pvp unless they are using pistoleer shots (fan, stopping). I would love to have confidence in just my commando skills with my launcher pistol, but as it stand i find myself using heavy particle beams when i'm not in range to use my flame singles/cones.


Bottom line, if you commit to the master box, you should get a new primary attack. Most people will use flame single 2 over cone. Cone is RARELY needed.




Atlantis
Reborn and Hungry
Dark-Lords
Meredragon
Thu Oct 16, 2003 3:17 am
#7

Great ideas Ivoni.
It would be great to have the bonuses more spread out, even if there is no increase in what we have now, there should be a difference between being novice and master.

Terrain navigation, each class should have some bonus to it, I never intended to have any scout skills, I went from terrain navigation to getting sucked into CH.

I would like to see the LP in a class of it's own which would make it easier to justify the +40/40. The reason being is that if it worked for general pistols the bonus would put us off the charts if we mastered pistoleer too. they get 105 accuracy/79 speed at master.

The increased ae is negligable to me, I hardly dare to use flame cone in PvE and in PvP hitting that many more people with our DOT would get us all the more flames.

It would have made more sense for SOE to address the issues people had about us instead of the melee modifier. Face it our DOT won the day in PvE and PvP everytime, hence all of the flame4 dabblers which is pretty much what I turned into until they fix all this crap. Targets for us dabblers are pretty much limited to how much our pets can take. Heh in ending Holocron stated that he doesn't play a commando, he never really mentioned why they refuse to communicate with people who do.

Keep the ideas coming =)

Mere



Meredragon Ebonfang - Rebel Warrant Officer II - Penumbra Burninator of Eclipse

Commando- 1/4/4/1
Creature Handler-3/3/0/0
Medic- 2/0/0/0
Master Marksman
Brawler- 4/0/0/0
CarlTheWookie
Thu Oct 16, 2003 3:39 am
#8

Personally, I don't see why a master of ANY elite/hybrid class should miss a target that is A) stationary and B) is focused on something else (is in when your CH pal's graul is chewing on it)


I think that ALL master elite/hybrids should only miss 10% of the time against a moving taget with their weapon's ideal range, unless there is a successful dodge against the attack.


I'd like to see some speed/accuracy bonuses to the LP. Perhaps just 10 pts or so below MBH.


Every master combat class needs some kind of melee/ranged/state def mods. It's is ludicrous tothink that a Master Commando is completely helpless in a close fight....why do we train unarmed then?


Grenades: Longer max range (say 50m as other poster suggested) and 32m ideal range. Throwing a grenade at 10m when it has a 10m blast range is suicide.


The HAR needs a DoT too. Currently, I would be satisfied if our flame DoT were cut in half for PvP and either left the dame or reduced to 75% for PvE, but that's ONLY if this silly 2.5x melee mod goes away. All specials need an increased range. 16m is just silly. 32m is fine. Same goes for BH heavy weapons.


I'd like to see Commando's and BH's get a + to Melee Def for wearing any kind of armor (pipe dream).


I think that TKA's and melee classes should get a + to Ranged Def when wearing armor, but suffer a speed penalty.


So many ways to improve all the classes, not just ours. God, the poor pikemen and DEs.




My 2 creds. Flame away brothers.


Nyce Ta'Meetcha - Bela Imperial Division - Commando (Flurry)
Commando Timelinethink I stole this from another commando here on the boards-credit to whoever u are)
Useless class of Masochists
GODS OF DEATH
Tinkerbells

GotUrBacca - TRIAD - Master Gunfighter/Master CH (Eclipse)
"Pikachu! I Choose You!" and "A!" "F!" "A!" "F!" "A! A! A! A! A!" "F!"
- words to live and die by.





Revolver - Elder FOTM / Elder Commando / Elder BH :: Serous Dex - Elder 4444G
Hutch' Davitch - Elder Melee Stacker / Gimped Pikeman :: Pops Davitch - Elder Smuggler
Tanner Davitch - Elder Ranger/Rifleman :: Boo Davitch - Elder Doc/CM
Cynn Davitch - Elder Cantina Rat :: Hump Davitch - Elder Ithy
TEST CENTER


Meredragon
Thu Oct 16, 2003 3:48 am
#9

"Pikachu! I Choose You!" and "A!" "F!" "A!" "F!" "A! A! A! A! A!" "F!"
- words to live and die by.


LMAO I love it.

I wish we could get some melee defense mods too but I don't even dare to dream hehe. I honestly think the combat designer is a pissed off mage from eq who lost his pet and got owned by a bunch of gnolls. "Hey great idea! I bet if this happened to Commandos they'd be balanced."

Range and accuracy on grenades, yeah that would be nice. Maybe some state changes like traps on either them or the HAR. Would make more sense on the grenades since they are usually used to open up combat, or at least should be if we were going by real world ambush tactics. Toss the grenade and pick off the wounded while they're all wondering why they can't hear anything.

Mere



Meredragon Ebonfang - Rebel Warrant Officer II - Penumbra Burninator of Eclipse

Commando- 1/4/4/1
Creature Handler-3/3/0/0
Medic- 2/0/0/0
Master Marksman
Brawler- 4/0/0/0
Wroth_Scylla
Thu Oct 16, 2003 5:34 am
#10

Honestly I think the easiest way to improve master commando is to fix the HAR. The only people who have them are us master commandos. Make it a long range ap1 and *GASP* make the skill mods acctually work.


I beleive the har should be our primary weapon. I could live with a 2.5 if I could have a highly accurate long range weapon even with the low range specials. You should be pegging the mob from a distance and the FT and HAR short range specials are for the finishing touch.



Master Box as follows


+20 FT HAR Acuracy I +10 FT HAR Speed


+20 PBC/Rocket LauncherAccuracy I +10 PBC/RL Speed


+30 Thrown weapon AccuracyI Mabey a +30 to max range....that would be nice.


+30 Terain negotiation (Shouldnt be as good as having terain negotiation 3 but be a deffinate plus to have with it)



The LP is just to get us good with the flame thrower or HAR(if it worked)


I would also LIke to see a knock back attack (NO NOT A KD) It woudl push the enamy back 17M If they ran ok If they chose to come back in....well thats their own fault.



What do ya think.




-------------------------------------------------------------
I think a fun thing to do when a kid asks why its
raining is to tell them god is crying..and then when
they ask why to tell them its something they did.
SteveB0
Thu Oct 16, 2003 5:42 am
#11

I could not agree more with everything that Ivoni stated.


The Terrian Negotiation is the big one! I believe Combat Medics get +50 at Master, I do not see why not a Commando could not have the same.





Stilgar Vladimir
Leader of Furor [FUROR]
********************************
Zaraa Vladimir
Master Chef / Merchant
Furor Trade Bureau - Offers Architecture, Armor, Chef products, and Resources
Braxis, Naboo (1670 5990)

Holocron #1 - Master Creature Handler (Finished)
Holocron #2 - Teras Kasi Master (Finished)
Holocron #3 - Master Dancer (Yea right I will wait for quest)
bikebum
Thu Oct 16, 2003 7:03 am
#12

Ivoni is thinking again, watch out. I've got to agree with his suggestions. The only one that I don't agree with is the +pistol acc/spd, like someone said, if you had master commando and master pistoleer, you could have some insane abilities. Although I like the idea on flamecone, I think we would get hammered on the general boards pretty hard if we had it.


On terrain negotiation. I would say that all the elite master <combat> professions that do not have scout as a requirement should have some terrain negotiation.


Grenades... they are just so lame. I used to have the field tactics line, but dropped it due to a few problems that seriously need fixing. Range is way too short. Max range should be near 50m, while ideal should be around 25 or 30. Originally I found that the most accurate way to hit a stationary target was to get in as close as possible (just outside blast radius). I found I could land most of my nades on the target. Unfortunately that also put me at great risk, nearly incapping myself several times when a mob moved toward me while I was throwing. Funny thing is that I could almost get incapped sometimes and completely miss the mob. Oh, and getting the message, "You throw XYZ grenade at target for 3450 damage, but he dodged it" is the most rediculous thing I have heard!. I was addicted to their damage though, still am in fact.


I also like the idea ofthe "reloadable" heavy weapons. For example, make the rocket launcher extremely expensive to make and produce. Once produced it is merely a launcher that needs to be loaded with rockets to be fired like a Recoiless Rifle. Make the rockets themselves only moderately difficult to make. Give the cert in the HW line, but only give the "reload rocket" ability at Master.

cpcosman
Thu Oct 16, 2003 11:58 am
#13

Give grenades status effects like similar to the scout's traps. Since the commando has no real status attacks that would make grenades vastly more useful.


Put some terrain navigation under Field tactics III or IV. Since I have to get right on top of someone to be effective all they need to do is be at the top of a cliff shooting down at me and by the time I get there I'm pretty hurt.


Increase the radius on the heavy support weapons. I can run up and use a flame cone and deal more damage. What is the point of the cannons? They have a charge to limit their use but why bother using them?


Merge acid rifle and flame thrower under one category called launchers. Use the remaining 4th col for the particle rifle. If BH has a pistol and carbineer line, no reason why we can't have a rifle one. It gives us another range option anyhow. If not the particle rifle than just turn the acid rifle into an actual rifle.


There also doesn't really seem to be any reason for us to learn unarmed combat from brawler. It like those points are wasted too me. It would have made more sense to make us take scout's terrain nav stuff but whatever.


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