Commando Archive
Thread: WOW, I am really shocked at your attitude
I think it perfectly valid for the melee damage multiplier to be in effect. I even thing the timer is fair. All I ask is that I be able to put away a weapon. My argument is also more towards pve and mob hunting than PVP. In my opinion, there is no real fair way to do PVP. Mobs with instant teleporting and being able to move faster puts a commando in a really bad spot where he has to wait 15-16 seconds before he can do anything. Against a mob even running away you will get hit once or twice at the least and take hefty damage.
Also with all due respect, I can't hit anything with a rocket launcher unless it is static. Same with any of the heavy weapons a commando are. Besides those are for hitting bases and instillations not people (IMO). Commandos are suppose to dish out heavy damage in short range, but I could simply say forother classes fight them like I fight a commando, from a distance. Now melee is a difficult proposition since I think the TKAcan not be implemented efficiently or fairly in a gun universe.
Also with my pistoleer and rifleman I can dish out damage faster over time than a commando. THe commando gives me good up front damage and then the dots, but with my rifleman or pistoleer I can kill someone much faster. (mostly because I miss alot with the flame). I think the delay does a lot to restrict the damage argument since he can't dish out damage as quickly (at least in terms of using specials).
But as I said above, the modifier is fine, but as it stands the commando can not unequip a weapon and I think he should be allowed to. Maybe he can not attack or heal while the timmer is runing, but at least dropping the weapon should be allowed.
I am not a commando nor have i ever been, but froma pikemans point of veiw, i agree with the origianal poster. I think he might have been wrong in targeting ALL commandos with his post, as apossed to just the 90% that do what he discribed.
I have been pikeman....ummm....since like week 2 and, i watched people flock to bounty hunter, then to combat medic(when people wound that poison with no TEF trick), they fixed that, then people flocked to commando, within a week of seeing no commandos 1/3 of the rebel population was commandos and at sts were usless. I would got one shotted by a commando. From full action to VERY negative action, and what's worse is that i had 100% wounds on my action. he then refused to death blow me so i wouldn't kill his rebel freinds' pets. He incaped me the instant i stood up, 8 times in a row. Within the 10 minutes that should have killed me outright oin the third death. But no. And he never missed. I have yet to see a commando miss anymore than as a rarity. But i don't know. Just throwing in my two cents.
You say you are a commando and yet I don't hear you being mortified at the situation on endor/lok/dath/etc.
Yeah those 500 point hits that now hit for 1250. I no longer can survive.
Who really cares about PvP? It doesn't matter. One iota. It's just for fun really.
Fixing revenge TEF was the problem in PvP and they did so.
Crippling this class in PvE is horrid. Since the patch I have had to become a CH to fight any melee as I can no longer tank in full composite with buffs.
And SOE has said that BH + Commando > rest. It's the validation for the skill points.
Hopefully they will listen.
2) I'm actually shocked at your attitude/ignorance
Speak of which you know.. not of what you assume.
1) You can avoid the melee mod by kitting . . . yes you are ranged and you can kite a melee character.
Yes... we can... but last I checked most NPCs have blasters. And our specials are what counts. You can not ignore that at <16m we arein melee range. You may have forgotten, but we STOP running to fire. So... you propose we just suck-it-up and accept that we cannot use our specials?
2) Your flame specials still do more damage than a melee characters specials, so you can still win.
Yes... we can kill 1. 1. After that we're screwed.. and that's assuming we 1 shot them. Big assumption there unlessw we stick to Nunas and Kreetles, which btw, can kill us with ease currently. But I suppose you feel we deserve that for all the poor kreetles we've killed.
3) You do have more weapons than a flame thrower, and these weapons do a hell of a lot more damage than any other one.
Soyou're so rich you don't care about spending 1000 credits per shot (which is the average for the Heavys)? Our Flamethrower is our primary. The Acidrifle has the SAME specials and mods that the FT does, MINUS the DoT. The Launcher Pistol would be the only other option since grenades = self incap. HOWEVER to be effective with it you have to go pistoleer...
4) You originally wanted balance, how about going back to that mentaliity and having some honor when playing the game.
We do want balance. I'll agree there are those who simply wish to be Gods, but most are striving for balance. This is why, if you botherd to follow the boards, you would see why the community as a whole has fought to reduce DoT effects, reduce wound effects, and get us to not be observed as melee and thusbenefit from the 2.5 bonus. Read up. If you still think it fair that a Nuna or Kreetle can take us out I'd like to hear your reasoning.
That which I can only get 1 combat xp for....can kill me before I can kill it.
That is simply not right.
Noitcopa.... I agree with you that this nerf..
and I actually believe it was an ACCIDENTAL nerf, and will be reversed...
is terrible, and needs to be fixed, and we don't have adequate depth as a class to make up for this...
but saying kreetles can easily kill us is the kind of overexaggeration that invalidates an entire well thought out argument, because your opponents can pick up on such a thing and flame for that, without having to deal with anything valid that you said. When it comes to kreetles, commandos are not in danger. AT. ALL. IN. ANY. WAY.
Overkreetles with kreelte swarmlings might just be a different story though.
Athein
Bad accuracy
k
Melee range specials
k
7-14 second delay after specials
k
2.5X melee damage
k
All 4:Not ok.
We use a special, we are in melee range. We miss we die, 7-14 seconds of getting 2.5X damage is fatal even if its a freaking kreetle. The target doesnt die, we die. Target has friends, we die. We dont use specials and we use normal attacks we will lose that way too. Not being able to target a pool nor nice special abilites(bleeds, dizzy ect.ect.)and very poor accuracy mods at distance is another death sentence..
So, at range we lose because we dont have specials, close range we lose because we get a damage penelty against us and a huge delay. To balance the commando all they had to do was 2 things.
1)Remove the revenge TEF-DONE
2)Fix resists so that dots get effected by them. Good armor cripples the main damage of a flamethrower, it was the dot that killed. Have the dot effected by armor/resists and violla, problem solved.
Xucost.
This is totally off topic:
I have ALWAYS loved your signature.
Perfect.
Athein
Just like to add one thing. On my server, at least, 3/5 combat profession players are commandos. the rest are BHs lol. travel to the most populated cities and take a count lol. almost everyones carrying a commando weapon. oh btw, commando is hella easy to level lol. master marksman? heck do that in a day or two, it's so easy. but then again pistolier,rifler, carbiner also hella easy to level too.
oh well.
they'll fix this 2.5x thing soon i bet, since alot complain.
Commandos get to be top again. If not, yall can migrate to the next super uber cookie cutter class. ![]()
Ivoni wrote:
And SOE has said that BH + Commando > rest. It's the validation for the skill points.
Hopefully they will listen.
No they didn't. They made some remarks about skillpoints.
Perhaps it escaped your notice, but Combat Medics spend the same number of skillpoints as commandos. Add them to your little phrase above. And even what you said is incorrect.
It should be BH > Commando + Combat Medic > rest.
Caelrie wrote:
Ivoni wrote:
And SOE has said that BH + Commando > rest. It's the validation for the skill points.
Hopefully they will listen.
No they didn't. They made some remarks about skillpoints.
Perhaps it escaped your notice, but Combat Medics spend the same number of skillpoints as commandos. Add them to your little phrase above. And even what you said is incorrect.
It should be BH > Commando + Combat Medic > rest.
Combat medic is a medical class. Sure it has a few things for PvP like poison... but it's not meant for combat, but combat healing.