Commando Archive
Thread: Commando Issues Designer responses
Big thanks to Garibaldi_di_Alia for compiling these issues. Here are the designers’ responses to the top 5 issues (option 6th is the Correspondent’s pet issue). We have 32 professions to get through so we apologize for the brevity of the answers.
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1) Weapon Certifications – Heavy Acid Rifle and Beam Rifle say you are not qualified to use the weapon when you should be.
This should be fixed.
2) Heavy Weapon Stats – The stats for the heavy weapons is hampering the profession, with 0 ideal range, severely unbalanced range mods, and apparent lack of accuracy in these weapons.
These are meant to be extreme close range weapons.
3) Special Move Recovery – Special attacks take too long to recover from. In some cases 12 – 15 seconds.
These special moves are not designed to be primary default moves. They are meant to add to your default attack.
4) Resources for Weapon Crafting – The resources for the commando weapons are too rare. It’s too difficult to obtain these weapons because no one can make them.
The weapons are designed to use rare resources. These are extremely powerful weapons. The Launcher should be easier with upcoming changes.
5) Craftable Components – The grenade components are in the wrong skill line, and they lack experimentation bonuses.
Commandos were never meant to be able to craft in the final product. We’ve moved grenades into the Weaponsmith line now.
6) Flamethrower VS Pistol – Grenades and the Launcher Pistol are more effective than the Flamethrower. And the Launcher Pistol gives Pistol experience rather than Commando experience.
This will be fixed very soon.
But you missed the biggest question.
Are heavy weapons meant to be "secondary" use only?
So are you trying to say that Lightning Cannons are SUPPOSED to have range 0?
Thats funny, I dont remember seeing anything or reading anything about artillery in the known world or Star Wars world ment to be fired at close range.
so when i join the army i should get a rocket launcher and run 1 inch away from my target and fire?
"These are meant to be extreme close range weapons. "
I don't know about you, but I want to be as far as possible from a target when I use a rocket launcher, or anything that uses explosives.
Wow Q tell us something we dont know.. honestly... BTW i dont want to use my flametrhower in "Certian" situations, thats why we have a whole line dedicated to it
"Sir, where do you want the howitzers placed?"
"Place them on the front line near the trenches, Soldier!"
"Permission to speak freely Sargaent?"
"Permission Granted"
"I thought artillery was ment for long range attacks sir, thats why the tank was invented, for close range heavy firepower, sir!"
"Shutup son, and get the job done."
I'd have to side with Q on this one guys, I mean, every time I watch the History Channel or even Band of Brothers, I see bazookas being fired in extreme close quarters. Especially since the large, and bulky weapons are so easy to aim at precise, close range targets, and their blast radii are so small. In fact, I can see bazookas being reloaded in this game by a commando as a TK Master is beating the living hell out of them. But at least it'd be realistic.
In all seriousness, the only heavy weapon that should be "short range" is the flamethrower. Because historically the flamethrower was used to clear bunkers and other buildings. Everything else was usually placed BEHIND the advancing forces in order to lay down support fire. Plus, in real life, only an idiot would use a heavy weapon at close range, its like bringing a heavy machine gun to a knife fight, it'd be very easy for the knife-wielder to get very, very close, and stab the guy using the huge unwieldy support weapon in the face. Please, were the Devs actually on this planet when they made HWs "close range"?!