Commando Archive
Thread: A Look at Commando
StarNick wrote:
No, we need a new system that can incorporate AoE and other measures to "power-up" specials from other professions, rather than just giving a weak AoE (or a full AoE that will aggro multiple enemies on a non-tank) and weak state effects. I agree with TK-132, that even if we get full AoE once again, it won't be fully balanced...especially if our damage gets increased or the AoE gets increased to compensate. Rather, a more hybrid and diverse system needs to be put in place giving our weapons distinct roles like specials (ie a PFT can do strong AoE, burn, and Heat damage...a RL can punch through armour, no AoE, but has a small chance to KD, rather than both having AoE, and thus the PFT be chosen over the RL each time because the RL's useless damage-wise)
Wow.....someone's cranky....![]()
But in all seriousness, you are both absolutely right....commando is gonna prove to be a challenge for the devs to fix and balance without us either becoming too over-powering or even worse off than we are now.....I just hope Helios could help us out on this one...
StarNick wrote:
No, we need a new system that can incorporate AoE and other measures to "power-up" specials from other professions, rather than just giving a weak AoE (or a full AoE that will aggro multiple enemies on a non-tank) and weak state effects. I agree with TK-132, that even if we get full AoE once again, it won't be fully balanced...especially if our damage gets increased or the AoE gets increased to compensate. Rather, a more hybrid and diverse system needs to be put in place giving our weapons distinct roles like specials (ie a PFT can do strong AoE, burn, and Heat damage...a RL can punch through armour, no AoE, but has a small chance to KD, rather than both having AoE, and thus the PFT be chosen over the RL each time because the RL's useless damage-wise)
Hmmm a funky idea came to me at lunch today...
It seems that most commandoes want to use all the weapons in their disposal to an equal effect with each having it's own damaging capability and own "special effect". Since the Devs have proven incompetent in making an Adv. RL or Adv. LP (even though an advanced laser rifle, advanced scatter pistol were very easily switched in a couple days in beta...)... why not leave the certs as is and the weapons as they are with one exception. Modify the AoE on a couple... making a few non AoE weapons so that Commando can remain useful in all situations. Now comes the tricky part... take damage away from the weapons and have skill mods in the skill boxes for Heavy Weapons damage (read: like unarmed damage is calculated)... as a Commando gets more training and gets more boxes he/she/it gets stronger and more efficient in their destructive power. Players would not be able to dabble to attain the full firepower of a Commando, however would still be able to make use of heavy weapons in a tree they chose to some extent. This leaving a Master Commando as a powerhouse with his full arsenal keeping the Devs from having to make an Advanced version of each weapon to keep a commando having all weapons viable, but some more useful in certain situations.
Rocket Launcher - Chance to KD with Medium Armor Break(65m)
Plasma Flamethrower - Chance to burn, blue flame with no AoE (25m)
Flamethrower- Chance to burn with wide AoE range (25m)
HAR- Chance to blind with no AoE (50m)
Heavy Acid Stream Launcher- Chance to blind with very high AoE (50m)
Lightening Beam Canon- Chance to burn, slow vehicles with no AoE (65m)
Heavy Particle Beam Cannon- Chance to stun with no AoE (65m)
Launcher Pistol- Low Armor Break ability with very narrow AoE (35m)
Proton Rifle- Highest Armor Break level, high damage, no AoE (65m)
Grenades- Same as before but much faster timers... Cryobans should snare longer thana fraction of a second, Protons cause an Armor Break (40m)
Leave the 'nade line mods alone. Add in Heavy Weapons Damage Mods in x/1-4/1-4/1-4. Since BH is a 4 in offense and have specials.... a Commando's General Ranged Speed and Accuracy mods should be NO less than a BH's general ranged mods.
Yes, I dropped Commando and will not be picking it back up unless something major happens, but I still care about this community. Anyway you look at it guys/gals/trolls... Commando already needs a revamp to keep from being overpowered or underpowered in the current system. My Smuggler doesn't have faith in revamps... how long has he been waiting. My Commando waited for his in the CU and became weaker... seems since the Devs are not out to fix us anytime soon, it may be time to get inline with Smugglers, Squad Leaders, and Rangers once again. The only hybrid that really got any love in the revamp was my Commando/BH... of which no longer has the Master Commando Portion... Dropped all of Commando and picked up the last line of BH I needed and paired it with Carbineer. Keep feeding Starnick with ideas and suggestions and maybe with all of the combined thoughts, somehow a good balance will come from it from mixing and matching ideas etc. Good luck to you all.
Message Edited by Knightcrest on 05-20-2005 02:02 PM
Btw, the arguement of too much AoE has been used on the corr forums...that we're not tanks
StarNick wrote:
Im not crankyJust said no to that we need a tank...what we need is a better way of powering up specials (or really actually get them to power up in the first place)...essentially agreeing with the original poster
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Btw, the arguement of too much AoE has been used on the corr forums...that we're not tanks
uhh Star, we didnt get a fix in the next publish... can you please have them put it IN?
NOW Im cranky.