Commando Archive
Thread: To Our New Correspondent (When We Get One!)
From reading over the Top 5 Issues and looking at current events taking place I thought I would start a thread to get our new Correspondent busy...I know TH (or whomever) hasn't picked one yet, but once in place they are going to move fast...HOPEFULLY we will see a new correspondent soon since the BH one resigned around the same time and they already have a replacement. There is a new patch coming in December and we don't want to be out of luck a full month while we wait for the next one...So here are a some issues to get that new person started...Everyone feel free to add anything I miss.
1) 2.5x Melee Damage Bonus VS Mitigation...If Mitigation is going into effect with the December patch, please make sure the 2.5x Melee Damage Bonus is removed. If the Damage bonus stays in place then as a profession, when fighting Melee Opponents we have the potential of getting 2.5x damage done to us, but having up to 60% of our damage done mitigated (depending on how the Melee fighter spends their extra skill points)...we'd be better off just throwing our Grenades Straight Up!
2) HAR and the Whole Acid Tree...It's Broken and Completely Useless. It's a poor man's Flame Thrower minus the DOT and doesn't even do an AP damage...Either it needs some serious love and attention, or better yet, needs to me merged into the Flame Tree.
3) The Launcher Pistol...The Gun has made us dependent on other professions to get any use out of it...Imagine the bloody murder people would be screaming if we gave a potentially great weapon to Pistoleers, then told them they had to get some Commando skills to have any specials...They wouldn't stand for it and neither should we...We need our own specials...and since it is a blast weapon it should have some significant AP potential. Also, since we are forced to fight at 16m to use any of our other weapons, it would be nice to have a ranged knockdown to give us a chance to catch those who would kite use just outside the 16m range.
4) Grenades...or as I like to call them Little Balls of Suicide...Anyone who has used one against a charging foe knows we get hit by them as well, occasionally even incapp'ing ourselves...they need to work better and faster. They also need to have the maximum # increased from 5 to at least 25, or more preferably 50...make them similar in number to our Rocket Launcher or other Heavy Weapons...having 5 is just a plain waste...it slows our battle down as we have to keep re-equiping them.
5) 16m...since I brought it up earlier, let's revisit...OK...I can deal with the fact that we are a ranged class that is forced to use our weapon specials at melee range...but come one...a Master TKA with Master Brawler can hit farther then that rage with just their fists (as I saw reported in the TKA forum)...Give us weapon specials for at least 1 of our weapons that can be used at a ranged distance...OR...at least double our current range...if you want to be nitpicky, double it at the Master Level (like some other professions do)...We are Commandos...We should be able to do nice damage up close and at a distance.
6) Unarmed Tree...We need it for Hybrid status, that's cool and most of us understand...but make it worth the effort...give us something we can use because we got unarmed master...Like give us a VK cert at the Novice Commando level...that way we can switch to unarmed and use VK's without taking the 2.5x Melee Damage...the Unarmed tree already gives us specials we can combine with the VK's...If we need more specials, we'll look at TKA...I don't want to take away TKA's one weapon they only have the cert too, but they are not about weapons...so it shouldn't matter if we share the cert...we are weapon masters as Commandos and this shouldn't be limited to just ranged weapons (I've never seen a movie in which a Commando didn't carry one heck of a big knife...and they all seemed to know how to use it...maybe the VK's could be our SWG version of that).
I know there are plenty of other issues, but this is a good start...and if you feel I missed an important one, please post it...With all of the above suggested changes, we would really add more of a touch of strategy for our profession...instead of always relying on the Flame Thrower, rarely touching anything else, we would have a reason to use our LP, HAR, Grenades, etc...even our Unarmed skills when the right time called for it. And none of these changes would make more of an Uber class since it's really only fixing the issues that are holding this profession back.
Commando's are suppose to be Masters of Damage according to our book description, but I think we all mistakenly thought that meant we do that damage, not take it!!!!
Thank you for reading this...
/agree
/clap
Good post Garvin. Now if only they will listen.....
Morvo
Commando 0/0/2/0
You hit the nail on the head a few times there Garvin. Commandos are a very powerful class, but it is very hard for us to use that power. I like the idea that flamesingle2 and flamecone2 should work at a distance of 30m. Grenades come in too small a package. Acid Rifle and LP are fairly useless to Master Commandos. Other then the rocketlauncher, the other heavy weapons miss to often (instead of having individual speed and accuracy modifiers, there should be a heavyweapon speed and accuracy modifier).
Great post Garvin. I completly agree with all of these proposed changes. Its actually funny how many times they have been posted throughout this Forum. It really makes you wonder what the hell the devs are doing sometimes. I mean, to them, a male should be able to walk around topless, and gardens that no one will be able to place upon city luanch seem to be the things that they think is "important". /shrug, It just seems silly to me.
And for all the people that would scream nerf commandos and blah blah blah.... I know its been said before but we are a hybrid profession, besides the BH, we spend more skill points ( and more on combat than the BH might I add too ) than any other profession. OF COURSE we are gonna be more powerful than a Master Gunfighter....well, not the way it stands at the moment... but geez, a rocket luancher vs a pistol.. gimmie a break. Ok, sorry this turned into my own little rant.
Cresslin
Master Commando
Leader of DFR
I'll secon Garvins nomination for Commando Correspondant...
He brings up very good points.. and with Ivoni gone he is my next choice.
Araido
Commando / TKA
Intrepid Server
"The Force is strong with this one"
garvin wrote:
1) 2.5x Melee Damage Bonus VS Mitigation...If Mitigation is going into effect with the December patch, please make sure the 2.5x Melee Damage Bonus is removed. If the Damage bonus stays in place then as a profession, when fighting Melee Opponents we have the potential of getting 2.5x damage done to us, but having up to 60% of our damage done mitigated (depending on how the Melee fighter spends their extra skill points)...we'd be better off just throwing our Grenades Straight Up!
Just so you guys know, it looks like the damage multiplier is gone. Thunder Heart said in his post on the TC patch notes, "Added to-hit bonus for melee vs. ranged weapon attacks. This is a replacement for the damage multipliers and a sub-feature for the damage mitigation addition. If you use a ranged weapon against a melee combatant, you are easier to hit." So look at that, your number 1 complaint is already taken care of. ![]()
/mainly abump for our new Correspondent when we get one...and a few things are changing with the next patch...
1) 2.5x Melee Damage Bonus VS Mitigation...If Mitigation is going into effect with the December patch, please make sure the 2.5x Melee Damage Bonus is removed. If the Damage bonus stays in place then as a profession, when fighting Melee Opponents we have the potential of getting 2.5x damage done to us, but having up to 60% of our damage done mitigated (depending on how the Melee fighter spends their extra skill points)...we'd be better off just throwing our Grenades Straight Up!
#1 has changed in my book....it has been confirmed that the 2.5x penalty is either going away or being reduced...but we are getting Melee Mitigation...this is flawed thinking!Melee opponents will do less damage to us thanks to our Melee Mitigation, but we inturn will do full damage to them thanks to us being a Ranged class...this will lead to serious Nerf whining. Commandos should get Ranged Mitigation so we can deal better with damage done by kiters who successfully avoid our melee ranged specials...OR...make us a Melee Class that does Melee Damage (which sounds really dumb)....
2) HAR and the Whole Acid Tree...It's Broken and Completely Useless. It's a poor man's Flame Thrower minus the DOT and doesn't even do an AP damage...Either it needs some serious love and attention, or better yet, needs to me merged into the Flame Tree.
Still a huge issue...either make the HAR a ranged weapon, merge it into the Flame Tree, or go with some of tacwraith's ideas in another post!!!
3) The Launcher Pistol...The Gun has made us dependent on other professions to get any use out of it...Imagine the bloody murder people would be screaming if we gave a potentially great weapon to Pistoleers, then told them they had to get some Commando skills to have any specials...They wouldn't stand for it and neither should we...We need our own specials...and since it is a blast weapon it should have some significant AP potential. Also, since we are forced to fight at 16m to use any of our other weapons, it would be nice to have a ranged knockdown to give us a chance to catch those who would kite use just outside the 16m range.
I'll add to this...don't allow the LP to use Pistoleer specials...we'll gladly trade that if we can have valid LP specials of our own...like a knockdown or stop shot...we already have a bleed...
4) Grenades...or as I like to call them Little Balls of Suicide...Anyone who has used one against a charging foe knows we get hit by them as well, occasionally even incapp'ing ourselves...they need to work better and faster. They also need to have the maximum # increased from 5 to at least 25, or more preferably 50...make them similar in number to our Rocket Launcher or other Heavy Weapons...having 5 is just a plain waste...it slows our battle down as we have to keep re-equiping them.
I agree with tacwraith's ideas about adding special damage states to specific grenades...like dizzy, blind, etc.
5) 16m...since I brought it up earlier, let's revisit...OK...I can deal with the fact that we are a ranged class that is forced to use our weapon specials at melee range...but come one...a Master TKA with Master Brawler can hit farther then that rage with just their fists (as I saw reported in the TKA forum)...Give us weapon specials for at least 1 of our weapons that can be used at a ranged distance...OR...at least double our current range...if you want to be nitpicky, double it at the Master Level (like some other professions do)...We are Commandos...We should be able to do nice damage up close and at a distance.
I would still like to see this happen...either up our range, or give us a valid ranged weapon with ranged specials!!!
6) Unarmed Tree...We need it for Hybrid status, that's cool and most of us understand...but make it worth the effort...give us something we can use because we got unarmed master...Like give us a VK cert at the Novice Commando level...that way we can switch to unarmed and use VK's without taking the 2.5x Melee Damage...the Unarmed tree already gives us specials we can combine with the VK's...If we need more specials, we'll look at TKA...I don't want to take away TKA's one weapon they only have the cert too, but they are not about weapons...so it shouldn't matter if we share the cert...we are weapon masters as Commandos and this shouldn't be limited to just ranged weapons (I've never seen a movie in which a Commando didn't carry one heck of a big knife...and they all seemed to know how to use it...maybe the VK's could be our SWG version of that).
The new correspondent has their work cut out for them...hopefully the person choosen has been posting here for a long time and not new to the commando profession/forums (not an insult to new folks, I just believe we'll get more change done by a seasoned vetern of our profession).
And to everyone else, whomever get's selected, we need to give them our full support...remember the reasons the last Correspondent quit...they felt the Dev's were not listening...the new Correspondent will jumping themselves right into that same situation possibly...but they have to be willing to everything they can to make OUR voices be heard!!!
Melee range on TC has been extended to 10 meters for all melee.
If they do that then our flame attacks need to be extended also. Maybe to 20 meters, which BTW would be the same as unarmedknockdown 2 which I understand will reach 20 meters so maybe we need it extended to 30 meters. Unless they give us defense against knock down.
My little list:
- The Launcher Pistol. Who came up with this idea: Lets give'em a gun but no special (when every other profession has it). Beats me? We're they drunk? I say give the LP a skill branch of its own. I suggest remove the HAR and put the LP skills there instead. If the HAR still has to be there, but it in the Flamer branch.
- The HAR. Poor mans Flamer. Useless. Give it some long range specials and add some Armor Piercing to it. This way it has some use. HAR on long range, Flamer on short range.
- The Heavy Weapons. Why do we get the Rocket Launcher cert first? Isn't this the most advanced Heavy Weapon? I've used the HPBC and I liked the experience.
- Grenades... only used the C12. But the whole grenade thing isn't that good. Too long delays and manymisses. How can a grenade miss completly? Most of us can throw a ballin the General Area of a target at least. Give the nade some serius splash damage, able to hit several targets that are within range.
Then we have the beam rifle? Currently uncertifed and unusable. Hand out the cert, preferable to us, second to the Rifleman. This could be our standard heavy assault weapon or something. Make the LP and Beam Rifle use the same skill tree.