Commando Archive
Thread: NERF THE **edit** COMMANDO!
I admit the headline is just to get everyone too look at this post (includeing the DEVS
) I happen to be commando.
This post is to explain various bugs and things that people seem to be confused about. You nerf herds should be intrested.
A: AT ST's are being taken down by flamethrowers. True, they have been reduced to scrap from flamethrowers and this should not be possible. I believe there is a bug preventing the AT ST's 70% resistance to heat and its AR3 from effecting flamethrower damage. I say this because flamethrowers seem to be doing 100% of their damage to AT STs. The fact that they burn is, however, a realistic part of the game. Napalm can melt steel and this being SWG, the flamethrower probably shoots something alot hotter then napalm to melt the metal thats alot stronger then steel. This could cause an uncomfortable situation for the pilots. In other words, the AT ST isn't being destroyed because its being destroyed. Its being destroyed because the pilots inside are going insane from boiling alive in their own blood.
B: Damage done to players in PvP is incredibly high. True, this can be explained as a bug aswell. Flamethrowers are considered melee weapons, as such the damage you recieve is melee damage. This effects more then just riflemen, this effects every single class in the game (all of them have varying levels of resistance against melee damage) Do you see many TKA's claiming to have been owned by flamethrowers? no because without any armor at all their damage is reduced by 45% instantly. This also effects the flamethrowers chance to hit you while kneeling or prone. Maybe does more damage while in these positions? I believe carbines take penaltys against this melee damage aswell, while pistols might now take any penalty at all, they still have little in the way of melee deffense.
C: The Fire dot does massive wounds. True, it does do massive wounds. I'll be the first to say I would love to see this fixxed. Maybe by makeing wounds in PvP impossible to attain? (except by emergency cloneing) Till then suck in your pancho, and be glad this isn't RL and we set you on fire here. Otherwise you would get wounds you cant heal (perhapse burn your face and hair entirely off, imagine a wookie like this haha) The wounds should be toned done, halved, cut by 1/3rd, removed all together, whatever. I don't really care either way. I'm sure only the griefer commandos would scream no to lesser wounds.
D: The Fire dot is incredibly lethal. True it does kill you alot, but if you were on fire you wouldn't have long to write your will anyway. This remains realistic. However I believe there IS a bug somewhere around here. The DOT should do about 1/3rd the damage the attack that triggered it did. People with armor are claiming that the resists dont help (if your armor was on fire it wouldn't be to helpful now would it?) but wearing armor SHOULD reduce the DOT damage aswell as the initial hit. If it doesn't, well, /bug it. A idea I had is to have a command /stoproll. This would let you stop drop and roll and allow you to put out the fire (without running for the nearest lake/river/ocean) Ofcourse you wouldn't want to do this in the middle of a battle but after you kill the commando this would be helpfull.
E: The TEF revenge lets commandos get into ideal positions to own your ass. True, this is another thing I would love to see go away forever. I personally dislike it and only used it once (before I even know it existed, I thought my target that had killed me just had normal TEF for helping a declared rebel) I havn't used it since, not to full advantage anyway (I used it to get back into the battles by shooting a rebel with a pistol to do little damage while at 64m away, never to ambush people with flamesingles).
F: Flamesingle1 and 2 1 hit kill people!. Not quite true. Yes if your stupid and rush into combat without armor/spices/food/docbuffs then your gonna get murderd. This is pretty much the case with ALL PvP. You just notice it alot more from a commando cause of our front loaded damage, if you do the math right anyone can do the same amount of damage in the same amount of time. We just serve it all upfront and wait for 15 seconds to do it again or die. Ivani has not stressed this enough dispite her best efforts.
I hope I covered everything. Now I'm going to sit back and wait untill someone flames me without reading beyond the tittle ![]()
Bah forgot one. Don't know if this is a bug but you nerf herders certainly havn't noticed it. If a flamesingle or cone misses do to the target dodgeing/counterattacking/blocking/evadeing, the DOT still lands. I think this is actually a bug. Doesn't make sense (except in the case of blocking and counterattacking, if you block a massive stream of napalm... well... you just cant. And counterattack discription is "you get hit but shrug it off and counter attack!" you might shrug off a blast of heat from a stream that narrowly misses you, but your clothes might still catch fire.) In either case everyone should know this anyway.
Wounds I agree with, they are a bit extreme.
Nerfing any damage i disagree with. I've repeatedly had my butt kicked by TKA's up close, ranged users killing me before i get within 50m, let alone 16m. All the damage is frontloaded as you say, but if we miss, which happens alot, we're in trouble.
The fire dot doesnt need reducing in dmg, it needs to be able to be cured. Its no worse than the various AE poisons etc which incap me in 3 ticks without fail.
Melee modifiers for FT's need looking at, true, unless this is working as intended.
As for the TEF. This affects every class, and each can use it to their advantage. Personally, i'd like to remove any TEF after cloning.
Commando's are now a good class, fairly situational, butby no means the "uber" class.
Bah! We're fine the way we are! My wife is a Master Doctor, Master Combat Medic, she does the real damage here with mind poison and disease. The only thing I do is guard her and if some punk gets close to her, I crisp em.
Granted we do an buttload of damage, but we miss so often, that we need those big hits when we can land them.
I believe there is a bug preventing the AT ST's 70% resistance to heat and its AR3 from effecting flamethrower damage.
Of Course, Do not FIX the AT-ST resistance to Fire, just Nerf the Commandos. That will fix the problem. I suggest instead of crying NERF all the time that we cry for BUG FIXES.
I totally agree about the armor issue. What brings people to rush into PvP without a suit of armor is completely beyond me. I take 450 damage from a 6000 point FS2.
No 1 shot kill there.
Im sorry if you now get beat down by the commando class but if you train your skills high enough and learn not to stand close to a commando you might live. Commando is a all combat class, you will need good combat skills to fight them 1 on 1. Bounty Hunters can kill commandos 100% of the time if the commando is spotted before he gets into the 16m range. They are also a all combat class ( Being that after they master they cannot learn much else )
Crafters and entertainers that choose to learn skill 4 in a marksman skill will most likely not be able to defend themselves in a 1 on 1 battle with these two classes. Anyone that trains elite classes do have a chance as long as they are smart ( wear armor, get buffs; thats what doctors are in the game; and use some common sense when you see that they are a commando or bounty hunter)
As for your statement on No wounds in pvp..what would be the point of wounds then? This is to stop people from running right back out to fight after each time they die even if they are cloned. Only being able to wound a NPC would be pointless since most of them dont heal themselves back up anyway so the wounds would do nothing against them.
If you people who complain actually played a commando ( Master the skill at that ) then you would see all the disadvantages we have...yes we can 1 shot at skill 4 but thats the final weapon skill we get in the whole game..there is nothing higher then that skill it should do something good. If you would go to a hard PvE area like nightsister caves or Singing mountain clan area or even Krayt graveyard you will see you need that skill just to be able to attempt to hunt there. Leave your safety homeworld and travel to the hard areas.
As for AT-ST..I am a master commando and I have never killed a AT-ST without being incapped a few times or DB'd by its owner unless i killed the owner first and found a building or something to block the AT-ST's line of sight ( like running around the side of a building ) then coming back to shoot it and running back around. ( Im wookiee so I can take 1 shot usually and live unless he hits mind )
All I ever hear is Nerf commandos cause they can 1 shot, Bounty hunters can 1 shout with LLC, or dizzy Knockdown and you have no chance to do anything except die..or Eye Shot spam you in about 4 secs. TKA master can hit you once and you are dead..same for any master melee professions. Seems we have a pattern here..most of these people have high level skills so master flamethrower should also do the same right? And for those who didnt know the heavy acid rifle also can 1 shot kill; just because no one really uses it cause of its extra super long delay and its lack of DOT effect..It still does 1 shots.
As for those supposed commandos who call for nerfs and want a " challange ", I guess you dont do much PvP against more then 1 person that has good skills or groups of enemy players cause if you did you would know you arent all that unless you make it within close range. Also you must hunt cu pa lairs or paralopes cause if you ever went to a hard planet like dathomir and tried to fight the singing mountain clan or nightsisters you would see flame single 2 does good dmg..but right after the npc kills you in about 3 hits and slays you ..it still is alive and your dead.
I would love to see this fixxed. Maybe by makeing wounds in PvP impossible to attain?
Ya, that would take away our weapons only chance of wounding pretty much....every other weapon class gives massive wounds in PvP as well, I say remove their wounding abilities from PvP as well since if commando's can't wound anymore neither should any other class
....oh and I get owned by any melee fighting PC in PvP, so maybe you pistoleers and ranged classes should look to pick up swordsman (300 mind damage per shot in PvP)...and since a commando has to get close to use their special it's death to fight a swordsman or pikeman in PvP.....so we're not as unstoppable as everyone's saying we are.....every comabt proffession has it's weakness, it's not always going to be the person with the pistol wins anymore, deal with it.
Personally I havent yet to won a pvp battle, even if my flamethrower can incap someone in one shot... or cause extreme wounds and set multiple people on fire...
Its nothing compared to the damage thats dealt upon me by combat medics or whoever it is that gives out those one hit kill poison bleeds. Not to mention getting mind raped by riflemen and bounty hunters...
And every hamster in the world has stimpacks nowdays, woopido, infact if I dont kill something in the 1, carefully planned shot that takes time and effort and whole lot of luck to produce... run withing 16m, kneel, /aim and hope for the best... if I miss, im dead, cause they will just heal up and finish me of within the 15seconds I have to stand around like a moron between the specials.
And if I by any chance am still alive after that 15seconds, well my only hope is that they are still within range so I can flame them again.. but most likely they are 60m away blasting away all the specials they have with 1 sec timers on me... nice, lets nerf the 1 shot killer commandos because people are to stupid to stay 16m away.