Commando Archive
Thread: Our Specials Aren't Gone...they are Built In!!!
Probably something we'll need to figure out...my guess is that it will depend on the special...OR...this might be the case we need to make to get us at least one unique special....although I can hear the Devs telling us, "if you don't want an AOE attack, don't use the FT...pick something else"
CyberData4 wrote:
Question: Will there be a flamethrower attack that can do a DOT but *not* be an AOE? In certain situations an aoe will mean certain death. It'd be very good for us to be able to decide if we want to do just a single flame attack or an aoe.
CyberData4 wrote:Question: Will there be a flamethrower attack that can do a DOT but *not* be an AOE? In certain situations an aoe will mean certain death. It'd be very good for us to be able to decide if we want to do just a single flame attack or an aoe.
Nope. All Flamers have auto AOE
i dont want to be a riflemans powerup, i want to be a commando
Message Edited by Jessalyn_Bohicat on 03-31-2005 10:36 PM
Jessalyn_Bohicat wrote:
what about those of us that dont want a ranged profession along with commando?
You'll have ranged specials via Marksman that you can use...apparently our weapons will "soup up" those specials as well...
In reality, Commando will work best with other ranged professions, but we won't be left hanging if we do dabble all melee...I might suggest a Commando/Melee template that takes it's remaining points and put's it into more Marksman or Smuggler...
Jessalyn_Bohicat wrote:
it seems to me that not giving the commandos any specials of our own really cheapens us as a standalone profession.
i dont want to be a riflemans powerup, i want to be a commandoim getting kind of upset .. /sigh
Message Edited by Jessalyn_Bohicat on 03-31-2005 10:36 PM
Rifleman will look at us as a "power-up"...but we'll look at them as a "tasty snack" for us to take and use their specials BETTER then they can...I see us as the kings of the castle...we can take any ranged special and use it better then those other professions...
When someone in the navy goes on to be a navy seal, they don't lose those earlier skills...the navy is still apart of them...
i have yet to hear much truly positive impressions. i naturally, have been unable to experience it for meself, so im still withholding judgement .. but jsut barely
i have been the CU's biggest cheerleader, and im getting a bad feeling thats about to come bite me in the ass
Message Edited by garvin on 03-31-2005 10:48 PM
garvin wrote:
Reminder as well...Post-CU we will have weapons beyond the FT...in our Commando trees there are non-consumable weapons stacked higher then the FT (meaning that they are more powerful)...
Before the CU we are a profession with 1 weapon and 2 specials...now we'll have tons of choices and tons of specials available to us...Commando is not all about the FlameThrower anymore...It's about HEAVY WEAPONS that do HEAVY DAMAGE as we were always meant to be...so I don't see this as cheapening us...
Make sure not to base your opinions on how the CU is effecting the FT...we do have other weapon choices now...the FT may just become our AOE weapon...we'll likely choose a different weapon for a non-AOE attack...
Message Edited by garvin on 03-31-2005 10:48 PM
yes, but can they rename the flamethrower tree? i think its kinda just bad form to have left it "Flamethrower tree" when its not all about flamethrowers, and possibly could be changed fast... but what to call it prolly hasnt been decided yet
Message Edited by nerfherder321 on 03-31-2005 08:51 PM
Jessalyn_Bohicat wrote:
it seems to me that not giving the commandos any specials of our own really cheapens us as a standalone profession.
i dont want to be a riflemans powerup, i want to be a commandoim getting kind of upset .. /sigh
Message Edited by Jessalyn_Bohicat on 03-31-2005 10:36 PM
Some Positive Impressions:
- Higher defense comparatively
- Higher speed and accuracy totals comparatively
- Gone from 2 unique flame specials to as many ranged specials we can dabble for
- We get Assult Armor
- New melee weapon to make use of our Unarmed pre-req as well as utilize any melee specials we get from dabbling
- Less pre-reqs means more variety in template possibilities
- Grenades now how new effects and a larger stack size (will not remain 500 though...that's just for testing)
- More Non-Consumable weapons including the Rocket Launcher
There's more I can list, but I think it's clear that there are lots of reasons to feel positive about these changes...