Commando Archive

Thread: The next fix should be Field Tactics,Grenades need to knockdown or dizzy,etc...

Riddler
Mon Sep 08, 2003 5:21 am
#1

Field Tactics need a serious boost with modifications that match the description of each level.Commando Special moves for both unarmed combat and Launcher Pistol need to be added to the line. Grenades should have a knockdown,dizzy or Stun effect to justify their existance(Why use a grenade when you can just use any of the other Commando weapons??)
Riddler
Mon Sep 08, 2003 5:24 am
#2

Oh yea and the Acid Rifle needs to be fixed. The speed mods do not help specials like the flamethrower specials, the Novice +10 Accuracy does not stack with the other + Accuracy in the HAR line. Also the weapon needs a added effect(poison,disease?) or increase in speed to justifiy its existance also.
Riddler
Mon Sep 08, 2003 10:20 am
#3

bump
Shadusdarkmour
Mon Sep 08, 2003 11:01 am
#4

Sadly commandoes will probably never get stat effects. At least with out taking a major dive in damage. Its a trade off , most profession that do stat effects have weak damage. However i dont see a problem with commando getiing stun grenades(stun) tear gas ( blind) flash bombs (intimadate) as long as they did little damage. As for knockdown or dizzy i wouldnt hold your breath on it. knockdown too poweful considering following combination knock down grenade aim rocket launcher. dizzy is just as bad as you get posture change in marksmen ( dizzy ssupression fire aim rocket launcher.) If you think people complain now it would only get worse if you had those two stat effects.



Master Brawler
Master Fencer
Master Swordsman

Why wasnt i supposed to bring a knife to this gun fight again?
brokenglass
Mon Sep 08, 2003 11:15 am
#5

Knockdown's not as good as it used to be anyway and if we had those, we'd be invincible.
Illrigger
Mon Sep 08, 2003 11:25 am
#6

Personally, I'll be pretty happy if they just fix the broken things without adding any extras. The HAR is a problem still, but I think all it really needs is AP1 and the noviceaccuracy fixed and it will be fine. The grenades work pretty well in PvE (people are starting to get the picture that standing in a big group around their pets us a bad idea now), but should probably have some sort of stun or minor bleed effect to be realistic. Other than that, I'm a very happy Commando, now that I have worked out the proper tactics to use the new guns.



ACCOUNTS CANCELLED 11-28-06, after 37 months, due to poor game design on the part of Helios
Zoltah
Mon Sep 08, 2003 11:45 am
#7

I can see grenades of certain sorts getting stuns and blinds maybe. anything would be either taking from another prof (CM's and poison) or giving us too much versatility in damage outside of our massive hits and completely imbalancing us.
Riddler
Tue Sep 09, 2003 8:16 am
#8

Well knockdown or dizzy might be too much,but for the HAM cost of throwing these grenades we need something in return. Its just a bad trade off and not worth taking the time to do.
Illrigger
Tue Sep 09, 2003 8:23 am
#9

I agree there. Grenades are still broken as far as I am concerned - they are too hard to make, and the HAM costs are too high. The only reason I'll put points into ths line is to get Master - and I won't be doing so by using grenades.



ACCOUNTS CANCELLED 11-28-06, after 37 months, due to poor game design on the part of Helios
DarthShitius
Tue Sep 09, 2003 9:23 am
#10

i think we need terrain negotiation and more defense on this skill line-- it's called field tactics not grenade throwing. the decscriptions say crap like you learn to use terrain to your advantage and increase cover. we are one of the few classes that doesn't have enough points to waste on the exploration line ( bounty hunters train it as a pre req, pistoleers use far less skill points etc...)
Rembrandt
Tue Sep 09, 2003 9:47 am
#11

Im glad i'm not the only person that noticed this.


Terrain Nav +10 for each level would be fine .. that puts you the same as a scount with explore III .. without the maskscent. and +10 for master would put you at the same level as a master scout. {for a HELL of a lot more points} as anything over 50 gets you speed for prone movement.


I don't see any reason why a commando of all people, would be expected to walk 1.mph because of an incline. Just doesn't fit the class.


I don't think they should get mask scent though .. not a commando thing. And I don't think they should get terrain neg over 50 at the most (so scouts and rangers can STILL move faster)





Rembrandt Stargazer - FAR - Bloodfin
Smuggler, Pistoleer, Miner of Mass Minerals, FishJuggler
Falator
Tue Sep 09, 2003 9:48 am
#12

I want fiend tactics to reduce armor encumbrance



Eune Masew
Omnipotent Jedis + laughable death penalties = "Star Wars Galaxies: Jedi Counterstirike"
MAUSer
Tue Sep 09, 2003 9:54 am
#13

I agree with the Terrain negotiation thing. It IS call field tactics, which should make commandos deadly on any terrain. We spend 15 skill points just to get scout so we can move up hills faster, then 5+4+3 MORE skill points just to get to explore III. . . Having 27 more skill points for having terrain negotiation in our field tactics line would be fantastic. . and could be well used in other places for commandos. . .



______________________________________
Skulletor - Sniper 4 2 2 3 / Novice Commando 3 2 3 1 - Eclipse
Proud to be Pre-Patch!
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