Commando Archive
Thread: Pub24: Thumbsdown. Sry SOE, it shows this was a 5 minute brainstorm not a planned fix.
All useful ideas which would improve commando, except the /salute emote which would improve the RP element of the game generally rather than commandos in particular.
None of this, of course, will ever come to pass.
After 8 months of commando, 5 at master, I am ready to ditch my flamer. I am about as welcome as a fart in a space suit for top end missions like DWB. About the only place I am useful is in a jhedai spin group and I dislike most spin groups' elitist attitudes and purile txt spk.
This last patch promised 3 things but appears to have delivered one. Better than nothing, I suppose. Not good enough to make commando a viable profession yet.
Oh, who am I kidding? I'm sticking with my flamer!
I'd have to agree on all points, Tac.. Granted, it's better than it was 2 years ago when the only heavy weapon available was the launcher pistol, but the situation is still far from satisfactory.
What we really need is for the devs to actually play a commando. Get on a live server and go out to Lok for awhile. That might give them an idea of what's wrong. (wishful thinking)
tacwraith wrote:
*thumbsdown*The addition of specials based on min/max weapon damage to commando proffession is a HUGE mistake.Firstoff we are seeing the obvious errors in this idea:3) Weapon innate abilities STILL impractical, useless and pointlessly redundant. I can do all of what the entire commando arsenal does without switching guns and by taking just 1 tree in a ranged proffession. So what's the POINT???4) Enchance commando weapons with EXOTIC innate abilities. Weaken, armor break, root, kd, intimidate, paralyze. We can get the other abilities like blind/stun/dizzy from other ranged proffs.
First off, I see a lot more thumbs up to this patch than thumbs down. AoE alone made my day, the lackluster specials were a bonus anyway so I won't hold that against the publish.
As for the proposal, the redundancy depends on what temp you have. At least 4 of those 'EXOTIC' abilities are already available to ranged professions or ranged support profession (not sure what weaken is and don't SL now have something similar to armor break?), where as a Commando/Pistoleer I don't have any other way to blind, dizzy or DoT. Seems you may want to look at working on a template with some mix of Carbineer, SL, BH, and maybe Ranger instead of turning Commando into that mix.
Above and beyond that, you want to remove AoE, which as a pistoleer (Crowd Control) just sucks. There are enough primary damage dealing profs, AoE is key to Commando, lets try to work with that role.
That said, I can agree to some aspects, such as the grenades and fixing our specials and damage output. Still not sure on the armour thing, I like the assault armour, I just wish the clone trooper armour was assault.
cyrom wrote:It seems like you want commando to be jedi's with guns. IT just too powerful.
I just want Jedi to be commando's with lightsabers.
Mainly, because it would be pointless if we did 65% with fanshot using our PFT, and...we can do A LOT more damage with our AoE and combine it with any ranged special. AoE specials in general really aren't all that useful for the kind of damage we want, save those who produce a state (ie burst shot)...it's nice that we at least can do full damage with them.
I know you're probably going to say that it'll never happen, but if we get the damage that our specials *should* have, commando AoE is really going to be a whole lot better than special AoE...
As for elemental, it's a novel idea...one of many great ones out there that could get us into a nice niche. However, it took us -how long- to get to where we are? I really highly doubt the amount of effort required to go back and change all of our weapons (would screw up those with current weapons as well) will even be considered by the developers let alone acted upon.
Commando could have been done countless of ways (such as with elemental niche, or "marine" niche with assault weapons, etc etc), but despite the ambiguity we're in at the moment, we do have something: Flexible Destruction. We're not straightforward nukers, rather we can deliver damage in a variety of ways (front loaded, at least...soon if the specials get better...and AOE), as well be functional in a general support role with our "utilities". For a while, the devs thought we could make do with just the latter...well, it sucked. Im hoping with everything we have seen in Pub 24, is a step back into the direction of being a flexible damage dealer that we were to be with the CU.
As for the rest of your points (mainly exotic states & melee skills w/ weapons), they're points I've been trying to get the dev's attention on - especially with our new weapons, but it seems they gave us better AoE % instead :/
And before I forget...a talk about changing certs came up on the corro boards (nothing dev-related, just a casual chat among the corro's), I made the point about Battle armour...will we see anything? Probably not, but it has been mentioned up there in dev central.
I will go on record to state that I do not wish a change in certs for armor. Assault armor classification is fine as it provides nice kinetic and since we need to be in close for most attacks it should help us vs. melee. Commandos should be decent vs. them. I do not like the in between idea for battle - just make the ARC armor or clone trooper armor have an assault variety.
Xak Tsaroth
There just isn't enough of that in the game to make us viable. I say they should add some tanks and revamp the mission system to create REAL buildings for us to destroy. Give us the ability to use imperial detonators to destroy buildings and such.
That's what a commando in SWG should be good at....that and burning things....