Commando Archive

Thread: Commando Profession Top 5 Discussion Thread...Started on 3/30/04

garvin
Tue Mar 30, 2004 10:56 am
#1

Greetings All Commandos.


In reviewing our old Top5 thread, there is a noticable pattern of our most brought up issues that I have compiled below. Please offer feedback, suggestions, whether you agree or disagree andanything you would like to see altered/changed before I present this to the Devs. If you have a different Top5 in mind, please post that here as well. Remember, this Top5 is not meant to encompass all of our issues, just our major ones. It also doesn't take into account our desire for a complete revamp. A revamp is something we might or might not get someday down the road (many many months from now). Instead of a revamp, the Top5 looks at issues that would increase our satisfaction in our professon.


I plan on leaving the old Top 5 thread stickied still above for a little longer incase anyone would like to refer back to it. Once folks have had time to discuss our Top5 in this thread I am going to split each of our Top5 issues into seperate threads to deeper review.


1) HAR/FT: The recently fixed Heavy Acid Rifle still suffers the same range and delay restrictions that the Flame Thrower does, does far less damage and has no DoT specials. For this reason, The HAR is rarely used and definitely not used enough to deserve it's own tree, especially a tree that costs more XP then the Flame tree. The HAR tree should either be merged with the Flame tree or the HAR should have, at the very least, it's range restriction removed, more unique specials, and be at least armor piercing 3. If The HAR/FT trees were merged, Commandos would like to see gaining a new tree devoted to a ranged weapon like the Beam Rifle, E-Web, or at the very least, the Launcher Pistol gaining a tree of it's own.


2) Heavy Weapons: The average Consumable Heavy Weapon comes with around 30 shots and cost on average 30K to 35K to purchase by the averageCommando consumeringame. Our poor accuracy with these weapons leads to us missing on average around 10 out of 30 shots. That means we are paying about 1.5K per shot for a weapon that is useless after it is depleted. We would like to see all Heavy Consumable weapons be at least armor piercing 1 or higher, the initial charges on each of the weapons increased from avg 30 to avg 60 (without hopefully increasing the Weaponsmith crafting process or requirements), and if possible, we would like to see these weapons rechargeable (return to a WS for a reload much like a repair to other weapons) that would lead to less cost on our part and less work on WS part.


3) Launcher Pistol: The LP is sound in its idea…a pistol that does blast damage and grants Heavy Weapon XP. But for this weapon to be useful to a Commando, we need skill mods beyond that of marksman as well as LP ranged specials. The way the LP currently exists, it is a great weapon for the Novice Commando in need of Heavy Weapon XP while they build up their FT accuracy. Once the Commando reaches a certain level, the LP becomes a weapon rarely used UNLESS the Commando dabbles in other pistol professions for mods and specials. Our own weapon tends to be used more by those outside our profession then those within. To fix this we would like to see skill mods added to the Commando profession to enhance our use of the LP (in the form of accuracy and speed) and our own set of ranged LP specials.


4) Grenades:Anyone whouses ourConsumable Grenades will discover that often times they do more damage to the user then the target. This often happens as the targets charges towards the user in such a way that, due to speed, the Grenade does not explode until the target is next to the user. The HAM costs of the grenades are also fairy high enough to compound the damage taken and leads to the user typically incapacitating themselves. To fix this, Grenades need to be completely reworked on speed, accuracy, HAM, damage, AOE, AP, and special state effects. Most Commandos would like to see our different types of grenades have different types of state effects as well, such as dizzy, stun, KD, etc. Also, going back to the Consumable Heavy Weapon issue of use vs. accuracy vs. cost, we would like to see the number of grenades per pack increased from 5 to preferably 25 (it would be understandable if less came per crate due to this). The reason for the increase is also due to the fact that most Commandos use their F-Buttons for their Grenades and to use an F space for a 5 pack is a bit of a waste of space (especially if you think that a Commando could easily use more then 5 grenades per fight).


5) Defenses: Commandos are a RANGED profession that most often fights at MELEE range thanks to the range restrictions on our FT and HAR specials. We cost more skill points then the elite ranged professions, yet most elite ranged professions have more Melee defenses then Commandos. This seems counter productive when you consider the fact that a profession like Pistoleer never needs to get into Melee range to use their specials, so why should they have more Melee Defenses? We would like to see a general increase in various Def Vs. (Including KD, Dizzy, Stun, etc) as well as an increase in our Melee Defense.



Garvin Lansdowne
Retired Commando Correspondent - Current Blue Glowie

Master Commando / TKM || Architect / Shipwright / Master Droidsmith

ShadowStyrkeGuild.com: A WoW Guild Website

Ravenspite
Tue Mar 30, 2004 11:47 am
#2


Agree with the above issues, these are definately the things that will be of concern to any commando who's been in the profession long enough to know where we're in need of attention.


Further to your fifth point about defenses though Garvin, I'd like to know how a commando, who has to attain unarmed 4 as a basic pre-req for their profession, gains no benefit from this when it comes to the current applied 2.5x to hit mod that melee classes enjoy on anyone holding a ranged weapon (to me this far outweighs any possible benefit we'd ever get from improved melee defenses)


There's currently a very long thread on the combat changes since publish 7 on the Live forum (which I know you've already posted on) which stretches to 9 pages at the moment, with no sign of any of the devs addressing this same concern that every ranged profession has raised..... now this is gonna sound selfish -but I don't care because I'm only here to try and voice an opinion on my profession -but I have no problem in letting the carbineers / pistoleers and especially riflemen have this applied to them as they aren't required to attain some degree of unarmed expertise for their profession, we as commandos are, but see no reward for this additional investment of 29 skill points.


Druce Bayne
Skeptic666
Tue Mar 30, 2004 11:57 am
#3

Great ideas!!! I would like to see the FT and the HAR made into one tree and a lil more done in a diffrent tree. The Throw wepons also need alot of work I think. I have some protons that say they do like 1k to 3k damage but when I hit my friend with no armor it only did 200-400 damage. Sup with that? Just wondering. I went back to master commando i was one box away and then droped it cuz all the stuff that was happeing but when I heard the G man was taking over for the time being I went back to master. I Tried to get training last night in the last 4 boxes I got enough exp to get and I could not find one master commando on Bria that night I was on coronet, naboo, and Talus. So I went to Naboos NPC trainer and payed the 50K to get master in Kor Vella. I have done many searches lately and I find not many master commandos like I use to. This is a good point to show the Devs that we need these things. I dont want to be a PVP god (yes I do but o well hehe thats not why i love commando) I took up TKA to help at melee even though commando needed that Unarmed hehe. Thanks Garvin



Member of Darkk
EX Combat Upgrade Sandbox Alpha Phase: Commando Team
Meshak
Tue Mar 30, 2004 2:15 pm
#4







My number one issue is and always will be diversity...our other trees need to be as useful as the flame line, and being a master should be a step up in each of those diverse areas.


Second, why dont we just keep up all the new mobs with high flame resist, our low defense, and low accuracy, because really, how can you defend yourself carrying a large weapon.... and the weight of it would make it easy to get knocked down and hard to get back up) but *lose the 16m restriction*...

I personally wouldnt care if I had toflamesomeone3x to hit if I didnt have to be within mele range to do it.


3rd, I still think the acid rifle should do less damage but have a more noticable erosion effect. So that If I hit with acid 2 It might not do a ton of damage but it would erode an ammountof armor and resists proportional to the damage that would have been done(especially on metal targets)...and I should get a message saying "a_mob_1's armor has been n% eroded" so that when I opened up with my next weapon, my damage should go up noticeably. and it should continue to go up untill I had completely eroded the mobs armor and resists... at which point the damage would cap. (pvp this would be temp errosion...)


4th, I think the flamer and har should be considered medium weapons and we should have a medium weapon tree rather than 2 separates... and the other tree could be made into a launcher pistol tree.. so im right with you on those...


5th add content (this isnt just for us but hey...lets let everyone benefit... )instead of adding a dungeon that everyone can do in a matter of days, give us something to do that takes striving for... other than holo grinding... it should be fun... just thought I'd throw that in
KangX
Tue Mar 30, 2004 2:33 pm
#5

2) Heavy Weapons: The average Consumable Heavy Weapon comes with around 30 shots and cost on average 30K to 35K to purchase by the averageCommando consumeringame. Our poor accuracy with these weapons leads to us missing on average around 10 out of 30 shots. That means we are paying about 1.5K per shot for a weapon that is useless after it is depleted. We would like to see all Heavy Consumable weapons be at least armor piercing 1 or higher, the initial charges on each of the weapons increased from avg 30 to avg 60 (without hopefully increasing the Weaponsmith crafting process or requirements), and if possible, we would like to see these weapons rechargeable (return to a WS for a reload much like a repair to other weapons) that would lead to less cost on our part and less work on WS part.


4) Grenades:Anyone whouses ourConsumable Grenades will discover that often times they do more damage to the user then the target. This often happens as the targets charges towards the user in such a way that, due to speed, the Grenade does not explode until the target is next to the user. The HAM costs of the grenades are also fairy high enough to compound the damage taken and leads to the user typically incapacitating themselves. To fix this, Grenades need to be completely reworked on speed, accuracy, HAM, damage, AOE, AP, and special state effects. Most Commandos would like to see our different types of grenades have different types of state effects as well, such as dizzy, stun, KD, etc. Also, going back to the Consumable Heavy Weapon issue of use vs. accuracy vs. cost, we would like to see the number of grenades per pack increased from 5 to preferably 25 (it would be understandable if less came per crate due to this). The reason for the increase is also due to the fact that most Commandos use their F-Buttons for their Grenades and to use an F space for a 5 pack is a bit of a waste of space (especially if you think that a Commando could easily use more then 5 grenades per fight).



Let's put Grenades and Heavy Weapons (all the consumables) in the field tactics tree. Double the charges (10 per grenade aprox 60 per heavy). Adjust the accuracy up to at least 100 for grenades at Master and 130 for ALL heavies at Master.



1) HAR/FT: The recently fixed Heavy Acid Rifle still suffers the same range and delay restrictions that the Flame Thrower does, does far less damage and has no DoT specials. For this reason, The HAR is rarely used and definitely not used enough to deserve it's own tree, especially a tree that costs more XP then the Flame tree. The HAR tree should either be merged with the Flame tree or the HAR should have, at the very least, it's range restriction removed, more unique specials, and be at least armor piercing 3. If The HAR/FT trees were merged, Commandos would like to see gaining a new tree devoted to a ranged weapon like the Beam Rifle, E-Web, or at the very least, the Launcher Pistol gaining a tree of it's own.


The HAR has always been the "flame thrower clone". Why fight it? Merge the two trees, change the HAR to look like a flame thrower match the stats (acid dot) and rename it the HAS (Heavy Acid Sprayer).


3) Launcher Pistol: The LP is sound in its idea…a pistol that does blast damage and grants Heavy Weapon XP. But for this weapon to be useful to a Commando, we need skill mods beyond that of marksman as well as LP ranged specials. The way the LP currently exists, it is a great weapon for the Novice Commando in need of Heavy Weapon XP while they build up their FT accuracy. Once the Commando reaches a certain level, the LP becomes a weapon rarely used UNLESS the Commando dabbles in other pistol professions for mods and specials. Our own weapon tends to be used more by those outside our profession then those within. To fix this we would like to see skill mods added to the Commando profession to enhance our use of the LP (in the form of accuracy and speed) and our own set of ranged LP specials.


Scrap this sucker or better yet give it to Pistoleers as an advanced cert, they'd love it (and could use it).

In it's place put a "Concusion Rifle" use the art for the HAR and make it a AP1 Blast gun with good mid range mods speed around 3.5 and damage in the range of 100-300. Your basic all around standard issue troop type gun. Make it a heavy weapon and give us some descent specials (they wouldn't even need to be unique, coping over specials from rifle, carbineer and pistol would merge nicely with our Master Marksman requirement, just pick some apporpriate ones)


5) Defenses: Commandos are a RANGED profession that most often fights at MELEE range thanks to the range restrictions on our FT and HAR specials. We cost more skill points then the elite ranged professions, yet most elite ranged professions have more Melee defenses then Commandos. This seems counter productive when you consider the fact that a profession like Pistoleer never needs to get into Melee range to use their specials, so why should they have more Melee Defenses? We would like to see a general increase in various Def Vs. (Including KD, Dizzy, Stun, etc) as well as an increase in our Melee Defense.


Ok things get radical here, at this point there is a tree still open, let's make it the close combat tree (remember that unarmed skill you got?). We get our own "unarmed weapon" a Shock Baton would be perfect, make it AP1 electrical similar to VKs in stats (heavy combat knife, brass knuckles any sort of small melee weapon would work). Along with some simple specials for the Shock Baton (knee shot-does a posture down, Joint jab-more damaging, ect) put some defenses in this line Melee, dizzy, KD, Stun, ect. Nothing huge(maybe +30-+50 total) but enough to show that we're a combat class.




Basicaly I was going for a more rounded skill set, each tree would have it's strengths. If our consumables become cheaper per shot and and hit more dependably we can get all of our AP needs from them.


These ideas are to make the Commando have some effectiveness in most combat situations, we wouldn't become more powerful but it would give us more options in any given situation, isn't that what a Hybrid Profession should be?


My 2 Cents


Xavien Dusk

Master Commando

Radiant

teb311
Tue Mar 30, 2004 3:09 pm
#6

Some further thought on grenades, getting specific here:

Move the ideal rangeto 32m and have a max range of 48m on grenades.


I just KNOW that a highly trained commando would have the ability to throw accurately from farther than 10m. I don't 32m is too unreasonable either... 48m would be pushing it a bit, but the accuracy could be reduced at farther distances. Perhaps something along these lines for grenade range modifiers (the mods that are on the actual grenades):



  • Minimum Range 16m: +0
  • Ideal Range 32m: +20
  • Maximum Range 48m: -25

This could help stop self incaping, and actually make grenades useful and decently accurate.


[As a side note, I think subjecting CM's poisons and diseases to theis same system of accuracy. It would improve the quality of the game. Either that, or let Commandos throw grenades from extreme tange without ever missing like CM's do, that would work for me! Heh, heh...crap... sorry I got off topic for a sec]


I think grenades status effect changes would simply rule. Here are some of my ideas for them:



  • Proton Grenades: Chance to knock down, chance to stun.
  • Thermal Detonators: Chance to blind.
  • Imperial Detonators (Dirty Imps!): Chance to dizzy.
  • Glop Grenades: Chance to delay for 8 seconds (maybe 10 seconds? this could follow the revised rules for Panic shot and Warcry as well)
  • C-22's (not sure on the name here, the frag grenade ones though): Chance to stun.

If grenades were like this, I don't think I would mind the huge HAM costs and slow speed, otherwise it would be nice to tone that down a bit as well.


Wow, I was really happy invisioning the way these dream grenades could work... Ahh. Someday...



Mariko
Ster
Wed Mar 31, 2004 1:26 am
#7

I agree with the issues above. My main issues are with the HAR not doing nearly enough dmg with no DOT and no AP while other acid guns have AP. Also, with the HW consumables not doing nearly enough dmg for a weapon that costs a considerable amount of credits per shot. And lets not get into the HAM costs on grenades and HW doing more damage to you than to your target, especially if you miss as much as I do at master commando. Ok, I am done complaining. Great list of issues, I know you will get the job done.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
Ivoni
Wed Mar 31, 2004 1:47 am
#8

Good summary. Some points you missed.

1. Bring up the point of har being the only acid weapon without armor piercing. Always good to compare to other weapons.

2. AP3. All of them. AP3! Even if they only have 60 shots. Ahem. THEY ONLY HAVE 60 SHOTS. Compared to say the amount of damage you get out of ALL other guns in game. Also they should all have 10m radius aoe splash damage. Rockets explode.

3. Cheer! Make LP a heavy weapon. Not a pistol. Shocker.

4. Again..AP3! Limited shots. Range should be same as combat medic as same concept. Also 10m radius aoe splash damage. Grenades explode. It would be super if they did knockdown too.

5. It can be argued that we should be given massive offense and yet no defense. It's a painful CON but makes sense. BUT seeing as we don't, it's another CON with no PRO.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
EnilzhaRufi
Wed Mar 31, 2004 11:33 am
#9

1. PVP effectivness: Currently commandos are worthless in PVP against armored opponents. Comp armor that abosorbs 80% of damage reduces our flame specials to doing about 300 damage (and our flame dot to 30)., and the HAR is even worse. We need a relyable weapon (nondisposable and we gain skill with it) that can do armor peircing.


2. High end content: In the new Geonosian dungeon and from what I hear also in the Corellian Corvette, it seems most enemies have high heat resisits and armor. This is effectivley content that is designed to exclude commandos. Especially since elswhere is seems that high heat resists are matched by high acid resists. Either somthing has to change to make critters resistant to one less resitant to the other or commandos need a relyable damage type that isn't heat or acid. (again, by relayble I mean that it is not disposable and that we gain skill with that weapon).


3. Defenses and balance: As Garvin stated we are the only ranged elite profession who has to get point blank yet we have the weakest melee defense of all elite ranged professions (except BH, but they don't need to be at melee for 2/3rds of there attacks). But as an alternative to raising our defenses, also consider increating the range of our specials. It's kinda rediculous that a flamethrower has less rangethen a melee lunge attack.


4. Disposable weapons: They need to be easier to obtain (cheaper)and have more charges.


5. AOE attacks: A wise man once said, close only counts with horseshoes and handgrenades. Well, apperantly not in SWG. Grenades are especially bad with this as not only do they never seem to hit, but it is an all or nothing deal. In reality a near miss should be inflicting damage on those near by. The same should be true of our other area of effect attacks, be they cones, grenades or rockets.





Rufi - Blood Thirsty Doggy (Lowca)
Mos Nova PD
"Thats right, just a harmless little puppy..."
nachos
Wed Mar 31, 2004 11:33 am
#10

What about making a demolition tree...maybe with the Grenades line. You would get timed or remote controlled explosives to blow a base or target.


I mean we are not needed to take a base really, you need a BH, BE, slicer, and so on...but you dont NEED a commando. This is what we do! Make this change now!
SkipMalone
Wed Mar 31, 2004 2:10 pm
#11

Great top 5 Garvin... My only suggestion to the HW line is :


- fix HW speed and accuracy. Instead of having different spd/acc for each weapon ( RL, HPBC, HLC ) why not have them all combined. Making the heavy lightning beam cannon more useful, also this could be a quick fix to our problem with skill tapes/armor attacthments not working.






NCresslinN


Mmaster commandoM
DFR


First mohawk on Flurry, tallest human in the galaxy






Dajaan
Wed Mar 31, 2004 2:12 pm
#12

i would rather like to see the flamethrower upgraded to medium or better heavy armor piercing, litteraly meltung throughour enemie's armors



oh and btw. powerups would be nice too :/





"in Yoda we trust"
RazerWolf
Wed Mar 31, 2004 3:45 pm
#13





garvin wrote:
Greetings All Commandos.


In reviewing our old Top5 thread, there is a noticable pattern of our most brought up issues that I have compiled below. Please offer feedback, suggestions, whether you agree or disagree and anything you would like to see altered/changed before I present this to the Devs. If you have a different Top5 in mind, please post that here as well. Remember, this Top5 is not meant to encompass all of our issues, just our major ones. It also doesn't take into account our desire for a complete revamp. A revamp is something we might or might not get someday down the road (many many months from now). Instead of a revamp, the Top5 looks at issues that would increase our satisfaction in our professon.


I plan on leaving the old Top 5 thread stickied still above for a little longer incase anyone would like to refer back to it. Once folks have had time to discuss our Top5 in this thread I am going to split each of our Top5 issues into seperate threads to deeper review.


1) HAR/FT: The recently fixed Heavy Acid Rifle still suffers the same range and delay restrictions that the Flame Thrower does, does far less damage and has no DoT specials. For this reason, The HAR is rarely used and definitely not used enough to deserve it's own tree, especially a tree that costs more XP then the Flame tree. The HAR tree should either be merged with the Flame tree or the HAR should have, at the very least, it's range restriction removed, more unique specials, and be at least armor piercing 3. If The HAR/FT trees were merged, Commandos would like to see gaining a new tree devoted to a ranged weapon like the Beam Rifle, E-Web, or at the very least, the Launcher Pistol gaining a tree of it's own.


I agree with all these points. The HAR needs to be AP2 no matter what. If the HAR tree is merged with the Flame tree, it also needs to have a higher basic weapon speed. If the trees are not merged, a higher HAR speed mod, or a tweak to the Delay mods of the specials would be very useful. Hopefully the trees would be merged, as this would also allow for eventually gaining another weapon of the same type, possibly Cold. A new tree could house weapons like an Imperial Heavy Repeater, as seen in the Jedi Knight series, or some type of Heavy Repeating Blaster.


2) Heavy Weapons: The average Consumable Heavy Weapon comes with around 30 shots and cost on average 30K to 35K to purchase by the average Commando consumer ingame. Our poor accuracy with these weapons leads to us missing on average around 10 out of 30 shots. That means we are paying about 1.5K per shot for a weapon that is useless after it is depleted. We would like to see all Heavy Consumable weapons be at least armor piercing 1 or higher, the initial charges on each of the weapons increased from avg 30 to avg 60 (without hopefully increasing the Weaponsmith crafting process or requirements), and if possible, we would like to see these weapons rechargeable (return to a WS for a reload much like a repair to other weapons) that would lead to less cost on our part and less work on WS part.


Even better than this, IMO, would be an equippable reloadable device replacing disposables completely. It would be a weapon with it's own accuracy and speed mods as the existing Heavy Weapons tree is climbed. This would allow the Commando to gauge their accuracy before they fire, as they cannot with consumables now. This device could be reloaded in a similar way to adding a weapon powerup on other weapons, just dragging and dropping Rocket Packs / Energy Cells / Acid Capsules / Plasma Charges rather than Min/Max Dam powerups as on other weapons. The charges could also easily be a lot more friendly to the Commando's bank account, which would end up making more money for weaponsmiths.


If this proves unfeasible, at least in the short run, consumables still NEED to be more accurate and less expensive per shot.


3) Launcher Pistol: The LP is sound in its idea…a pistol that does blast damage and grants Heavy Weapon XP. But for this weapon to be useful to a Commando, we need skill mods beyond that of marksman as well as LP ranged specials. The way the LP currently exists, it is a great weapon for the Novice Commando in need of Heavy Weapon XP while they build up their FT accuracy. Once the Commando reaches a certain level, the LP becomes a weapon rarely used UNLESS the Commando dabbles in other pistol professions for mods and specials. Our own weapon tends to be used more by those outside our profession then those within. To fix this we would like to see skill mods added to the Commando profession to enhance our use of the LP (in the form of accuracy and speed) and our own set of ranged LP specials.


This would be the Pistoleer/Commando Dabbler's heaven. I see no reason why Dabblers shouldn't pick up a few extra mods, the Pistoleer / BHs already do, and Novice Commando is still pretty Skill point intensive for the potential reward. The LP DOES however need to be AP1, and with Characteristic specials for Commandos. A Stopping/Last Ditch kind of shot would be nice, plus it saves on other players lag


4) Grenades: Anyone who uses our Consumable Grenades will discover that often times they do more damage to the user then the target. This often happens as the targets charges towards the user in such a way that, due to speed, the Grenade does not explode until the target is next to the user. The HAM costs of the grenades are also fairy high enough to compound the damage taken and leads to the user typically incapacitating themselves. To fix this, Grenades need to be completely reworked on speed, accuracy, HAM, damage, AOE, AP, and special state effects. Most Commandos would like to see our different types of grenades have different types of state effects as well, such as dizzy, stun, KD, etc. Also, going back to the Consumable Heavy Weapon issue of use vs. accuracy vs. cost, we would like to see the number of grenades per pack increased from 5 to preferably 25 (it would be understandable if less came per crate due to this). The reason for the increase is also due to the fact that most Commandos use their F-Buttons for their Grenades and to use an F space for a 5 pack is a bit of a waste of space (especially if you think that a Commando could easily use more then 5 grenades per fight).


Grenades in their current form suck. The only addition to the proposed change would be an increase in range, possibly a progressive one from Novice to Master, say +8m Range per level of Field Tactics?


5) Defenses: Commandos are a RANGED profession that most often fights at MELEE range thanks to the range restrictions on our FT and HAR specials. We cost more skill points then the elite ranged professions, yet most elite ranged professions have more Melee defenses then Commandos. This seems counter productive when you consider the fact that a profession like Pistoleer never needs to get into Melee range to use their specials, so why should they have more Melee Defenses? We would like to see a general increase in various Def Vs. (Including KD, Dizzy, Stun, etc) as well as an increase in our Melee Defense.


I would argue that Commando does not need Melee / Ranged Defence, as per the skill mod, it needs Toughness. It would be more characteristic that Commandos gain a passive bonus to melee damage reduction when using short ranged weapons such as the FT and HAR. Likewise, a ranged damage reduction when using long ranged weapons such as the disposables and any weapons which may be added to Commando later. I see this as being more "in character" and more with the vision of the Commando as shared by most. Let Fencers, Pistoleers, TKAs and the like ponce about and dodge, duck and weave, Commandos stand there, take the fire, and don't give a toss. We aint got time to bleed.


I do agree completely with the need for increased defence vs statuses. Any fight within melee range with Commandos is Dizzy, KD, smack a couple of times, dead.

Message Edited by RazerWolf on 04-03-2004 10:58 AM



_________________________________________________________
Artoc Lero, Soldier - Starsider - Master Rifleman, Master Doctor - On Hiatus

Brynneth - WoW, Argent Dawn
TBC - WoW, Tichondrius
Page 1 of 2
Previous Next