Commando Archive

Thread: Please post know commando issues here for SOE

Amu
Mon Aug 25, 2003 5:43 pm
#1

Instead of winning and get pissed off at SOE , let try to help them by posting all know issues to the commando on this thread , maybe they will listen to us and it will make this whole update process faster

InquisitorPayne
Mon Aug 25, 2003 10:26 pm
#2

Commando issues from my point of view:



  • AoE is totally broken/nonexistent

  • the ranges for special attacks on the Flamethrower/Heavy Acid Rod is within Melee distance (16m)

  • the DpS of Commando weapons is on the bottom line of all combat professions

  • the delay on special moves is devastating

  • the special move costs of weapons and Grenades from the commando repertoire are devastating

  • the lack of defense Bonuses puts us into a severe disadvantage compared to other classes and situational needs

  • the lack of use from the basic prerequisites further incapacitates this class and it's advancement (e.g. Unarmed specialist which is in the basic idea of a RL commando reasonable but totally neglected in SWG)

  • total lack of Knockdown attacks or crowd control abilities (we dont need to be ruling in those but at least some minor ones would be very helpfull in PvE situations)

  • the lack of accuracy with our weapons send us directly back to the level of a novice marksmen with heavy weapons

  • the inability to use special moves from the ranged support tree of the marksman further disables precious skill points and looks like simple harrasment

proposals:



  • continue the unarmed tree in the Commando skill trees through further special moves (similar but not as powerfull as a TKA)

  • give a VK cert to Commandos as well

  • introduce stealth and terrain negotiation abilities to further define the role of the commando

that's all for now, maybe this is more constructive than destructive



Dogg M'ordae-Pitibi, Commando, Entertainer, Scout, Pistoleer, Marksman, Brawler; Naritus





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


TarionBesbald
Mon Aug 25, 2003 11:08 pm
#3


  • We need special moves for the launcher pistol (something similar to health shot, body shot and of course a knockdown!) and some more moves for the flamethrower or heavy acid rifle, like AE blind or something like that

  • Armor rating needs to be increased: Launcher Pistol from none to light, FT from none to medium, HAR from none to medium; all other charged heavy weapons armor rating 3, rocket launcher armor rating 4 (yes, four!)

  • Commando "ranks" have to be addressed, e.g. Flame4 gives you the rank "grenadeer" which was intended for field tactics 4



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Tarion Besbald - True Elder Jedi (the little boxes made me do it!)

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Zoltah
Mon Aug 25, 2003 11:33 pm
#4

1) Make our primary weapon a heavy weapon, not a pistol


2) Make at least one of my weapons not lag out my friends so they don't complain whenever i team with them


3) Remove the attack delay on our specials. Without that delay I still would do less damage than any other elite profession, do you just not like us?


4) Give me some cool grenades. They don't all have to be damage status effects would be great too. I would love something like a smoke bomb that would pretty much blind everyone in a 60m radius. My launcher pretty much does this already, but I'd love to say that it's intended...


5) every other elite profession gets a primary weapon with at least AR1. Why am i so different? Did a Navy SEAL wrong a dev in some way and this is your revenge?


6) remove unarmed spec from my requirements, commando isn't worth all the skill points I'm forced to use on it.


7) Allow me to use my ranged support specials with my heavy weapons. They are supposedly not weapon specific, but clearly my flame thrower is just too good and would become clearly imbalanced if I could use warning shot or suppression fire...


I can't think of anything else pressing at the moment, but please just throw us a bone. Every skill point I use on commando is currently a waste of my time. I get no better from gaining xp. This is wrong and needs to be fixed soon.

Chut
Tue Aug 26, 2003 2:05 am
#5

The storm troopers used flamethowers on Tatooine in Star Wars Episode IV. The burnt lukes aunt/uncle and the jawas if I remember.



Chut
GM Sabacc Legends SL
Corbantis Server
EQII - Shadow Legends Najena Server
http://shadowlegends.eq2guilds.org
Abazad
Tue Aug 26, 2003 7:27 am
#6

Probably rehashing alot of the same issues. But here are my main problems/issues.



1. No armor Piercing for the FT, and HAR. The LP, in my opinion, should have AR of 1 or 2. FT and HAR should have AR of 2. All the cannons, and RL should have 3.



2. Delay between specials is too long. 10 seconds might be reasonable. Even with the PvP damage reduction, I will be dead before I could shoot again after the first special.



3. Grenades should do alot more damage, and have AR3. Maybe just fixing the AR to 3 would make the damage output reasonable, but they are useless as it stands.



4. Flame cone shouldbe an AoE damage, not just a DOT AoE. If this was true, the delay might not seem so bad.




Snavek Abazad
-Krillin-
Tue Aug 26, 2003 7:41 am
#7

Launcher pistol needs an AR 2 to make it helpful and keep in some kind of step with other professions (laser rifle/carbine are AR2 and available at expert lvl for example). I could even handle the range weirdness if it was AR2.


Additional, non-timed specials for LP so we don't have to go into pistoleer to use the LP successfully.


I'd really like to see the graphics on the LP toned down. Ppl hate grouping with it right now.


Feel free to keep the timer for more devastating specials (assuming you make them devestating) but let us you the LP in the meantime. Other uber dmg specials don't have timers and frankly outdmg ours anyway.


We need a correspondent.




-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
Ivoni
Tue Aug 26, 2003 8:15 am
#8

1. Lack of definition of what class is and is not

2. Lack of Damage. We spend more points on combat skills and are in last place

3. Lack of Armor Piercing. All our guns should be AP3

4. Lack of specials for Launcher Pistol.

5. Misleading IDEAL ranges for Acid Rifle, Flamethrower, and Launcher Pistol.

6. Two Different Accuracies for Acid Rifle. The +10 given at Novice Commando does not stack with those given by the Acid Rifle line. You end up having a +10 and a +70.

7. Lack of use of unarmed line prerequisite. This makes no sense. This is not used in any way, shape, or form.

8. NPC’s regarding Flamethrower as melee. If solo and you pull out the flamethrower, the NPC will put away his gun and pull out his melee weapon and charge you.

9. Questions about the knockdown given to Bounty Hunter in Carbine 3. Reading the description of it, well, read. “Fire Knockdown: This ranged attack blasts the target with a quick rush of flame aimed at their upper body, which can cause them bowled over by the sheer force directed at them, causing them to be dizzy as well.”

10. Beam Rifle. No one seems to use this. Give cert to whomever it belongs to.

11. Incorrect titles per column. These reflect beta idea of Commando which has since changed. Field Tactics: Artilleryman (?), Heavy Support Weapon: Expert Commando, Flamethrower Specialization: Grenadeer (?), Acid Rifle Specialization: Ordnance Manufacturer (?)



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)
Oruedin
Tue Aug 26, 2003 12:30 pm
#9

1) Resources quality on special resources, or remove them. That'll increase our DPS cause of master wpnsmith experimentation.


2) Make grenades have higher hit ratios.


3) Get rid of Flamer/HAR. Give us Light Repeating / Heavy Repeating blasters, and some tripod gun emplacement to man and or something that fits the Star Wars Universe. Not something 20th Century tech.


4) Lower rocket launcher resources.


5) Fix limited use weapons to be reloadable. Hey, why not let us use droid batteries to refuel them? It'd give DE's something to make/sell.


6) Give us some sort of area of effect specials, or knockdown / slows. It'd help.


7) Stealth sounds like a good idea.


8) Get rid of the Unarmed Combat pre-requisite. If we're going to have to go pistoleer too to do any sort of damage with the LP -- then let us have our 30 some odd points back to spend on it. Because after getting the req we never use it anymore.


9) Give us weapons that use the marksman tree specials. I.e. Pistol/Carbine/Rifle. Maybe not special guns, but maybe the beam rifle uses Rifle. LP - Pistol, and light repeating blaster uses carbine.



That'd make sense. Because currently, Commando weaponry, specials, etc-- makes absolutely no sense whatsoever.


And redo the elite 'tags' for rank. I.e. Grenadeer, etc-- they're completely off-track and make no sense either.


Rue.



Amu
Tue Aug 26, 2003 12:41 pm
#10

I think the resource issue is already being adressed on the test center , but everything else is pretty cool .


The only weapon that requires alot of resources now on TC is rocket launcher , and that beacuse of the proton grenade components.



Lets keep this topic on top so we can get a dev response or a Sticky for it

Oruedin
Tue Aug 26, 2003 12:48 pm
#11

Yeah. The proton grenade req is steep. It costs like 1k-1.5k (I'd have to look it up again) resources to even -make- a rocket launcher. that's 10x as much as any other normal gun.


Most guns take 110-250 resources to make. This includes special resources.


And one special resource with 20 quality will gimp the -entire- gun completely. It's why you rarely see DX2's worth a spit. And why Scatter Pistols are great. They're teir 2. Which means they don't take special resources. And it's also why the teir 1, and teir 2 Weaponsmith guns are usually better then the higher tier weapons.


Same goes with Commando guns.


And I still, and prolly never will see how a flamethrower fits into Star Wars.


Or an Acid Rifle for that matter. Sorry, I just don't see it. The devs might, but I don't.


If you can give me an example of in any movie, or book where a specforce of either side used it-- let me know.


Otherwise, I'll stick to the heavy repeating, light repeating blaster theory. =)



Rue.

NoxDenosis
Tue Aug 26, 2003 1:03 pm
#12

Heres a known issue,this wanst IMPLIMENTED INTO THE GAME


"Commandos.......excel in specialized skills required to take down large armored vehicles"



They kinda left out that basically everything our profession is suposed to be built on. Really even with these new changes we still cannot make a dent into an At-St. All our weapons are poor quality, i mean come on the ham on the weapons is ridcioulus.





-----------------------------------
Zox Denosis

Home filled with tons of rare items and loot (on display) located at
-411 -4444 on Tatooine near Bestine/Ancorhead
Oruedin
Tue Aug 26, 2003 1:25 pm
#13

They didn't use flamethrowers to burn them out of the house. The sandtroopers use light repeating blasters, and grenade launchers. And a blaster bolt to a specific place in any home will most likely torch it.


Either that or thermal detonators.

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