Commando Archive
Thread: RE:Commando Prereq's
Do any Commando's actually use any of the base brawler skills if I dont go into the TKA line?
Personally I think the original idea for us to have the unarmed tree was a sound one, but not well executed...
We are a ranged class that can only use our specials in Melee Range...so it would make sense for use to sometimes, in certain situations, unequip our weapon and fight unarmed...But this was in anotherplace, another time...Back when we were cert'd for VK's and our DoT did more damage...We use to be able to Apply a DoT and then pound on opponents in our face...
Two things have changed since this was a sound solution...
1) VK's used to be cert'd at Unarmed 4...
2) Our DoT did more damage...
Thanks for the info Garvin.
Also, I beleive that we recive Warcry and Intimidate from our Brawler prerequisite. I know that if used, and they hit, they are great. But I would rather either have the brawler prereq dropped or have some sort of meaning in Commando for having it.
The rocket launcher isnt very good? Funny.. I'd wait, untill HW4 or Master Commando untill you say that. When going on a raid, im almost sure that I want a master commando... such as myself... with 6-7 Rockets. At that level, rockets fire at an extreme pace, with stellar accuracy. As forRPG... No, this isnt the 21st century, but I can see your point. Never mess with the rockets, they nerf that, ill drop master commando. Unless its a good nerfin' which is yet to happen.
DrCobra01 wrote:
/sign
Ok i had a good idea to combine AND make the RL and grenades better. We all know that grenades are less than spectacular..... and the RL isn't exactly wonderful either. If we could combine them into a RPG (rocket propelled grenade) launcher I think it would really spice up the Commando profession. It would work with all different kinds of grenades: C12, C22, Cryoban, Glop, Imp det., proton, etc. You could load any grenades into the RPG launcher depending on what grenades you are certified for. As you climb up the RPG tree you gain access to stronger grenades (protons still being at master), and you can also get stronger launchers: ones with better accuracy, fire grenades over a farther distance, add bonuses to the grenades. Also this idea would really make grenades alot more accurate. As soon as you hit a creature or even miss it will run at you and get right up next to you. By then you have a low chance of actually hitting it with grenades. Just an idea i would like to see in the game. Thanks for reading
garvin wrote:
In a recent discussion (via PM's) with TH he stated that the unarmed pre-req is there because it add a certain "flavor" to our profession...a sort of background story...I agree (big surprise that I agree with TH...lol)...I don't like the idea of dropingit asa pre-req, but I understand the reason for being upset over it at the same time...
Would a cook add an expensive spice to a broth if it didn't alter the broth in any noticable way? No...We need the unarmed Pre-Req to alter our profession in some way...if it's required to have unarmed 4 to be a Commando, then we should have a reason to use our unarmed skills or derive some type of unarmed/melee benefit from it (like higher melee defenses then other ranged professions)...
I'd love to see this addressed in the Big Combat Balance going through currently (a few more patches I think before it's done)...at least the Melee Defense part to bring us up to par with Pistoleer at the least...But it may not come until after the Combat Balance...
TH strongly hinted to me that it wasn't in the works for the Combat Balance (us getting any unarmed benefits)...but he also said that it was something he agreed should be looked into (he seemed to like the idea)...so we do have a slight bit of hope...
I dont think we should need to put our weapons down to fight melee but rather be able to do melee moves while holding our ranged weapon. Makes no sense to me that pistoleers get meleeddefense1 and 2 (pistol whip) and we dont get something like a bayonette (spelling?) or some sort of clubbing action with our weapons which could easily be put in our field tactics line.
The real kick in the face to me is we have almost no status effect defense and less melee defense than a pistoleer. If you ask me, unarmed 4 pre-req should show a toughness in our skills saying we arent afraid to get down and dirty, we know how to fight. We should have the highest melee and status defenses of any ranged profession and as it stands pistoleer has what we should have.
I can see where pistoleer got given these defenses so I dont feel they should lose it as they to are supposed to be a short ranged fighter but at least they can still fire at 64m. And why do rifleman have high melee defense? the way I see it is rifleman should get their but kicked if they get into melee but rock at 64m, pistoleers should have what they have now, carbineers should have the defenses we got (in between for in between range) but they have less than us currently for melee/ranged, then we should be the highest melee defense and status defense with abou the same ranged defense that a carbineer should have, and BHs should have the defenses rifleman have now. I know we got more combat profession pre-req than BH but skill points are skill points IMHO when invested into a combat profession so Id say as a stand alone, the BH should be most feared, we got enough extra skill points to make up for it.
Then to top it all off, us and BHs are the only combat professions that dont have a dodge, counter or block or defensive acuity and that makes no sense. Both of us are meant for combat more than anyone so wouldnt we know how to move with a weapon instead of just being a human turret?
Im afraid the DEVs logic however is every combat profession needs to be perfectly even no matter how much they invest in it and that is totally bogus. If they would balance based on skill point requirement, everyone would have the chance to invest the full 250 any way they want to get a fair shake instead of those that are force to invesst more getting screwed. Why the hell did they put us hybrids in anyway if they didnt want any single profession to be stronger?
Eh...
i disagree with Unarmed IV. I am only Commando 3343 atm, but if i am fighting something with my flamer and it cons white, going unarmed will mean it cons red and will massacre me, so Unarmed skills are useless.
As for adding 'flavour' to the proffession, i also disagree.
Commandos are 'behind enemy lines' specialists. Sabotage and destruction is their sole function. The ability to move quickly and quietly while remaining undetected is key to their success in any operation.
Terrain Negotiation and Mask Scent are more 'flavoursome' thanUnarmed IV imo.
So i reckon Brawler 4000 should be replaced by Scout 4000.