Commando Archive
Thread: Commando Toughness?
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TKA-MC
Fri Jun 04, 2004 7:46 am
#1
My character is a Master Commando/TKM. Through out my grinding of TKM I notice the "unarmed toughness" mods. Now this is my problem. Commando is only really effective in Melee range correct? TKM is melee so therefore always in Melee range, for that they have a skill or "mod" called unarmed toughness. When in melee range with a weapon equiped I take ALOT more damage then when I dont have a weapon equiped. This sort of bothers me. We have an unarmed pre-req correct? We have all wondered why we have this. By definition we are supposed to be skilled in both hand to hand and with heavy weapons.....excuse me "heavy weapon". Since we have the unarmed pre-req and we specialize in melee ranged weapons we should possibly get some sort of "armed toughness" Commando's are supposed to be tough right? Give us the ranged mitigation3, we won't need any sort of melee mitigation if we get "armed toughness" as a class skill that allows us.....for lack of better words "class skill damage reduction" What you you all think?
Dysinn Rahl (Gorath) Master Commando/TKM/Novice Medic
"This is my BOOM STICK!"
Ster
Fri Jun 04, 2004 8:05 am
#2
I know where are you coming from with this idea. I typically have to fire my FT and then switch to knucklers to my unarmed mit 3 kicks in, but in those few seconds that it takes me to shoot and switch I take a beating. This is the classic argument of whether we are a ranged class or a melee class. At one time, I believe, we were strictly melee and could only use our normal attack in melee range. Then the DEVs changed it so that we could shoot outside of melee range, but kept our specials to only melee range. This is interesting since we still have ranged mitigation instead of melee mitigation. This is understandable since we had to master marksman, a ranged profession, to get commando. Then again we are limited to melee range to use our only non-disposable weapon that is of any use to us right now. Dont know what to tell ya, but I am thinking this would make us slightly unbalanced in defense with the other proffesions.
TKA-MC
Fri Jun 04, 2004 8:15 am
#3
I agree that it would possibly make us slightly unbalanced, but, takea Master Fencer for argument sake. They can at time be un-hittable. So I say since our defence mods are nothing to brag about and we typically......lets say "dont ever get missed" then it might be viable to have a class skill such as this. Nothing mind you that could make us tough as brick's. But something that allows us to take a bit more in a fight.
Ster
Fri Jun 04, 2004 8:18 am
#4
I forgot to mention that the DEVs thought that our low defenses were balanced out by our "high" offensive capabilities. I agree though that we need something more. Nothing huge, but something to at least help us be a viable class for the skill points sunk into it.
TKA-MC wrote:
I agree that it would possibly make us slightly unbalanced, but, takea Master Fencer for argument sake. They can at time be un-hittable. So I say since our defence mods are nothing to brag about and we typically......lets say "dont ever get missed" then it might be viable to have a class skill such as this. Nothing mind you that could make us tough as brick's. But something that allows us to take a bit more in a fight.
TKA-MC
Fri Jun 04, 2004 8:24 am
#5
One thing the Dev's should keep in mind concerning us Commando's is this.......we only have one weapon worth using, and, this one weapon is typically slow and none to acurate. I do realize that with the CB balance showing itself on the horizon like a swirling cloud mass of destruction that quite a few of our issue's will be answered. W.W.T.H do? I guess we will wait and see what the CB does to/for us. But either way we are a ranged profession that is only functional in melee range. For that reason I would like the armed toughness mods. And only a MC should get these mods.
RazerWolf
Fri Jun 04, 2004 8:31 am
#6
I have been asking for sometihng like this for months, and it's in with my Revamp post.
TKA-MC
Fri Jun 04, 2004 8:52 am
#7
Revamp posts can be excessively combersome when looking for info and idea's. What's the name of the post?
Ster
Fri Jun 04, 2004 8:55 am
#8
TKA-MC wrote:
Revamp posts can be excessively combersome when looking for info and idea's. What's the name of the post?
I believe...
http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=60268
RazerWolf
Fri Jun 04, 2004 9:03 am
#9
It's also listed in the stick " Links to Useful Commando Posts/Threads " thread.
TKA-MC
Fri Jun 04, 2004 9:09 am
#10
RazorWolf. I read your post. Very well thought out and written! Great Idea's. /salute
and thanks Ster for giving me the link line for it. RazorWolf's post for the revamp is exceptional. The ideas are sound and it would offer to the Commando profession everything that.....well, everything that we should be. I recommend that any member of the Commando profession to throughly read the post.
TKA-MC
Fri Jun 04, 2004 9:33 am
#12
I give credit where credit is due. Much respect to both you and Ster........is anyone else bord at work...sitting at there at yourdesk.....so then they go to the forum's and talk about the game that they want to be playing right now?
Ster
Fri Jun 04, 2004 10:19 am
#13
TKA-MC wrote:
I give credit where credit is due. Much respect to both you and Ster........is anyone else bord at work...sitting at there at yourdesk.....so then they go to the forum's and talk about the game that they want to be playing right now?
Yeah pretty much what I am doing today. Nothing really going on.
Oh and thanks for the props, but I dont really deserve them as much as others on the board. I just cause trouble.
Message Edited by Ster on 06-04-2004 10:34 AM
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