Commando Archive

Thread: What is Our Number One Issue?

Barfalomue
Mon Oct 06, 2003 2:36 pm
#118

My #1 compaint would be the fact that Commando's do not have missions specifically for them. Think about it. As an architect, people come to you for structures, furniture...As an entertainer, people can do entertainer missions. Bounty Hunter missions, Rebel Missions, Imperial Missions, Artesian Missions...everyone has a mission specified to them...except the Commando.


I think it would be kewl as a commando to be able to do faction (rebel/imp) specified for commando. Like when a commando searches under a mission terminal, it specifies if it is a Commando Mission. Missions could be (let's say you are a rebel) a massive attack against a large Imperial Base (which you have to find with the help of a Bounty Hunter) which could be on any planet and not necessarily close to a city.


This brings me to the idea of shared missions. I think shared missions would be a good idea anyway. Like if you are in a group when you go to a mission terminal, the leader of the group can specify the mission as a group mission. Like, let's say you have 4 people in a group, the leader goes to an explorer terminal and selects a mission where you have to kill 200 gubers. Well, as a leader then, you can make it a group mission, each of the 4 people can go off in their own direction and assist in completing the mission. I think this would really promote group play and would help people who aren't exactly high level to at least get some money out of the deal...Another aspect of this could be if 2 imperials went to an imperial mission terminal, made it a group mission, but the mission specified a need for a type of attack. Lets say it asks that one person does ranged combat to the lair, while another holds the rebel forces off with hand-to-hand tactics. Or 2 commandos, or even just 2 imperials get a mission & it is to infiltrate a rebel base, while under covert status. Once inside, steal one of these data disks we all spend so much time looking for and then the alarm sounds, and you must fight your way out. I mean, I guess this would make the programming a bit difficult, but with this type of play, I can say my subscription to the game would last another year beyond however long I would play it now. Basically one complaint I have and many people I know, and have read things online about all games is they do not have multiplayer, or promote cooperative play. Most games are single player or VS mode...what fun is that? Why would I rather blast aliens alone, or shoot at my friend, when in reality, my friend and I would blast aliens together. I think SWG is a prime cantidate to help all of us (Pro Co-Op gamers) get deeper into gaming. SWG has incorporated so much in the "need for someone else" idea, but it could go a lot farther & make the experience awesome.




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RayDallows
Wed Oct 08, 2003 8:47 am
#119

I argee 100% with everyone here. As it has been stated sooo many times the HAR is our number 1 issue.


Personally i think commando should be an elite - elite profession since that would be a real challange and have the ability to make us more specialised after all commandos are unmatched in firepower, we are the cream of the crop so we should be given skills to match



Accaden


Lowca server

Kane_Firestalker
Wed Oct 08, 2003 9:40 am
#120

We need an E-web of F-Web heavy repeating blaster. For those of you slow on the uptake, they are the large tripod mounted cannons that the snow troopers in episode 4 were using in the Hoth base.


Also, make the grenades hit more often. I hit myself more than my targets, this just isnt right.




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SteveB0
Thu Oct 09, 2003 1:18 pm
#121

It is a toss up for me... I love to RP my commando and I love the fact that I get gernades. So my #1 would be a toss up of Gernades / HAR. Both completly useless and Gernades are "chargable" so it is a bigger waste of money.





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Jeren_Sehn
Thu Oct 09, 2003 3:08 pm
#122

I think we now have a new number 1 issue!


I think the new winner is: the screwed up weapon certifications,which treat us as uncertified with the Flamethrower and other commando weapons. Hopefully that will be fixed soon, though, so...


I think the new second biggest issue is now treating the Flamethrower and HAR as "rifles" and expecting us to get close enough to use specials (without getting killed, that is). While I agree that giving us a damage bonus against rifle-wielding opponents was unwarranted...we need to get too close to our opponents to effectively use the Flame Thrower and HAR for that 2.5x damage bonus to make sense. I was already dying a LOT before this "fix"!! The fix here is to treat them as pistols or carbines.


Third, I think we still have our issues with the HAR.





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Seylesh
Thu Oct 09, 2003 7:26 pm
#123

Fix the **edit** flamethrower. This is ridiculous.



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AgentClark
Fri Oct 10, 2003 6:50 am
#124

I'm going to have to say the G O D D A M N 2.5x modifiier...


...sigh...
Miari
Sat Oct 11, 2003 4:16 am
#125

I'm going to have to agree with the last guy: Fix the 2.5x bend my commando @$$ over melee nerf


I have to be practically hugging the enemy to use cone effectively. I can't use that special anymore without getting my @$$ kicked. Not that anyone really cares....

EcadMistflier
Sat Oct 11, 2003 3:12 pm
#126

Not that it is going to matter to the rifleman owned Devs: Fix the 2.5x melee modifier.



Ecad Mistflier
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CyberData4
Sun Oct 12, 2003 10:21 am
#127

In all honesty. I can see the logic for this mod in pvp. but for pvp


Whoops. I meant I can see the logic for pvp, but not pve. LMAO sorry.

Koelind
Sun Oct 12, 2003 10:30 am
#128

Dealing with the new Stealth NERF 2.5X damage from Melee has got to go!
DK_CRAKER
Sun Oct 12, 2003 9:02 pm
#129

DEFFINTLY OUR ACCURACY


**edit**! I CANT HIT A HUGE ASS SPIDER LOOKIN THING! PFFFT GET THE FLIP OUTTA HERE




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CyberData4
Sun Oct 12, 2003 9:28 pm
#130

And what about creature handlers? Thats's just an exploit right there. They can tank us with their pets AND shoot us at the same time. AND their pets do 2.5x dmg? THAT is an exploit and MUST go!
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