Commando Archive

Thread: Commandos: What are your top 5 issues?

Mikail_Ledeuar
Thu Nov 20, 2003 5:34 am
#118

Ok, I think most of this has already been covered here, but I'd like to offer my two cents on the matter.



1) Heavy Acid Rifle - A great gun I guess... but so much slower and less accurate than FT it's completely overlooked. If the accuracy were increased, and possibly some sort of dot, like a light poison added to it, would be nice.



2) Launcher Pistol - Again, a great weapon and with master pistoleer a rather deadly one... but it would be nice to have at least 1 or 2 specials that were commando only.



3) Heavy Support Weapons - Invert the tree. The only other useful HSW is the Heavy Particle Beam Cannon, and it's the second one you get... unless you're intent on mastering commando there is no real need to go any further up that line. If the Heavy Particle Beam cannon were moved to block 3 and the others were tweaked a little bit I think that would even out the tree a bit more.



4) Grenades - I personally like the idea of grenades, but it's rather annoying waiting for 30 seconds because you threw a grenade and now you can't even talk while waiting for it. I know properly made grenades aren't quite 30 seconds but the delay is quite a problem sometimes. Also the AOE seems to only work when it wants to.



5) Master Commando - I admit that last patch did give master an accuracy boost, and master does get a nice proton grenade, but it still feels like there should be something else for master. Perhaps a new HSW, or a modification to a current one or something. I'm not really sure on this it just seems like there should be a distinguishing factor for a master vs a grenadier.



That's my 2 cents, thank you for your time TH.

JanpaLedev
Thu Nov 20, 2003 5:47 am
#119

1) Fix it so we can craft our own stuff like **edit** says under commando tree


2) Make unarmed useful


3) Add specials for launcher pistol


4) Make us good in PvP, flamer sucks for PvP unless its a one on one and your within 15m, i would love to use launcher in PvP but its useless, commdos could use a knockdown command on the launcher pistol, instead of having to train in other pistol professions to get it.


5) Make all the other trees apart from Flamer usefull

HavocReaper
Thu Nov 20, 2003 6:23 am
#120

1. Heavy Acid Rifle - Has double the ammount of waiting time on it's special as the regular time intervals of each shot. This needs to be fixed, it's been neglected for far to long now. It should be made 'exactly' like the flamethrower. Only acid damage. It would actually be useful then.


2. Launcher Pistol- Needs specials, speed upings, and that's about it.


3. Heavy Support Weapons - They need more bang for the buck. They average around 25-50k right now, please make them have more charges or more damage.


4. Grenades - Need more speed andmore damage.


5. Maybe remove the DoT from ONLY PvP, DO NOT REMOVE IT FROM PvM!




-VortexX
-Corbantis
-Imperial
-Master Commando
Plasmaboy
Thu Nov 20, 2003 6:29 am
#121

Well here we go. I have to agree with the many guys above.


1: Please fix the HAR as it would be nice for it to be the same effectiveness as the flamer. Also unique specials for it would be good instead of a copy of the flamer specials minus the DOT.


2: Launcher Pistol give it specials that are commando only.


3: More shots with the expendable weapons. Add 5for grenades and Add 10 for the others.


4: Few more melee defences so we can stand against the meleers a little bit better.


5: Reduce the Dot damage on the Flamer




"This class MUST have balance and MUST have penalties......" Wolve44
evol262
Thu Nov 20, 2003 8:36 am
#122

I'm working up Comm right now, and after reading through these posts, I just have a few things to say.

1: Make the HAR worthwhile. Another DoT would be TOO overpowered (imagine flame DoTing someone then Acid DoTing someone) but at least give it armor penetration and lowered HAM costs. Maybe a little faster, too, to give people a reason to -maybe- us it instead of the flamethrower.

2: Give commandos the ability to make their own grenades. I'm not expecting that they'd be as good as a weaponsmith's or anything, but they might be cheaper, and entice more people to use them. Try to make the resources needed fairly easy to find.

3: I've noticed a lot of people screaming for speed and specials for the launcher pistol. Maybe a little speed (+10 or so), and graphics that aren't a TOTAL LAGFEST. Take a look at the Pistoleer State of the Profession, feel their pain, as the "pistol specialists" have thw worst specials, worst DPS, worst elite pistol in the game and then tell me that we "need" these things (i.e. 100% accuracy like someone suggested).

4: Yeah, unarmed would be nice. However, it seems like a generic prerequisite to make Commando harder to get, not a license to get ubered out. The flamethrower is good enough for me at close range. Do we need a knockdown as well, so we can knockdown TKA and flame 'em on the ground? Come on, now.

Just a few thoughts.
Skinnyrumcakes
Thu Nov 20, 2003 2:28 pm
#123

Why is it in the age of space exploration, laser weapons, robots, and shields can we NOT have a grenade launcher? We should have a grenade launcher of some sort that will launch a grenade at LEAST as far as a combat medic can throw, seeing as how they can throw their poison further than we can throw our grenades. *boggle*


Grenade launcher, nuff said.

MathuCopon
Thu Nov 20, 2003 2:55 pm
#124

1. Launcher Pistol should have a tier.


2.Grenades should do something worth while.


3. Commando Missions. Demolitions!


4.HAR should be fixed or removed as a tierl


5. up the + on accuracy for Heavy Weapons. Missing on one of those is like throwing 1 or 3k out the window.




"Getcha Some" - Mathu Copon, R.I.P.
GADzilla
Thu Nov 20, 2003 2:57 pm
#125

And on the subject of grenades, why can a combat medic hit EVERY TME with a lobed item, and a fully trained Master Commando can't hit the broad side of a barn? I guess that thing about being "close" in horseshoes and hand grenades must not apply a long time ago in a galaxy far far away.



___________________________________________________________________________
En-Chi Lada
- Community Relations Mangler
"Jedi will be a starter character before the end of 2005"
---- Me, when holocrons became the village.
Told ya so.


GADzilla
Thu Nov 20, 2003 2:58 pm
#126

Oh, one more, Thunderheart. We can't use grenades, rocket launchers, particle beam, etc inside of buildings and dungeons. This is a drag.



___________________________________________________________________________
En-Chi Lada
- Community Relations Mangler
"Jedi will be a starter character before the end of 2005"
---- Me, when holocrons became the village.
Told ya so.


alioninwinter
Thu Nov 20, 2003 5:30 pm
#127

I'm not a commando but here are the issues I see Commandos have or have with them/their skills.


First off, a lot of people are going to ask or say "Why is your (my) input matter, you're (I'm) not a commando!?" Balance. And no I don't think Commandos are TOO powerful, but they are powerful.


Most of the issues have been covered; I just have things to add on most of them.



1. Commando only missions: I like this idea, if not for anything else Role-playing in PvE. The issue here is what would they be taking out? Can't be AT-STs, that's factional, perhaps when the vehicles are added, this can be done so commandoes could kill "tanks" and what not.


2. HAR & Launcher Pistol: The HAR line is basically the same as the FT & LLC line, I think a solution to BOTH the HAR & Launcher Pistol problem is to Remove the Acid Rifle (most commandos don't even care for it and it's specials are like the FT) or add it to the FT Line. In the FT it would just be an alternative dmg type but still worthwhile. This effective frees up a line for the Launcher Pistol (which I consider to be a Grenade Launcher to those request one, it does fire 4 AOE explosives after all). The LP shouldn't be considered a pistol, I think it should be it's own weapon type like and have it's own mods and specials. I disagree that it should have AP1, explosives generally don't have AP in real life unless they pierce the armor first (ie hit the target with a AP warhead with a slightly delayed fuse). I think it should do higher AOE dmg though to compensate for lack of AP.


3. Lack of targetable HAM (not sure if it was mentioned as a problem or as a balancing factor), but I don't think Commandos need or should get a targetable HAM - their High damage output allows them to kill things effectively without a targetable HAM.


4. FT DOT - I agree there needs to be an artistian, doctor, or combat medic item to cure the flame DOT. Since you can already put the fire DOT out by swimming in water (doesn’t' require item or skill) I lean towards making this a Doctor or Combat Medic thing, rather than Artistian that goes to everyone.


5. Terrain Negotiation in FT line: This makes sense, and it was given to CMs. My only beef with this is EVERYONE wants Terrain Negotiation and every profession can acquire it by getting a little Scout. This is a skills based game and Commandos have the points left over at master to get Scout Exploration. N4R4Y4 makes a valid point that normal commandos learn these skills in boot camp and more advanced versions of it, BUT SWG are not normal commandos. Adding Terrain Negotiation would be nice, but my problem is I think it'll lead to the asking for even more ranger skills like Camo, I mean after all in boot camp Commandos learned to do that too right? I just want to make sure a line is drawn somewhere to keep professions unique as possible.


6. Request for an Unarmed (or otherwise) KD - I think this would make commandos too powerful.


6b. Request for a special Unarmed line - this idea is good, but should in no way be as effective as a TKA. But I still don't think it should be added on the bases commandos have a lot of content in terms of skills already (but some are broken). Adding this and other things like #5 really start to make Commandos All-in-wonders. Once again, I think we should separate SWG Commandos from real life commandos (which also cover a lot of types of people - SEALS, Army Rangers, etc).


7. Compromise between 5 & 6: Remove Unarmed IV as a requirement, add Scout Exploration. They cost the same number of skill points. The main reason commandos want unarmed specials is because they have to "pay" for Unarmed IV. The negative of this is of course that is a big change, there would be a lot of issues with implementation as well, and all commandos would be affected. Some will like the idea as they feel Unarmed is useless and they want Terrain Nego and others will hate it because they mixed commando with TKA or something. But this also makes sense.



Thanks.




==================================================
Master Dragger, Drunken Friar
Gabriev
Obeewana_Doobie
Thu Nov 20, 2003 5:31 pm
#128

After reading all these replies, Im dropping everything but Flame 4.


1) Don't nerf flame or provide methods to put out flame. Really, I just sprayed you with a flamable liquid, how are you expecting to put that out? I don't think napalm or napalm like substances are all that easy to put out.


2) Grenades are useless.


3) The acid rifle is horrible.


4) I never use Heavy Weapons because they are too expensive.


5) I don't really feel like a commando. Am I sneaking through a waterway to place explosive under a bridge? Am I storming a stronghold to free hostages? Am I infiltrating a place to blow up someones starship? Maybe commando's could be given missions to blow stuff up of the opposite factions. Taking out major artisans harvesters would be really cool. You'd get the explosives from the mission to prevent people from blowing up everyones harvestors, go out and take 'em down. That would be cool.




I am an SOE customer, now only if they'd treat me as one...hell, I'd be happy if they treated me like a McDonald's customer.
Zelgodus
Thu Nov 20, 2003 6:40 pm
#129

Currently I am a Master Marksmen / Master Smuggler / Master Commando...

I can't live more then 2 hits. I am fighting on the harder planets Dathomir/Datoonie. When doing battle with a mob I only get off 2 flame singal2's and then I am dead. I have a full suit of Composite Armor 74 % to all other stats and 80% to spec Electric.

Can you make it so commando's live a bit longer.
And there is still no Acid DOT either if yoi could add that then there would be a reason to even use such a weapon.

Thanks for your time..



Get your hands off me you damnn Dirty IMPS
dethsentinl
Thu Nov 20, 2003 8:22 pm
#130

First, I must say that the Flame DOT MUST be left alone. It is our saving grace--our ONLY saving grace. For chrissakes, I got incapped by a mountain dewback that had a blue con....which brings me to my first point.


1)

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