Commando Archive

Thread: Commandos: What are your top 5 issues?

dethsentinl
Thu Nov 20, 2003 8:38 pm
#131

(Sorry...i pressed the wrong button, and my reply posted before I was finished.)


As I was saying:


1) We must get stronger melee defenses. Field tactics would be the right place for this mod. +5, +5, +10, +15. Remember that dewback?


2) Leave the Flame DOT alone. Move flamesingle 1 andflamecone1up to box 3 or 4, and move flamesingle 2 to master, because dabblers get annoyingly powerful fast. A TK master with flamesingle2 and melee defense around, what 85,and ranged defense around 60? Hummmmm?


3) Grenades? What the hell are they for? I've been hit with many flash-bangs in the army. What happened, you ask? Well, I got blinded and dizzied and stunned--all at once, not with 3 seperate types of grenades. Hit me with a real grenage, I would get knocked down and stunned, or dead. Yes, I would get dead.


4)Leave the Flame DOT alone, and give us better melee defense mods.


5) You've heard enough about the acid rifle, so I won't say that it's a piece of **edit**.


And by the way, please leave the flame DOT alone. Why? Flesh burns, bubbles, cracks, pops. Watch "We Were Soldiers".

Fluxxen
Fri Nov 21, 2003 12:09 am
#132


  1. Acid rifle need some balancing compared to LLC, commandos are the masters of heavy weapons after all.

  2. Heacy acid rifle does not have AP, all other acid weapons do.

  3. make greandes more useful. Bigger area?

  4. Defensive mods? Never heard of them...

  5. Acid rifle skill mods dont work







Jirigan "Jinx" Nix
Smuggler and Captain of the Distant Star
Mos Mosel (2764, -3060 on Tatooine) - Roleplaying community
- I support Star Wars Galaxies!
FiZZioN
Fri Nov 21, 2003 6:22 am
#133

We have been posting on this topic for the past 3 days. Can we get some ideas back from the Devs or TH on what plans are in the works to fix or issues. I am just interested in hearing what is being looked at and if it will really solve any of our problems.


Thanks

Gairon
Fri Nov 21, 2003 8:08 am
#134

Maybe he's gonna quit like all our other correspondants have haha.



Seul Gnommer - Head of Clan Alya
BaukaRaun
Fri Nov 21, 2003 9:05 am
#135






Mikail_Ledeuar wrote:

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.






in order to overtake an imperial base all a commando needs in HSW 1, this is one of those things I think should be under the master box and would also encourage mastering the profession.
jaybird13
Fri Nov 21, 2003 10:21 am
#136

1) Include a Machine gun type of wep.


2)DON'T




Eclipse "Lamont You Dummy'--Fred Sanford
jaybird13
Fri Nov 21, 2003 10:27 am
#137

1) Add a Machine gun type of wep.


2) DON'T Nerf Flamethrower or dot instead make it extinguishable besides water.


3) Make Launcher pistol have specials.


4) Make Grenades, Minesand HAR more usefull.


5) Add a Machine gun type of wep.




Eclipse "Lamont You Dummy'--Fred Sanford
jaybird13
Fri Nov 21, 2003 10:35 am
#138

Also, Make thr Har like the llc but exept acid instead of electricity. and add a machine gun wep For Master Commando only.



Eclipse "Lamont You Dummy'--Fred Sanford
TylerDurdon
Fri Nov 21, 2003 10:37 am
#139

I'm 1/1/2/1 so far, so I'm no expert, but I can already tell that the tree is pretty weak (besides flamethrower). My thoughts:

1.) FlameSingle 2 should be a master technique. (I'm impressed with what I have already, you better keep dabblers out because a FT is just as bad as a good pet, if you know what I mean)
2.) Acid Rifle should be DoT as well.
3.) Launcher Pistol should replace the "beam" branch (and give us some specials for it) (may as well scrap the beams too, as they are quite worthless)
4.) Change the Grenade tree into a continuation of our "unarmed teachings" from the brawler tree. Give us various defenses & some other unique offensive tricks.
5.) Stop making the Flame Thrower timer go into regular actions (IE harvesting after a kill....dum dum de dum....comon timer...gets annoying)



Art Vandelay
Enough THC to kill a cow
"CHARLIE MURPHY!!!!!!"
jaybird13
Fri Nov 21, 2003 10:38 am
#140

One more thing...... Increase the Ft Range.



Eclipse "Lamont You Dummy'--Fred Sanford
SavageNation
Fri Nov 21, 2003 7:11 pm
#141

ok all the above..............


But what I would also like to see is having Engineering IV and being Commando; the ability to craft turrets, small and large, craft our own grenades, build small or large field walls during battle or small bunkers, or any other war toys you can think of.


1. HAR- Graphics need redone, should do damage to armor condition since acid melts right? Acid also sticks and should have a DOT----common sense tells you this------


2. Grenades- Having thrown live ones, ummm.........well they at the very least should hit8 out of 10 times and have barely any damage to your HAMS. Area effect DOT damage should also be considered.


3. Heavy Weapons-Not enough bang for your buck, fun line though. I have all the heavy weapons a commando can carry in a hotkey line, imagine allways looking at 150,000credits worth of weapons that you just want to use all the time but knowing its 1,000 to 2,000credits a shot???


4. Why have unarmed IV if we take a (in reality a x5 dam. multiplier) x2.5 melee dam.?


5. Launcher Pistol- I am soon to be 0-4-0-4 in Pistoleer to compensate for this pistol's missile's ability not to track and destroy moving targets and 0-0-3-0 in Smuggler because of no specials----dont like it but what's a guy to do?But before the patch that hit the FWG5 as well as this pistol, well, it was a MONSTER! This thing seriously ROCKED! with pistoleer skills, a upgrade, good slice I have seen LP's dam. reach as far as 588max. dam. in a recent survey.....after the patch I dont know, dont want to know, but one of the tree's branches must grow specials for this one of a kind pistol.


Bizzaro, Bloodfin

uhrwerk
Sat Nov 22, 2003 5:28 am
#142

The Launcher pistol should be like the smugglers pistol, no increase in modifiers but we should get 2-4 pistol specials that reflect a commandos job and style... whatever that is. Also 2-4 unarmed specials would totally justify the unarmed line. Personally, i think you could put them in the grenade line as tactics. They are kind of tactics arent they? Punch a guy in the throat is a tactic...
KarlRage
Sat Nov 22, 2003 7:30 am
#143

How about giving us the distinction we never really had ? being THE damage dealers.


I get pretty angered whenI see a master chef flame me up.


Or give the MASTER commando's a weapon NO ONE ELSE can weild, like say, a rail gun.


Please do look into this.




BattleStar
Master Commando / Master Teras Kasi / Medic 1/0/0/0
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