Commando Archive

Thread: Commandos: What are your top 5 issues?

jaybird13
Sat Nov 22, 2003 8:05 am
#144

YES!! YES!! YES!!! Give Master Commando a Badass wep that only Master commandos can use! I want a machine gun type of wep i like the mounted sudggestion earlier but i say just decrease accuracy when running. all this talk about new weps and ideas is getting me excited!:smileyhappylz dont let me down!



Eclipse "Lamont You Dummy'--Fred Sanford
StarNick
Sat Nov 22, 2003 2:48 pm
#145

no no no! no railguns..


..think bigger


...think Concussion launcher...


....think of..err..gee forgot the name, its proton or photon something..fired a HUGE blue beam of DEATH in the dark forces games...


...since i dont remember much of my darkforces gaming experience (and weapons)...think DarkForces (tm)!!! make the devs get ideas from there!!!




--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

KyusBoon
Sat Nov 22, 2003 4:12 pm
#146

1.Fix the acid rifle for sure. **edit** thing is useless.


2. I'd like the flame DOT replaced with a Burn DOT that works with both fire and acid. Maybe make it only available to Flamesingle2 and flamecone 2 and their Acid Rifle equivilents.


I'm still going to go Master just in the hope that by the time I reach it commandos are going to rock even moreso

cyrom
Sat Nov 22, 2003 6:43 pm
#147

HAR: very chappy


FT: this is ok


HW:too much for it what it do


Gernades: only good for combat exp


LP:add skills


Unarmed tree: we need it for commando and we never ues it when we get commando.


add a powerful wep for master commando. our one missions.andhave us not die faster.




---Cyron fireblood---
---Master commando---
---Master pistols---
---combat medic 4-0-0-0---
cyrom
Sat Nov 22, 2003 6:46 pm
#148

and im sick of CH biching about how there still suck. well you can sell mounts for 50k and contol 3 450-550. pets at once. this profession have been mess up sence day 1



---Cyron fireblood---
---Master commando---
---Master pistols---
---combat medic 4-0-0-0---
tnarb
Sat Nov 22, 2003 9:55 pm
#149

1) Fix HAR animation, needs Armor Piercing 1 as well as a speed mod increase to atleast +70 by Master Commando. Range mods need to be changed as well. Perhaps 0m +0, ideal 20m +20, max 64m -45. Also make it to where the special does not work at anyother range other than ideal. It should not get a DOT if this is implemented.


2) Novice Commando needs to build on the unarmed tree. For instance +10 to intimidate,+10 to Warcry, as well as defense to these two. I would love to see a version of the pistolwhip for use on the heavy weapons. Call it RifleButt1 heh.


3) Launcher Pistol needs speed mods as well as its own accuracy mods incorporated into its own tree or and existing tree like Field Tactics.Perhaps +16 by box 4 with an additional +14 by Master, and +16 accuarcy by box 4 with an additional +14 by Master. It also needs Armor Piercing 1 as well as fixed range mods on the weapon itself. Perhaps 0m +0, ideal 30m +20, max 64m -50. As far as specials are concerned maybe the Lock on special someone posted awhile back.


4) Heavy Weapons range mods on certian ones need to be fixed. Charges need to be upped on them as well say to 70.


5) Grenades range mods need to be looked at and fixed. Blast radius also needs to be looked at. HAM cost for using the grenade needs to be lowered.

Mohrravvian
Sun Nov 23, 2003 11:10 pm
#150

I'd have to say that I agree with most of the people here.

UNARMED PREREQUISITE / MELEE DAMAGE MODIFIER:

Well, this has been touched on before, but I'll reiterate. We are required to get Unarmed IV. This means that we are supposedly at the very least pretty decent in a fist fight or brawl, even though we are not the Martial Artists of the TKA. HOWEVER, we are then PENALIZED for using the only effective Commando weapon, even though it was part of our training leading up to using the FT that we be good at Melee Combat! This makes no sense. While I can understand the need to make Commandos more balanced, at the same time, it must be remembered: are we a combat profession or not? Should the BH be the only ones that people fear in a battle?

What I'd really like to see is something I've already seen suggested here: one of the legs should either be converted to or have added to it an unarmed specialty leg. We should get some defensive bonuses as well as some additional special moves that really underline the fact that yes, we did complete some Unarmed training to get where we are, and we know how to be deadly even without weapons in our hands. I think this could easily and fairly logically be added to the Thrown Weapon Leg, and hopefully NOT require COMBAT xp to get it.

Perhaps some kind of KICKBOXING or something could be thrown in there. I mean, there's got to be some sort of unarmed fighting style that could be applied to us in a way that makes sense. Instead, right now I find myself heading towards TKA also just to get some sort of melee defenses in place. At least with Pistoleer i can get some Dodge Bonuses now... thank goodness for that.

GENERALLY POOR WEAPONS AND SKILLS:

I have the Grenadeer leg (which the name makes no sense, as some have mentioned, when thrown weapons are in an entirely different leg! Even FireBat from the old StarCraft game would be better), and basically I don't see anything useful out of ANY of the other legs of Commando. I've never used the Launcher Pistol, but I've got Pistoleer going as well and found my FWG5 pistol to be way more effective than the Launchers I saw on the Bazaar.

I recently tried out the Particle Beam... what a disappointment! Damage was listed at 1100-2900 or something like that. I tested it out on a friend of mine in combat... missed 6 times in a row and then finally hit, for only 320 points! And yes, I've taken the time to get the certification from Heavy Support Weapons 1, but it was so slow and inaccurate and had such low damage that I don't see how I could possibly use that to kill ANYTHING.

So basically, the FT is the only thing worth getting, both cost, effectiveness and skill wise. Something needs to be done about this. What, I ask, is the point of having a PARTICLE BEAM, ACID BEAM, AND ACID RIFLE? Seems like way too many weapons. I realize that they will have different effects on various resistances. HOWEVER, Acid Beam and Acid Rifle? What's the difference? Why are they in different legs? Do we really need both?

I found an Acid Stream Launcher for sale. Which is it, Beam or Rifle? I can't even tell, so I didn't buy it. Apparently, it doesn't matter anyway... since it's not useful.

I think I agree with what some others have said: A heavy repeater weapon of some sort would be nice. If this Acid Rifle is just like the FT so far, either make it different or move it to the same leg as the FT and add something more effective.

TOUGHNESS:

This one is something I really think should be focused on, assuming it means anything in the game. Right now, Unarmed Toughness is something that TKA gets throughout their tree. Should we not also get some sort of RANGED TOUGHNESS, or just OVERALL TOUGHNESS? I mean, Commandos are generally viewed as the TOUGHEST of soldiers, the ones who really go in and clean up after large groups single-handedly, that type of thing. I think that we should get a commando specific toughness bonus that applies regardless of the weapon we are using. A Commando should be able to take more pain and hardship than your average pistoleer or rifleman, for example. Especially when we require unarmed training!

GRENADES:

Well, I don't personally use grenades. HOWEVER, it seems to me that if, when throwing a grenade at someone, you don't actually hit them in the head with it, it should STILL do damage. I mean... just because I missed by 3 feet, doesn't make the grenade worthless, right?! It should it ANYTHING within that radius that is an enemy, potential or otherwise. Even if it does reduced damage, it should still do some. I also agree that there should be a good variety of special types of grenades: flash grenades (which blind), frag grenades which just damage, stun grenades, GAS grenades which could poison, etc.

Well, I guess I've only got 4 major points. My biggest gripe I would say is that I would LOVE to be a Master Commando. However, I don't see anything worth getting other than FlameCone2 that would justify the huge undertaking of getting 2.4 million XP in Heavy Weapons and 360,000 Combat XP, PLUS spending 43 Skill Points. I really hope that this can get itself worked out, because to me Commando has a lot of potential to become one of the coolest professions in the game.



MOHRRAVVIAN - CHILASTRA
Commando 0-1-4-0, Pistoleer 0-0-4-3, TKA 2-0-1-0, Master Marksman,
Smuggler 0-0-1-0, Medic 2-1-4-0, Brawler 4-0-0-0

ALOR - VALCYN
Novice Pistoleer, Smuggler 0-0-0-2, Marksman 0-4-0-4, Medic 2-0-4-0
Scout 3-3-2-1, Brawler 2-0-0-0
Drkapprntice
Mon Nov 24, 2003 9:18 am
#151

hey TH,


just a few thoughts, i didnt read all the other posts so firgive me if i am reitterating a point.


1. move flamesingle2 to the masters slot.put flamecome1 in the FT3 box. (FT2 and FT4 can be bonuses/modifers... maybe a H2H special that we can use wiht the ft equiped)


2. i agree with everyone that the HAR needs to be useful. i use my heavey acid launcher (in the heavey weapons line) alot more cause it does more dmg and is faster. i also agree with having an acid DOT


3. i think the idea of having grenades that blind and knockdown and stun is an awsome idea, there could even be one that burns... kind of like a napalm grenade. (i suggest adding this effect to the Thermal Detonator)


4. commandos should be able to craft explosives, or allow us to craft modifiers that can be attached to our weapons.


5. having a LP special would be great, but only make it aviable in the Master Commando slot so that someone couldnt get the smuggler specials, the pistoleer specials and the LP specials.


yes i realize that my ideas load up the master slot... but thats the way it should be with all professions. obtaining the Rank of Master should be very rewarding.





----------------------------------------------------------
Xale

growing old is inevitable, growing up is optional
Zeuuus
Mon Nov 24, 2003 12:18 pm
#152

1. Make Master Commandos more useful than someone with Flame 4. Perhaps a new Cert only for Masters(a rail gun was proposed) or speed bonus/specials ect.


2. Reduce delay for healing yourself when using Heavy weapons


3. A Melee Defense with HAR or FT, like pistolwhip, but perhaps with butt of rifle.


4. Speed, Speed, and more Speed.


5. Make Grenades be worth it.




Zeuuus MC
seligSWG
Mon Nov 24, 2003 2:53 pm
#153

my commando issues are as follows :

1) acid rifle isnt really worth having .
2) No skill points after doing a Hybrid (Commando), to take up an artisan skill---Me personally ---I like the commando, No i love it , but i also enjoy building things .and while taking up the commando skill allows you very limited artisans skills . I would like to see maybe a skill allocation for making viable things ,
3) how to get the Heavy weapons i need , unless i save save save , i cannot get the weapons i need because as a commando i dont have the skill to make them ,

4) Commandos ---The heavy Tank of SWG --losing the ability to do damage , and lower damage absorbtion , yet we are the first to die in major battles .

5) DECAY --this is the #1 reason that the almighty GCW is now all but non-existant.
this is due to the high cost of armor , and the need to replace it --if i am a master armorsmith i love you game makers --now armor gets destroyed twice as fast --so i can make even more --go figure .

Thank you
Selig
NOVICE
commando and architect

Ya, After i burn down your house --I'll rebuild it for a nominal fee



Selig
Colonel--Imperial army---
MASTER WEAPONSMITH OF E-E.
Vendor moved to E-E PA Hall, on Naboo, in Valhalla.
Kelgry
Tue Nov 25, 2003 7:03 am
#154

1 - HAR: Skill mods are not working! - Needs DOT - Needs Armor peircing - HAM cost too high.


2 - FT: Needs Armor piercing.


3 - Melee 2.5x dmg mod need reducing or change to 2.5x easier to hit,100% special move success for enemy maybe.


4 - Heavy support weapons: Need accuracy improved - Damage is too little to make them viable.


5 - Grenades: How about incorperating a state change effect for each grenade type;stun, blind, dizzy and for protons, Knockdown.


oh yea and the titles...ordinance manufacturer? lol and 'grenadeer' is not correct spelling and on the wrong tree!

creativeanalyst
Tue Nov 25, 2003 10:26 am
#155

Get Rid of Brawler and unarmed. Who uses it anyway? It ties up a lot of skill points that could be used elsewhere.



(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)


- I support the CURB, the Devs and the attempt to make SWG a better game! - You can too!

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Jedi Knight waiting around in Padawan Robes

Thunderheart
Tue Nov 25, 2003 10:28 am
#156






StarNick wrote:

no no no! no railguns..


..think bigger


...think Concussion launcher...


....think of..err..gee forgot the name, its proton or photon something..fired a HUGE blue beam of DEATH in the dark forces games...


...since i dont remember much of my darkforces gaming experience (and weapons)...think DarkForces (tm)!!! make the devs get ideas from there!!!






mmm...bigger guns


Im almost there! I finally decided on going Commando/Swordsman with my combat main. Im struggling through Unarmed 4 and Polearm 3 and 4. Then I have to wrap up rifle and I should be there this weekend!





Kurt "Thunderheart" Stangl
Community Relations Manager
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