Commando Archive

Thread: Commandos: What are your top 5 issues?

Shadowmite
Tue Nov 25, 2003 12:58 pm
#170

Grenades - I can't use 'em - just make 'em. There are several steps involved - requiring a lot of factory made components. Seems dumb for something that uses relatively few actual resources and is also a disposable. And, being disposable, no one wants to pay much for them, even though they tied up a factory for several multiple steps in the sub-components.


Seems to me that a lot of you are saying that you would use grenades if weaponsmiths would make them. Weaponsmiths would be more willing to make them if 3/4 of their construction didn't involve tying up a factory for the different sub-components.


I also hear you might use the disposable Heavies more often, if they didn't cost so darn much. So, maybe the developers need to review why a disposable weapon is the most resource intensive one to make? The 30K that someone mentioned is price gouging, but even if the price was dropped to a more reasonable 8-10K, that's still obscene considering the weapon has ashort lifespan.


Sorry to intrude on your thread - but thought a suppliers take on your complaints might help.

Trystan1969
Tue Nov 25, 2003 2:39 pm
#171

I made master commando a week or 2 ago, my first holocron said to master doctor. I'll miss being a commando, but don't really need that and a doctor as well, but I'll give my gripes about the class.


1. Gernades - As many already mentioned, aren't that great. With the bigger radius ones, you will sometimes get caught in the blast area. Allowing further range would be nice, though it might be silly throwing a nade 40m, but combat medics toss disease from 4m+. Also, weaponsmiths need them to be made a bit easier so there's a bigger supply of them. Right now, they're only useful if bought in crates, seeing that 5 uses goes fairly fast if I do use them, and my inventory can't handle having 10 stacks of nades in it.


2. Acid Rifle - Sound effects bite, it sounds like a BB gun. Also, there's no graphic except for a small puff of smoke when auto firing. The graphic and sound when using a special is the same as a flamethrower cept colored green. All the acid rifles I have seen have done less damage than a flamethrower, so it's basically useless. Change the graphic and sound then set it to AP1 (like the acid pistol, DX2).


3. Heavy Weapons - I find the rocket launcher useless. No armor piercing damage against things thatare vulnerable to blast. I perfer to take out AT-STs with the flame dot. RL's are useless against them. High HAM cost combined with random pool hits results in me killing myself before the AT-ST is dead. Haven't used much of the others except for the Particle cannon, that looks pretty good. The acid stream doesn't do area I think (might've missed it), it does need its firing graphic looked at, it has the same as a rocket launcher. (might be the wrong one, but I know one of the last HW cert weapons has the wrong grahpic).


4. Flamethrower DOT could be on a smaller timer. Have the target take full damage, then half, then 1/4 then go out.


5. Flamecone - Using this in PvE is chancy. Only the targeted mob will take inital damage and it will be the only one that you can loot or get xp for. If the other mobs that get DOT'd don't take any other damage before they die, you can't loot them. This can be used to get other XP by shooting the mobs with another weapon type at least once, you will get the full xp for that mob as that weapon type.


6. The new defense is great even though other weapon classes have better. Melee defense though doesn't seem to be in line with ranged. Perhaps it is the different systems. I seem to get hit almost constantly if fighting melee, while ranged attacks miss a good bit. Perhaps an increase in melee defense to make up for the fact that you're in closer and the modifiers are different.


7. Not specificaly a commando issue but does affect the class. Flamethrower's and Acid rifle's specials require you to be within 15m or so to use. Most of the time this is within the mobs melee range. Fighting dark troopers, I've been DB'd in 1 hit. They would pull out a stun baton (composite doesn't protect against this), and in 1 hit, I'm sent to the cloning center even before I hit the ground. I've seen this happen with a imp Lt. as well to a Master Rifleman. It might be the 2.5x dam modifier these 2 classes get for a penalty and the mobs are causing so much damage (I've been it for 1800+ from it) that it is an instant kill.

Daidoji
Tue Nov 25, 2003 3:10 pm
#172






Evivl wrote:

And just as an added thought. Why the heck did I have to do all that unarmed?? I would never put my flamethower down to have a fist fight.







I agree it was a pain. But thanks to the 2.5x damage, I don't know how many times unequipping the flamethrower and putting the beatdown hasallowed metime to heal and keep me from dying. Intimidate/center of being is just so useful for those situations (instead of running like a baby!)




(gggggggggggWXnoooooooonWXggggggggggg)
Saber-Chucks Yo!
Chieko Higuchi
Visit Lovely Mos Oasis: Home of the Famous Fat Wookie Band

Obeewana_Doobie
Tue Nov 25, 2003 3:39 pm
#173

In addition to all of the above, Commandos need a mission. Whats the point of being a commando if you don't infiltrate, blow up, rescue, etc?



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.
Arconis_Runicblade
Tue Nov 25, 2003 3:47 pm
#174






Thunderheart wrote:





Lodacai wrote:

Good choice, TH





Thanks Lod! Im having fun for it so far. Im actually a rare breed of player. Im an "achiever" and also an RPer and this template is what my character was meant to be fictionally...A Rebel Commando, having defected from the Empire...





Gunman21 wrote:

Oh, TH, use the Long Vibro Axeas soon as you can equip it to grind up the pike branch. It's our best weapon (it really is!).




I have one sittin in my house...I don't have a certification for it yet...







Wow... and I thought I was the only one



Arconis Darkfyre
Yachew
Tue Nov 25, 2003 4:11 pm
#175

Im a commando level 2441, tryin to get master. I have a few things that I think should be changed.


-I know that everyone said this, but please make a point to the HAR.


-I love my launcher pistol and I think it would be great to have a tree which specialized in it. Maybe remove grenades no one uses em anyway.


-I spent all that time gettin unarmed 4 (it took as long as master marksman) and I never use it. Give us some unarmed moves, maybe one at novice and one at master, this also helps to make people actually want to be master commandos instead of just getting flamethrower 4.


As of right now, I am going to get master, but if nothing is changed I dont see why to keep it. Im willing to take away alot of the wounds on the flamethrower in exchange for actually having a reason to use some of the other weapons.


---Yachew-- Corbantis


2441 Commando


3200 Ch


Novice pistoleer




-Yachew
-Corbantis
-Master Gunfighter/Master Smuggler
Just gimme a tell in-game if you need anything sliced
morlock
Tue Nov 25, 2003 5:33 pm
#176

I won't rehash all the good points above... except for one. The one thing I've seen mentioned but not nearly frequently enough is giving special effects to grenades, like blind/stun/whatever. That would make them soooo much more useful even if none of the other good suggestions regarding them never saw the light of day (but I hope that won't be the case).

For my other 4 top points, look at pretty much anything said about the pointless weapons like HARs, LPs, and HSWs, not to mention the things about the silliness of investing in unarmed IV and getting virtually nothing out of it, commando-specific missions, and new heavy weapons to replace the HAR altogether.

Wait, I said I wasn't going to rehash all that, didn't I? Oh well.



Kcolrom, Intrepid Galaxy
Jake-MP
Tue Nov 25, 2003 5:37 pm
#177



Evivl wrote:

And just as an added thought. Why the heck did I have to do all that unarmed?? I would never put my flamethower down to have a fist fight.




For what it's worth, Smugglers wonder ther same thing
RetuchMK3
Tue Nov 25, 2003 6:15 pm
#178

1. Lack of knock-downs


2. Weapon speeds/caps


3. Lack of missions geared twords Commandos


4. The rocket launcher is FUN .. but at 40k a stack or more for a good one.. egads, very very expensive, how about making a launcher, and AMMO .. where the ammo can be made much cheaper, would also be nice to see this thing equiped instead of just when firing it (very nice graphic when firing though)


5. The expense of firing the heavy weapons, kinda redundent with #4 .. but **edit**, 30-40 shots at 500+ per shot is re-friggin-diculous .. name one other class that gets to eat the HAM ..AND the money for every shot... and it's not a guaranteed hit.



-Oseff

MisterSnuggles
Tue Nov 25, 2003 7:13 pm
#179

Welcome to commandoTH!,


I hope u enjoy grinding through all that hvy weapon exp, its a blast! But I think there are 3 things that needs to be address.


First is the range for themelee class users vs commando specials,melee users range have been increase10m instead of 5m (or is it 15m?), giving commandos only a 5m cushion with a 2.5x dmg mod.The 5m range differnce is too small for a hybrid-elite proffession. Theratio of commando special range and melee range should be preserve ( roughly 3 to 1: 16m to 5m)for the following reasons: 1. Dmg increase in melee combat (tk dmg up) 2. melee tanking ability (defense ?actibity? tanking ability-lasting a max of30 secs) Given the amount of skill point use,the range should be increase +5mto 21m. (It only takes 1 dizzy/knockdownor one scalp head hit to kill us, 5m is too smallof advantage to be defined as a range class and suffer a 2.5x dmg mod, i would support this for balance reasonseven post the propose combat dmg change.


Secondly the increase in range defense only farther weakens the consumble weapons. Although at master we get a new +30 to the rocket laucher now (+90 acc)a +40 to gernades these bonuses are only effective in the AT-ST sense or PvE. (The rocket launcher is expensive and suffers agreat acc. penitals if its use within 60m therefore ineffective in PvP.) The comsumable weapons such as the hvyparticle beam, hvy acid beam, hvy lightinning cannon, keep their same accuracy so now they will even miss more and are still very expensive and serve no purpose.


Third, I believe commandos want to be more like the commandos seen in Attack of the Clones. If u haven't seen the ones on the cartoon network, you should defenitely check it out.




__________________________________________
(Y)vanguard :: swgvanguard.com
(*.*)Mr' Snuggles :: Commando @ Flurry

(")(")"I was killed by Mr' Snuggles!"
MaDCoW8Me
Tue Nov 25, 2003 7:14 pm
#180

TH will be the first dev to actually play commando, very exciting.



Aipest Geera
CC Extraordinaire
Jayden_S
Tue Nov 25, 2003 8:35 pm
#181

My Top Five Issues:


1. The DOT on the flamethrower is WAY too powerful. Initial damage using /flamesingle2 is fine, but the amount of damage the DOT creates and the length of time with which it continues to do damageis way too much and way too long. I would suggest halving the DOT damage, and halve the length of time the DOT lasts. Perhaps give a commando another heavy weapon that can counter the DOT, ... something like an extinguisher that can be used on teammates, but put a long delay on it before the commando can use another command.


2. Grenades. What are they? They need to start becoming useful. Perhaps make them useful for group hunting, ... have them do area knockdowns, but make the speed really slow, like 10 seconds before you can do another move.


3. Acid Rifle. Bring them more in line regarding usefulness as the flame thrower.


Actually, I only have these three issues. The rest of commando works fine for me.

Belce2
Tue Nov 25, 2003 9:14 pm
#182

Commandos are derived from unarmed and marksman trees. In our unarmed skill tree we get unarmed toughness, meaning melee damage against us unarmed is mitigated. The use of 3 of our trees, gernades, flame thrower and heavy acid rifle require us to be within melee range to use effectively. How about some flamethrower and acid rifle toughness somewhere in our skill tree as melee defense, which is less than any elite profession, only affects hit/miss. Riflemen, pistoleers and carabineers all get superior melee defense within their skill trees and while carabineers and riflemen get similiar damage mods for melee combat compared to us, they don't require any melee skills to get there. We have melee skills and are supposed tobe tougher soldiers than carabineers and riflemen,why not have a little toughness to help mitigate the huge damage adds for our weapons high in our skill tree.
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