Commando Archive
Thread: Commandos: What are your top 5 issues?
As a master weaponsmith I'd agree. The grenades are hard to make...making them expensive relative the the benefit they offer.
Jim
Acid and flame should be combined. No one uses acid unless you're in a special situation and it's against a vulnerable opponent. the HAR is always stored in the inv in favor of the thrower. If there comes a time that I need to tone down my dmg so the group members get some xp, i pull out the launcher pistol.
I'd love to have askill branch that has to do with explosives. Even if it's an artisan type branch that costs alot. This could include a special attack for the launcher pistol. Funny how a pistol can knock people down but explosions can't.
Aside from a way to grind CXP I don't know any other master commandos who ever use grenades. This needs to be more useful. Maybe if the AE was made larger or something or there were more interesting types of nades.
Flame4 should be master level. Dabblers should not get the best skill in the tree. The burn should be toned down and given as a part of flame4 if it gets moved to master level.
I'm a master commando and have no where to take this character when i think about character growth.
Ok first of all the heavy acid rifle sucks the big one. It either needs to have speed decresaed with no delay after specails or have a stat affect like the flame thrower were it coats the target in green slimmy acid which wither slow them down or eats there action bar. Also giving us unarmed abilities would be cool since we needed unarmed tree in brawler to get it, a sleeper hold, or snapping a persons kneck they sound commandoish, violent but cool
lol. Gernades and heavy wepons should be more affective too, and last of all a master medic should have a smoother ability that puts of flames, so you don't have 2 haul %@*^ to get to water. Also they should have some sorta mini gun whith fast speed, extreamly low accuracy, and fairly low damage, it should also have armour peircing bullets. Lol or you could just forget the last point it is just my day dreaming agiain. *Sigh*
Ps. I didn't read all the posts so i might have said somethings some body else said hehehe
- Add some special attacks for the Launcher Pistol. Perhaps even a whole branch.
- Make the Launcher Pistol AP Light.
Me im digging the commando/smuggler. Being a rebel means fighting the good fight! Welcome to the good guys TH!
Thunderheart wrote:
Lodacai wrote:
Good choice, TH
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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...
I was thinking,
Would it be possible to maybe make the Flamethrower able touse carbineer skills and the acid rifle to use rifleman skills ? Maybe more cross breeding commando would make us more effective. But having to get unarmed for commando and then not get anymore bonus or attacks or weapons for unarmed within commando makes having brawler and unarmed 1-4 pointless......
1. Heavy Acid Rifle - yeh it sucks bad...real bad. Needs total overhaul.
2. Grenades- HAM cost and accuracy, I see Master Combat Meds chunking stims and things waaaayyy more accurate than a master commando can lob a grenade.
3. Consumable Weapons- they need more charges for the cost, RLs with 30 charges costing 50k is quite absurbed.
4. Launcher Pistol - Unless you go up the pistoleer tree, its pretty much useless, I think we should get either the HAR or the LP one or the other, just make it worth it.
5. Titles- Master of the Flame tree is grenadeer...**edit**.. its just a pet peeve of mine but PLEASE fix the titles.
Some very good points here. Some I agree with, some I don't; but everyone has a different perspective. I must admit I only dabble in flamethrower (err... i mean commando). But I have run all the skill branches up enough to check out all the weapons and nothing else is worth the skill points. At least for me, they are MUCH better spent on MCH. I don't feel quite as uncomfortable approaching within 18m of an enemy to flame him, when I can have a rancor within 5m of him keeping him busy. I guess what I'm trying to get at is I've resorted to MCH as a 'workaround' for the facts that we commandos 1) spent all thattime punching and kicking chubas to get unarmed 4 (and the skill pts) and are still weak in melee defense, and 2) carry the biggest (and some of the slowest) weapons in the game, but havevery short range.
Yes, everyone thinks that the flamethrower is uber-uber-powerful and is begging for the big yellow nerf bat. But it's also uber-expensive in terms of skill points and time committed to grinding (all dedicated to oneBELOVED weapon). From master marksman it's 49 skill pts to grenadier.We dedicated 49 skill points to that/flamesingle2 andwe live and die by it !I'm afraid that ifit gets the nerf, commando will not be worth theopportunity costany longer. Even ifthe nerf does come withsome adjustments to the other weapons. /jumpship BH... anyway as it has been, and is right now, there's no serious problem with the Commando profession.
As I see it anyway, the top 5 Commando issues are :
1) Please make the game stop freezing for a minute every hour or so.
2) Please make things stop dissappearing out of our inventories.
3) Please beef things up a little so when a lot of us are online, the servers don't lag a mile.
4) Please fix it so that our faction/droid/creature pets can always be stored from the datapad again. I know lots of players with a range of different pet types, not just CH stuff.
for example, a doctor friend of mine had his droid dissappear into thin air in front of him... then he only gets the option to 'call' from the datapad... verbal 'store' command fails to work (droid was grouped still)... disbanded group and tried it all agein... nothing. He had to log off for almost a half hour to get that reset.
5) melee range (10m) = arm length + weapon length + (positional uncertainty).Extreme arm length ~ 1 m. Extreme weapon length ~ 2.5 m. positional uncertainty must thenbe about 6.5m minimum... now keep in mind this is 6.5m GIVE OR TAKE... So on my screen I caneven beOVER 10m away from an opponent and still take a melee hit.5m range was already generous. thus the old addage 'don't bring a knife to a gunfight'
I only wanted to harp on that a little because the small range advantage of heavy weapons over hand-to-hand is threatening to make TKA become a more relevent character to have on a modern battlefield than a commando, and that's ridiculous.
/steps off his soap box and thanks everyone for listening
just my .02
I proceded to join them when the owners of the base arrived and not to happy to see Imps snooping around. A couple of them then proceded to place mines underneath us as we were standing there. Surprised the hell outta me. Anyway, a small battle erupted, they died, we walked away.
The minefield scenario got me to thinking, 'if commandos are demolitions experts, why can't we detect and disable mines?' This could be added to the field tactics tree and give us another ability to use for the lack of firearm specials.
Secondly, since we are commandos, shouldn't we also have the ability to set booby traps? Again, another ability that could be placed in the field tactics line.
Third, grenades, as stated several times over, are useless. Implement status changes into them with the certifications such as stun, flashbangs (blind), and concussion (dizzy).
Rocket launchers are to expensive to use except in VERY special circumstances. I would like to see something like laser guidance or fly by wire added to them. This would increase the 'to hit' capability. However, in using said special, the user must maintain a lock on the target, thereby leaving him more vulnerable to counterattack.
what annoys me the most is the fireballs the FT shoots. shakes the screen every time i fire, usually every 3 seconds. its like having one of the malcoks chase after you.why the hell does the flame thrower shoot fire balls???????????? the normal shot should be like flamesingle and the special should be the fireball. heavy support is also worth nothing... i mean why would u get that crappy skill when u can just have flame. (unless of course u want to get to master commando). and if they dont change the fireball, it should atleast count as blast dmg. i mean that fire ball looks similar to a rocket cept it doesnt have the shell.
p.s. there is no dif between LLC and FT cept u can light stuff on fire. that needs to change
Top 5 Unbalances
1) Flame Dot is overpowered, weaken it but don't nerf it. (i.e. bring it down on damage level or interval not on damage level AND interval AND time between shots AND you have to be dancing with a Gorax to use it [fairly good examples of nerfs we have seen lol]
2) Flame Dot is overp...yeah said that so on to the top 5 pet peeves.
Top 5 Pet Peeves
1) Alright so commando gets these special damage types right (cold, acid, heat, etc) but theres something wrong with this. I look at creatures all the time, 100% heat, 100% cold and kinetic and energy are all like 10-15% while the others are in the 50-70% range. Why do we have special damage types if we would do more damage if we used energy or kinetic? I know this is wierd cause we do so much damage but seriously, damage is lowered with out "special types"
2) I can only use my flamethrower efffectively, my HAR and Launcher Pistol sit there staring at me begging to have use and then I just push them into the dirt cause when I use them I get 300 exp off a Rancor Lol.
3) GRENADES blow hard. I have a ton of grenades that I'd like to use but when I toss them i see -MISS- float in the air and -106 Yellow appear above my head and then I sit there for 10 seconds.
Suggestions: Not only add status effects but add more damage, NOT to much but add a bit more like +40-+40 on both sides, that sounds reasonable. The status effects would provide use but if you arent doing damage you aren't killing the MOB which is the primary objective of the Commando.
4) The HAR tree and Flamethrower Tree and a Launcher Pistol tree need to be merged into one tree called "Special Weapons Specialization". This will leave room for an unarmed or other such tree. May seem powerful adding all three of these into one tree but honestly what effect will it really have?
5) Thats pretty much it actually.