Commando Archive
Thread: Commando stuff for you to look at
Nerfbath wrote:
Let's just not get over our head and try to justify ourselves being the most powerful class. Personally, I'm content with losing our defensive modifiers if our out-put justifies it.
Why? If we can't DO anything for 12-15 seconds we are going to need it!
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yrthegoodnamestaken wrote:
Don't take the defense bonuses out of commando. In fact I say put more in! You want something to take out, take out grenades and put them somewhere more accessible to the common player (cough ranged support cough). Don't leave the commando naked without any decent defense.
This is an awesome idea, grenades shouldnt have their own line, not for commando, they should be given at ranged support and maybe 1 or 2 certs given at Novice Commando. Use Ranged for them and use that other tree for unarmed skills. Whats the point of having to be master unarmed if you dont gain any skills in Commando? Is it in case a Jawa blows your arms off, you can kick dirt in his face and haul your butt out of there? If youre not going to do anything with unarmed, it should not be a requirement of Commando.
hmmm
isn't the key thing you think of when you hear rifle "long range weapon"?
acid rifle = 16m ?
if its ideal at 16m shouldn't we just have an acid pistol?
After having my power restoredd I can only gaze in amazement at this post!
My gratitude knows no bounds now that it seems my class is being raised from the dead to finally fight!
Thank you!
I think we should all keep our complaining to a minimum until we get these changes on live. These represent drastic changes that are being made to PLEASE US and save our gameplay, our patience has paid off, now just another week or so and we call reap the benifits.
its normal attacks go up to 48m.... if you just want to spray a huge stream then you need to be at 17m... same as the flamethrower....one larger projectile will take more force to propel the same range as a smaller one... but since we are using the same gun to propel different amounts the larger amount... the stream... will naturally be shorter.... PLUS.... they said we won't be using the spec moves like acidsingle I all the time it well be a complament to the normal shooting.... once they get it fixed that is ![]()
Ino - Commando - ![]()
This is good and all that. Reduce the delay on the single specials and you got yourself a winner. Otherwise it will contiune to suck unless your talking dmg in the 3000 range per special.
WELL... hopefully... by them saying "increaseing the damage" this will also carry over to the special moves and by "rebalanceing these weapons" they figured the special moves delay time was "Unbalanced" and they will reduce them some! as well as adding the effects that some of them do... .like the crappy burn damage the flamesingle I currently has... and maybe making acidsingle I a DoT as well.... we really just gotta wait and see i guess.... but i feel what your saying though...
Ino - Commando - ![]()
Dear merciful Tekmet, the devs remembered there was a commando class! and best of all they plan on fixing it hooray!
Holocron wrote:
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We're talking about whether to remove the defensive mods given that the dmg output is so high now...
Atleast your working on the commando some now... but still, we are meant to do insane damage, if your gonna remove the defense mods, make commandos do more damage...