Commando Archive

Thread: Commandos: What are your top 5 issues?

CaptainFubar
Thu Nov 27, 2003 4:20 pm
#196

1. make the launcher pistol far more effective


2. make the acid rifle deadly like the flamethrower even like the LLC but does acid damage a spary of acid damage is cooler looking then some beam of it. and if u can set enemys on fire why doesnt the acid spary do acid dmg over time it would stay on their armor and such maybe no immediate dmg but degrade armor and make them more vulnerable


3. make grenades more powerful and do certain effects depending on what they do and maybe eventually look into a hand held grenade launcher to manually load would be nice too


4. perhaps allow us to flame and acid spray on mounts? not sure if this is possible though


5. take away some of the negatives off of the heavy wpns and perhaps include different heavy wpns to use



Risro
Sat Nov 29, 2003 5:47 am
#197

Top 5:


1) Fix everything about the HAR (accuracy, AP, damage output) or just remove it from the game. I would be surprised to see 10 people that actually use their HAR on these boards, and even THOSE people want a fix.


2) Add launcher pistol specials. Even at novice it's not really worth it to use your launcher since you're nottaking onMOBs that have an especially good chance of killing you. So if you're gonna have the weapon in the game, make it worthwhile.


3) Please do something about the damage output of the heavy weapons. For a weapon that costs anywhere from 25-40k and only has 30 charges, I think we need to be doing far more damage.


4) Grenades.**edit** grenades. I'm a Master Commando and I can't tell you how many grenades I've burned through trying to kill everything from chubas to krayts(the chubas were more of an amusement thing .. but I still couldn't **edit** hit it). Their accuracy sucks and the damage isn't spectacular either. Let's face it people. If you throw a grenade at something, IT IS GOING TO DIE!


5) I don't care what people say, the flame DoT is NOT overpowered. 90% of the people begging for this to be reduced are the morons who get lit up on Tatooine. If you're stupid enough to engage a commando armed with a flame thrower with no water in sight, you deserve to be burned to a crisp. Please PLEASE PLEASE do not nerf the flame DoT. Right now the flame thrower is the commando's bread & butter. If you take that away from us, you'd better **edit** replace it with something equally balancing or so help me I will come down to your office and beat your face into such a fine pulp that ...... sorry, got a little carried away. Anyways .. DON'T!

Ironmike
Sat Nov 29, 2003 6:25 am
#198

1. Grenades suck. I mean they suxor...bad. There is absolutely no reason to use them as any weapon you get to use in the lower marksmantree will be 20000000000% more effective.


Fix: Either get rid of it, or have the grenades do more damage/effects. I think a AOE knockdown would be pretty cool (frag style), Or AOE stun (Flashbang), or AOE fire (white phosphourus)... heck have EVERYONE in the blast radius roll the dice of catching on fire (35m) myself and friends included. Im a crazy commando, stand back cuz you know ill pull the pin!


2. As a commando I use 3 things...LP, rocket launcher, and flame thrower. Get rid or fix the other 2 weapons that arent worth a crap..(also grenades).I dont even remember their names. Oh acid rifle? is that one? and the particle cannon?


Fix: Commandos don't need rifles.Commandos don't use a rifle, they use carbines or sub-machine guns. Replace the rifle with some kind of sub-carbine (think MP5)...A weapon that is full auto all the time, or get rid of the rifle and put a carbine tree...nothing says commando like a carbine.


3. Launcher Pistol. It's great and I love it. One thing tho, when you click on it's description it says "launches4 heat seeking explosive tipped projectiles. Great, wonderful and I love it...but shouldn't it be AP1? I mean the wussie looking republic blaster is AP1 for crying out loud.


****NOTE: For those that don't think the LP is effective, for the love of all that's holy pick up some pistoleer skills and specials. And don't say you dont have the points to do so. Drop Image Design, grow a couple, and take up pistoleer or smuggler.


4. See (1) grenades


5. See (2) the two mystery commando weapons




~Sin-Fae~

Sin-Fae Mining
Philanthropist/Welder
Ironmike
Sat Nov 29, 2003 6:43 am
#199

-Oh a quick one to try to **edit** in the bud before it actually becomes a reality... this nonsence on the test server about melee mitigation, stop that immediately! we need ranged mitigation for goodness sake!


-Also all vehicles or machines should be vunerable to blast damage. Do you think Luke's speeder would have heat seeking explosive tipped projectiles bouncing off it? Or a direct hit from a rocket launcher perhaps?




~Sin-Fae~

Sin-Fae Mining
Philanthropist/Welder
EveningShadow
Sat Nov 29, 2003 6:53 am
#200

Top 5:


1) Heavy Acid Rifle needs seriously looked at. As it is now, no one uses them due to their general ineffectivness. The stats are the HAR would be fine, I think, if ap 1 or ap 2 was added. In addition this line's specials need to be unique from the flamethrower specials... not just carbine copies. It would make sense to have these do slightly less damage but have a DOT component, since it is an ACID rifle after all. In any case, if HAR is going to be a line on its own, then it needs to stand out and be differenet. The HAR should be just as viable an option in some situations as the flamethrower... as it is now, all anyone uses is the flamer. I would personally prefer the HAR be removed completly and a more "star warsy" weapon be added, like a light repeating blaster. That would definatly be more in line with the setting. Im also personally fine with our general use weapons (har/flamer) not having AP... (see #3)



2) Launcher pistol needs removed or re-vamped. I REFUSE to have to take a second elite weapon profession just to effectivly use a weapon granted to us at novice commando. That's silly and doesnt make any sense. Either add launcher pistol moves in one of the trees or remove the gun from the line completly. I believe that adding a few moves would be the best route.



3) Heavy weapons are currently our only way to do any sort of AP. The charges should be bumped up and the accuracy on large targets examined. Perhaps instead of giving the rocket launcher low in the tree, give some sort of anti-infantry cannon that we can use against light armored targets (aka AP 1) and move the more powerful rocket launcher higher in the tree. If given a pass over for higher charges and slighly higher accuracy, this tree would be great. If accuracy and charges arent going to be increased, then commandos need a "basic" weapon with AP.



4) Field tactics line has nothing to do with tactics. Currently it is a waste of skill points when compared to other commando lines, as all it gives are grenades and grenade modifiers. I love grenades and use them all the time, but they need to be more accurate and perhaps dish out some status effects. Higher grenades should perhaps have an aoe knockdown, while lower should just stun or dizzy. The glop grenade should give a dot effect, and the cryoban should snare or blind. I feel that if we are ever to get any sort of defensive mods, they should also go here. Perhaps also a line to place the launcher pistol moves?



5) Heavy weapons dont work indoors. If this is intended it wasnt thought out very well. Last evening I went through the warren with a few friends and was very excited to get to fight the enhanced ATST. As an imperial I rarely ever get to attack any hard targets, other then rebel creature pets. I was increadably disapointed when NONE of my heavy weapons would fire. Understandably HW use should be limited to open areas... but could a closer look be taken at where and when they can be used? That fight takes place in a HUGE room, not confined hallways... and would have been safe.



Thank you,



~Cero


Imperial Commando

TougeFreak
Sat Nov 29, 2003 8:35 am
#201

TH is it because u r commando that's y u r looking into the "problems"? you should go try investigation with the broken missions and it takes months to grind. please note I don't give a crap about bh just that my friends told me sad stories of spending 20 -30 mins jus to find their bh missions broken.



TF armor division .*Naboo/Kaadara 5181 5725*-*NEW Coronet Branch -353 -5547*

now making 67% base 80% special low ham composite. 47% stun PSG slice them up to 63%!
RIS certified . 38% stun 65% base composite with 295ham helmet now in stock

The Dark Jedi Knight AS soon to be Guardian.
AcidGuru
Sat Nov 29, 2003 4:23 pm
#202

1. Make sure we get ranged mitigation not melee mitigation in the next publish.


2. Sort out the HAR once and for all, either remove it or make it a viable weapon.


3. The joke that is grenades needs the punchline removed.


4.Improve the launcher pistol, maybe some specials and some accuracy/speed mods, nothing huge just something usefull.


5. Lower the manufacturing cost or increase the ammount of charges on all consumable weapons.




----------------------------------------------
I've been to -10mil and back again.
----------------------------------------------
Myrdyr - Renegade Rebel Colonel
Ziz - Jedi Knight
Spin Doctor for The Dark Path
---------------------------------------------------------------------------------------
Making in-game lives of the community a virtual living hell since 2003
---------------------------------------------------------------------------------------
Morik
Sat Nov 29, 2003 6:08 pm
#203

Im sorry but you must be STUPID to ask for a kd dizzy for any commando weaps, and to ask for huge accuracy bonuses. the guns already do up to 7k damage (seen it myself, dont deny it). a dizzy kd would be insanely rediculous. fix the bugs and commando is set and perfect.



Nal Do'Urden - Teras Kasi Master (Pre-Boost) - Master Architect
Shop at -3240 750 (Kintan Naboo)
If you dont find what you need, send in an Order.

Former Master Bounty Hunter
Former Master Smuggler
Former Master Doctor (Pre-Boost)

Thank God for all of you non-FOTM TKMs
maddogs
Sat Nov 29, 2003 6:21 pm
#204

ya morik they do do 4-7k dam but only evry 8.5-15 secs were some one elss spams


2k dam every sec 2x10 = 20 20k dam is what you do in 10secs easly were we only do only 7k to 10k inclueding dot


so stop you stupid troling


for use geting a kd+dizzy is just like a TK haveing one becous they out dam commandos by 3-5X


or a carbener haveing one he can KD+dizzy from 64m and stay at 64m killing any one look at IVONI'S post at the top and you will see what i meen




===============================================================


Daniel' Judson-Leonheart

Dajaan
Sun Nov 30, 2003 10:06 am
#205

my top 5 issues about commandos? here we go:



  1. too much damage

  2. too much damage

  3. too much damage

  4. too much damage

  5. too much damage

kind regards,
a master pistoleer




"in Yoda we trust"
Nvim
Sun Nov 30, 2003 9:58 pm
#206



Dajaan wrote:

my top 5 issues about commandos? here we go:

  1. too much damage
  2. too much damage
  3. too much damage
  4. too much damage
  5. too much damage

kind regards,
a master pistoleer






When commandos only cost 92 skill points to master you can start comparing how much damage they do compared to pistoleers.

Commandos are one of the offensive specialised professions. We receive very little in terms of defensive bonuses, we receive no state defenses which are one of the most crippling deficiencies, we need unarmed 4 yet the 29 points we spend in unarmed gives us little to nothing. Note, what we pay just for the unarmed requirement is almost a third of the points required to master pistoleer.

1) I think Field Tactics should incorporate some unarmed skills, we shouldnt take away from what TKA have but things which enhance the commando as most of our specialty rely on up close weapons. I would add some state effects to the grenades in this line, make them a little more effective and less cumbersome, easier to manufacture as they are terribly expensive. I would also add in a melee based weapon which a commando can use up close, just so that we utilise more of our requirement skills. Something like having a bayonett attachement which turns one of our ranged weapons into a fair melee weapon whilst its attached.

I dont think you need to add any state defenses to this line, we still have points left over which we can invest in other professions that have access to them.

2) This may sound like a minor thing but with a 1100 damage flamethrower and at master commando I get 1k to 6k missions, the mobs at these difficulty ratings are mostly blue, some are white con. Many of these mobs are one-shot-wonders without using a special. Anything lower than yellow con that does not have insane heat resistance is not really a super threat.

3) Heavy weapons are problematic as many have mentioned. We gain very little from what are meant to be ultra expensive weapons because they are too situational and have very limited charges and require very rare components. I can pay up to 100k for my rocket launchers and I have to reserve them solely to take out AT-STs just because of the sheer cost per shot, up to 3.5k per shot is expensive when I can only pull in 1-6k missions on my own.

I think Heavy Weapons should be wieldable short range weapons delivering AP3 damage with significantly lower stats, if common laser rifles have ap2 and T21s ap3 for weapons that cost peanuts compared to heavy weapons then that is problematic. If the heavy damage dealing is short range then the problem of inflict too much damage at range is not going to be a problem. Unlike rifleman, we dont have conceal shot and cant sit there all day shooting at krayts soloing them.

Again, rifeleman costs 92 points to master and has heavier hitting weapons than we do at range and they can inflict state attacks at range, have the ability to target the mind pool and have significantly more defensive abilities.

The Heavy Weapon tree should be the primary focus for the Commando, not the Flamethrowher. Make the FT utilise Flamethrower exp, HAR have HAR exp and the HWs should only have HW exp.

HW skill boxes should also give the commando special attacks with the HWs, these should be significant damage dealers which consume the charges, when a weapon is out of charges it should still function as the base weapon until the condition deteriorates. This gives us more effectiveness for the price we pay for the weapons.

BHs will still have an advantage over us, they will not be dependant on consumable weapons, we wont be able to target the mind pook and they still have superior forms of attack with state attacks with their weapons.

But to have the heavy weapon specialist have access to the least impressive weapons does not make sense to me. Even the BH LLC is far more impressive than any weapon we have. The HLC pales because of its limited usefulness, it is also significantly more expensive, cant be shot on the run, has severe accuracy issues, etc.

4) Accuracy and PvP in general. We have severe accuracy issues. As a master commando i still miss 30% to 40% of the time against an enemy standing still in close range. This is mainly due to the fact Marksman and Brawler give us no base accuracy bonuses whilst pistoleers, rifleman, carbineers and BHs benefit from the base profession bonuses. BH get better LLC accuracy mods for their boxes and are more accurate with their heavy weapon, even though they are not a heavy weapon specialist, their LLC is effective at any range aswell. (not comparing BH to commando, they happen to be the only others with a heavy weapon).

Our accuracy continues to deteriorate significantly if the target is moving, kneeling or going prone doesnt seem to help the situation. In PvP our biggest issue is that everyone is constantly moving. Our effectiveness is limited to 16m, anyone with novice medic skills can ignore any damage we may inflict at range. If either we are moving or the the target is moving or both the server thinks we are never withing 16m.

Almost any other range class has no problems kiting commandos in PvP because like meleers they know we have a very short effective range and its almost impossible for us to get to within that range of a foe that does not want to engage in close combat. Those that do often have KD, dizzy attacks and other forms which can disable commandos easily.

5) Commando suffer from the same issues as Creature Handlers. People are just getting Grenadeer because its the only functional weapon and only functional tree in the profession. A grenadeer is insignificantly inferior to a master commando. It is the same thing as someone going 3/2 in CH just to get maulers. People are getting the 'cheap' option to inflict a ton of damage in PvE.

Whilst this may annoy the vast majority of people playing Commando, the whole skill tree needs to be reconstructed so that minor weapon benefits occur from multiple trees. Someone should not be able to be almost as good as a master commando after spending 20 points on commando skills.

Being master should come with significant benefits.

An example:

Field Tactics 2 might allow you to use the Flamespecial 1, Heavy Weapon 3 might give you access to Flamecone1, etc.

I think the HAR should just be moved as part of the HW weapons. The forth line should be an Assault Maneuvers Tree which gives the commando some mods vs ranged and melee attacks, increased accuracy with weapons and increased accuracy whilst moving. Perhaps adding pistol mods for use with the LP and adding an assult rifle and carbine here would give more flexibility for the profession and have more uses for base profession skill mods.

I dont mind if the flamer is overhauled and the dot effectiveness reduced as long as the profession overall is balanced with the points it costs to master and there is more incentive for people to master and it become less cheesy for someone to just master one line.
neutronpixie
Sun Nov 30, 2003 10:17 pm
#207

My ideas/complaints on commandos:


Commandos need things like timed charges, trip wire and detonator type devices. Perhaps drop the whole acid rifle business for a skill tree like this:


Sabatoge
=======
I - booby traps - trip wire. - / stealth movement (chance you do not show up onenemy radar)
II - sabatoge - detonator mines-/ stealth movement + 5
III - time charges - timed explosives / stealth movement + 15
IV - Eplosives Technician - +25 explosives., +25 stealth movement


Think about what a commando does in RL. Now think about what a comando does in SWG.


This would also allow opportunities for the ranger class and scout to "detect sabatoge"


Imagine laying a 1500 DMG blast device at the entrance to an enemy city, while in stealth mode then as the pack of rebs walk by... <click> boom. you run/hide.. is this not what commando is all about?


Flame IV should be master. I am commando 0-4-4-0 I have no incentive to go to 4-4-4-4 because if you ask me thrown weapons and acid are worthless and why bother if i get flame single 2 at 0-0-4-0. This allows me to save pts for pistoleer health2 so i can macro /health1/health2/flame1/flame2/mindshot1/mindshot2 and cause distress on whatever gets me mad.






(LD)
Samhain -AXIS-
Master Smuggler
SwgClient_r.exe-108278.0-20050110211052.txt Exception c0000005(-1073741819)=code 00547865=addr
Ajo79
Mon Dec 01, 2003 5:58 am
#208

- Make the explosions from the Launcher Pistol smaller. Sure we all like big explosions but right now its way to big I think. Makes it hard to fight in a group since you cover the target in flame and smoke. My TKA groupmate wasn't too happy with my LP




Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel

Page 16 of 42